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First impression on full ability tree


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Skald:

Skald/ Monk:

  • I wonder if it is possible to play a ranged glass-cannon Skald/ Hellwalker per Instrument of Pain; that'd seriously kick ass! Like seriously... k i c k... a s s...
  • Seriously... ;-) That's probably the first thing that I'll test at launch!

 

 

Unless it changed with full launch the Skald's Crit to generate phrases system is based on melee only.  So, you would be better going Troubadour for the Helwalker build.  The tips in character creation do not clarify this well, IMHO.  Melee Skald/Helwalker can get pretty crazy though. 

 

You missed the point, instrument of pain increase the reach of melee weapons, so your still using your melee weapon, but at range. It's like fighting with quaterstaff or spear. Monk melee abilities work with long pain, so everything that proc in melee should work too.

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rewatching the skill trees I'm puzzled now. I was hyped by multiclassing but I'm considering a solo classe Monk. Enough cool stuff to just focus in this classe and unlocking power level 7 at level 13 instead of 18 make a big difference I find. Or multiclasse with a wizard and unleash 4 duplicates at end game, who need a party?

 

In my opinion chanter & monk (and paladin) are the big winner with lot of cool stuffs. the barbarian tree have perhaps too much upgrades instead of complete new abilities. You only have 1 new ability / power level, the rest is just upgrades. Fighter feel super classic, nothing spectacular (in the description) but the abilities look strong. For the spell casters have harder time to judge their end game abilities.

 

One question, du you think monk flagellan ability work like fighter charge, full attack on every one on the path (+ bonus dmg since 1 power level highter), or is it just full attack on final target and the crush dmg only on people on the path?

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One question, du you think monk flagellan ability work like fighter charge, full attack on every one on the path (+ bonus dmg since 1 power level highter), or is it just full attack on final target and the crush dmg only on people on the path?

 

I think since the fighter Charge is only lvl 4 ability now, it only does full attack to the target u charged to, no on path damage. Flagellan is like an upgraded version of Charge, it does Crush damage to enemy on path. I'm not so sure, but Charge doesn't have any upgrade so it doesn't matter i guess.

Edited by dunehunter
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I also remember the upgraded long pain will allow u to use any melee weapon in a short range.

 

Short is relative. Instruments of Pain give you +500% range. That is raange times 6. A reach weapon has a range of 1.8. 1.8 x 6 = 10.8 meters. Hope it really works this way... :) I'd love to find an awesome reach weapon and use it from distance. Or summon one. ;)

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Deadfire Community Patch: Nexus Mods

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Well, the paladin order bonuses still seem like pointless trash. That sucks.

 

Overall the subclasses just don't feel impactful enough. If I have a party with two fighters with one being devoted and the other an unbroken I don't feel like they'll end up playing very differently.

 

I'm trying really hard to not bring up BG but it's just how my brain is wired. Having a Stalker and an Archer in the same party felt like playing two completely different classes and it was great.

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And pretty disappointed that chanters got self only buffs, it kinda goes against the concept of the class itself imho

Because chanter has some pretty good blast, if I remember correctly they have a tornado like innvocaton at high level. As I said, chanter is very versatile, it can CC, blast, heal, revive, summon and has passive phrase. It also does very good in all of these aspect.

Well, to use the invocation after that buff you should rebuild your phtases from 0,dont even know if it will last enough... Oh well i'll keep my pallegina as buffbot anyway ;)

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Well, the paladin order bonuses still seem like pointless trash. That sucks.

 

 

 

Er, both the Kind Wayfarer and Bleak Walker bonusses are REALLY good. I could dps-tank a dual wielding kind wayfaring paladin through a 1-ish vs 6 on POTD difficulty in the beta, with only very minimal support from the priest. That heal on a dual wielding char is really powerful, since it triggers twice for the entire party for a really good amount, AND doesn't cost you  action time. Bleak walker also adds another damage type in addition to the damage bonus,m so you have another shot at targetting the lowest armor of the target. 

 

I agree that the other order bonusses are pretty weak, though. 

 

 

Twinnshot + driving flight + arquebus with extra target = 6 hits, that’s pretty cool. But the ability itself is lame. It’s just a 2h version of Full attack ability. 

 

 

 

Big nerf of Paladin with flame of devotion.

 

Honnestly, I understand the nerf of damage 25 % against 30 % (was ...50 %)

But accuracy is the mark of paladin. 10 accuracy do a really minor difference now.

 

MORE, why personnal bonus (upgrade) is 10 % against 20 % with shared ? It is a nonsense : p

Personnal = 20 %

Shared = 15 %

Far more logical : p

 

Cost of abilities, a lot with 6 sec of cast etc. I think, you can do more with a multiclass in this game.

 

 

 

Flames of devotion really needed that nerf, to be honest. It was on line in power with barbaric blow and other 2 or even 3 resource abilities for only *1* zeal. Even as it now is, it is still pretty good. It really doesn't need +20 accuracy over +10 to be powerful.  However, I agree that the shared flames buff is now better than the lingering flame upgrade.

 

After seeing the full talent trees, I do agree that for most classes you can probably achieve more as a multiclass (when built smartly).

Edited by lunattic
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And pretty disappointed that chanters got self only buffs, it kinda goes against the concept of the class itself imho

Because chanter has some pretty good blast, if I remember correctly they have a tornado like innvocaton at high level. As I said, chanter is very versatile, it can CC, blast, heal, revive, summon and has passive phrase. It also does very good in all of these aspect.

Well, to use the invocation after that buff you should rebuild your phtases from 0,dont even know if it will last enough... Oh well i'll keep my pallegina as buffbot anyway ;)

 

 

The Energize lasts 30 seconds, and you can upgrade that Invocation to immediately return 3 phrases if you single class.  If you Multiclass then you will likely have skills from your other class that you can make use of before those 30 seconds run out.  Also, these numbers are at 10 intellect.  So, that time would likely go up with most Chanter builds.  I could see an Ascendant/Chanter that pops it just before maxing out on Focus, and then goes absolutely bananas. 

 

I am thinking correctly that Energize is a Strength buff, yes?  I can't seem to find a list of the inspirations/afflictions that is complete. 

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Well, the paladin order bonuses still seem like pointless trash. That sucks.

 

 

 

Er, both the Kind Wayfarer and Bleak Walker bonusses are REALLY good. I could dps-tank a dual wielding kind wayfaring paladin through a 1-ish vs 6 on POTD difficulty in the beta, with only very minimal support from the priest. That heal on a dual wielding char is really powerful, since it triggers twice for the entire party for a really good amount, AND doesn't cost you  action time. Bleak walker also adds another damage type in addition to the damage bonus,m so you have another shot at targetting the lowest armor of the target. 

 

I agree that the other order bonusses are pretty weak, though. 

 

 

Twinnshot + driving flight + arquebus with extra target = 6 hits, that’s pretty cool. But the ability itself is lame. It’s just a 2h version of Full attack ability. 

 

 

 

Big nerf of Paladin with flame of devotion.

 

Honnestly, I understand the nerf of damage 25 % against 30 % (was ...50 %)

But accuracy is the mark of paladin. 10 accuracy do a really minor difference now.

 

MORE, why personnal bonus (upgrade) is 10 % against 20 % with shared ? It is a nonsense : p

Personnal = 20 %

Shared = 15 %

Far more logical : p

 

Cost of abilities, a lot with 6 sec of cast etc. I think, you can do more with a multiclass in this game.

 

 

 

Flames of devotion really needed that nerf, to be honest. It was on line in power with barbaric blow and other 2 or even 3 resource abilities for only *1* zeal. Even as it now is, it is still pretty good. It really doesn't need +20 accuracy over +10 to be powerful.  However, I agree that the shared flames buff is now better than the lingering flame upgrade.

 

After seeing the full talent trees, I do agree that for most classes you can probably achieve more as a multiclass (when built smartly).

 

 

Well you can make the upgrade version of FoD cost 2 zealot. I think at least Monk and Barbarian is very good if single classed. Monk's lvl 9 aiblity is very strong, Barbarian has Barbarian Retiation and Vengeful Defeat which is decent too.

Edited by dunehunter
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With the Intuitive inspiration being nerfed to 25% Hit to Crit,  Devoted suddenly looses a lot of appeal for multiclassing.

 

 

Does it hurt Devoted more than it does Fighter?

At least multiclassing to Devoted is no longer a no brainer for martial builds.

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:skull: SHARKNADO :skull:

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There is a post on reddit with screenshots of the the displayed abilities from cohh stream

 

https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

 

Cuts off the text of Death of 1,000 Cuts:

 

"Keyword: Shred

Target when damaged:
31 Raw Damage, +10 sec Duration of Death of 1,000 cuts effects Acc vs Fortitude
Target: 31 Raw damage, 19 raw damage per 3 sec for 30 sec Acc vs Fortitude
 
Fracture the target's soul, causing them to receive Raw damage over time. Shred spells used on this target will cause another fracture, dealing Raw damage instantly and extending the duration of the effect."
 
One of several cases where the top and bottom text seem contradictory. Guess the bottom text is more likely to be accurate? If not it could form a loop with Combusting Wounds....
 
Reminds me of another one where the top numerical description says "on hit" and the bottom says "on critical hit". Maybe they tested it one way and decided it was too powerful?
 
[Edit: Recall Agony is Shred... guess that doesn't trigger Combusting Wounds though, so it probably doesn't trigger this?]
Edited by SaruNi
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After studying the talent trees some more, I have to say that a fighter/paladin (any dual wielding one) multiclass seems REALLY strong. Bonus points for moon godlike, assuming the healing from their racial scales.

 

You get:

-Deep faith + the fighter inspired defense buff (level 6 upgrade extends the effect any time you're hit) > an eventual blanket +40 ? to all your defenses all the time, assuming you're tanking.

-dual wielding + armored grace, meaning you can potentially wear the heaviest armor with very low recovery (like a normal fighter).

-Constant recovery + white flames (if kind wayfarers) + potentially Lay on Hands to heal yourself, or the upgraded armor aura for extra healing. 

-The paladin armor passive for + 2 armor to the last incoming damage type. 

-The fighter defensive stance for +3 enemies engaged and -5% damage taken per enemy, upgrade knocks prone enemies who try to disengage.

-The best damage buff in the game (I think) with disciplined barrage, generating you tons of crits.

-Adding to this, you get fighter weapon specialisation + retribution for even more damage.

-One of the best auto AOE damage spells in sacred immolation (assuming the self damage it deals is a lower than listed, a UI bug like disintegrate)

-A very good, spammable full attack with low cost in flames of devotion (even though it was nerfed in both accuracy and damage), potentially buffing allies too with the upgrade. 

-A very powerful battlefield mobility tool in charge (as seen in the developer playthrough, this teleports the fighter to an enemy and somehow does like 8 attacks, even though it says it's a regular full attack).

 

And assuming the DLC adds at least one more tier of abilities and allows multiclass characters to reach level 8 abilities in the future, you get:

-Another extremely powerful selfbuff, the fighter one which adds all 6 basic inspirations to you at once (+5 to all stats for 30+int bonus seconds).

-Another paladin armor passive which adds +1 more armor every 6 seconds while standing still

-The paladin passive which allows you to self-ressurrect if you somehow manage to die. 

 

I'll probably make this my second character, or build pallegrina as a hybrid in my first run (it is in her potential class combo). Even if she's undoubtedly very poorly statted again, I think the classes are so poweful together that it will work. 

 

I'm planning Crusader for my first game and I agree with you, it looks awesome.  Also, even though I won't reach the Paladin self rez, I think I can still get the Fighter self rez Unbreakable at PL 7, correct?  Although that may come pretty late in the game.

 

I just can't decide on the subclass I want.  Originally I was thinking full on tank... Unbroken & Shield breaker with sword & shield but maybe I could let a companion be the tank and I can be more dual wield / melee dps??    

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There is a post on reddit with screenshots of the the displayed abilities from cohh stream

 

https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

 

Thanks, this is much better than searching the video and pausing if you look for an ability.

 

Now I really want a devoted/helwalker

Monks will have 2 abilities that can cause another attack when they crit, more attack speed, might bonus and fire lash.

Fighter gives you more crits, cleaving stance, more damage per hit plus passive healing.

Would be a mountain dwarf with max might and max constitution. The racial ability reduces chance for constitution and healing loss because you take much damage.

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Now I really want a devoted/helwalker

 

Welcome to my world, at long last... ;)

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"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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There is a post on reddit with screenshots of the the displayed abilities from cohh stream

 

https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

 

 

Cuts off the text of Death of 1,000 Cuts:

 

"Keyword: Shred

Target when damaged:

31 Raw Damage, +10 sec Duration of Death of 1,000 cuts effects Acc vs Fortitude

Target: 31 Raw damage, 19 raw damage per 3 sec for 30 sec Acc vs Fortitude

 

Fracture the target's soul, causing them to receive Raw damage over time. Shred spells used on this target will cause another fracture, dealing Raw damage instantly and extending the duration of the effect."

 

One of several cases where the top and bottom text seem contradictory. Guess the bottom text is more likely to be accurate? If not it could form a loop with Combusting Wounds....

 

Reminds me of another one where the top numerical description says "on hit" and the bottom says "on critical hit". Maybe they tested it one way and decided it was too powerful?

 

[Edit: Recall Agony is Shred... guess that doesn't trigger Combusting Wounds though, so it probably doesn't trigger this?]

It will be interesting to see how it works. Against many targets, I'm not sure it will matter. 31 plus 190 Raw damage over time is pretty lethal in its own right. Adding 31 plus 57 over time per other shred spell (Plus, well, all the other bonuses you've accumulated over 19 levels?)

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There is a post on reddit with screenshots of the the displayed abilities from cohh stream

 

https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

 

Cuts off the text of Death of 1,000 Cuts:

 

"Keyword: Shred

Target when damaged:

31 Raw Damage, +10 sec Duration of Death of 1,000 cuts effects Acc vs Fortitude

Target: 31 Raw damage, 19 raw damage per 3 sec for 30 sec Acc vs Fortitude

 

Fracture the target's soul, causing them to receive Raw damage over time. Shred spells used on this target will cause another fracture, dealing Raw damage instantly and extending the duration of the effect."

 

One of several cases where the top and bottom text seem contradictory. Guess the bottom text is more likely to be accurate? If not it could form a loop with Combusting Wounds....

 

Reminds me of another one where the top numerical description says "on hit" and the bottom says "on critical hit". Maybe they tested it one way and decided it was too powerful?

 

[Edit: Recall Agony is Shred... guess that doesn't trigger Combusting Wounds though, so it probably doesn't trigger this?]

It will be interesting to see how it works. Against many targets, I'm not sure it will matter. 31 plus 190 Raw damage over time is pretty lethal in its own right. Adding 31 plus 57 over time per other shred spell (Plus, well, all the other bonuses you've accumulated over 19 levels?)

 

 

On a related note, has anyone tested whether hostile effects get cleared if you're knocked out and get revived? With Paladin, Fighter, and Druid getting automatic revive it may be relatively common among enemies as well at higher level....

 

Classes without a "Destroy" ability might have to resort to scrolls or items against enemies with unlimited self-revives (Paladins, for example).

Edited by SaruNi
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