![]() It works the best on potd as the combat is thickest there. Stance is a great source of damage, both through action speed and extra cleaving attacks. Two level ups spent in making us care even less about afflictions.ĩ: Mob Stance & Unbroken. From this point, we can even use the Great Sword's modal (it's not that hot, though, and the gains are at best minimal).Ĩ: Unstoppable. Recovery just compensates for the low Resolve.Ħ: Confident Aim. Freebie crits are just delicious and doubly so for the Devoted. Strikes are a no-brainer – one of the best things that a fighter can offer to us and one of the main reason to play them. Early on, we'll be mostly using the Warrior Stance.ĥ: Disciplined Strikes and Rapid Recovery. It's picked quite often as early levels are starved for nice options and, well, extra mobility never hurts.ģ: Fighter Stances and Two-Handed Style. Two-Handers love minimal recovery penalties.Ģ: Fast Runner. This build can even use Whispers of the Endless Path (if you have the access to them).Īrmor of Choice: start heavy and then go lighter. Good modal (for a fighter, at the very least), good versatility and plenty of them in the game. If you already have enough of that – go for the extra damage. And high might & dexterity with average perception is your average damage dealing fare – well, generally you want perception to be maxed too, but Disciplined Barrage sorta absolves that.Īctive Skill of Choice: Athletics or ExplosivesĮxact choice depends on the amount of healing in your squad. A bit of extra constitution is also taken to endure through those crits better. And hostile effect duration becomes somewhat more tolerable with all the debuff resistances we're sporting. Yes, you've heard that right – we absolutely want them to be critting us so we're pretty much invite them to do so. So we have high intelligence to boost our main attack and low resolve so enemies will actually crit us. Otherwise, it's just a waste of a solo class. The explanation here is simple, however – if we go into the power tiers 8 and 9, we want to be fully utilizing them. The strange thing is that the very basic fighter has the most unconventional stats for the fighter. Knock Down isn't that bad but Discipline (as well as most other class resources) is scarce and we can't be burning it on subpar choices.Īttributes (Background – Deadfire Archipelago): 20-12-18-10-15-3 And maybe even to hit while sporting some serious accuracy bonuses. It's a great skill that allows us to frequently hit (and, after an upgrade, crit) while having an average Perception. ![]() Besides, even if you wish to be having them, you don't really need to invest into a subclass for this. And Black Jacket is simply weak – the burst that it generates is not all that great so all the gun-switcheroo shenanigans are not that worth it in Deadfire. On the other hand, Unbroken is for a very narrow tanky build that requires a certain synergy to bloom. And, given how good and diverse the swords and greatswords are – your basic weapon of choice – you're not really paying too much for all that. Extra penetration and critical damage, combined with the fighter's ability to score some easiest crits ever, increase your fighting potential greatly. You'll already have lots of resistances as a fighter so why not have even more of them? If I'm not explaining something then it probably doesn't matter as much and can be done at your discretion. And full 5 sturdy party members are probably redundant - it's not like there will be enough foes to burden them all at once. Instead, you need 3 sturdy party members and that'll be enough to support 2 squishy damage dealers. You don't need more than one pure tank and even one is optional. In terms of party composition - it's all pretty simple. And casters are more about either direct damage or support than about CC. Hard control has been really nerfed so now it's more about debuffing enemies then just keeping them still. Magical items are much stronger than they used to be in PoE 1 so you'll feel much more impact from them. Heavy armor doesn't eventually get useless, though, so certain builds will like to stay ironclad through the entirety of game. Just like in the first game, the armor progress seems to go from heavy to light. There are some exceptions but they're rather rare and obvious. ![]() So they can mostly be swapped without much worries. The races really don't matter as much as they did. We'll focus both on efficiency and the joy of playing. The game is a bit too easy right now but it doesn't mean you can't have fun with it. There's more levels than in PoE 1 and there are much more toys to play so more explanation is required so more time is needed. Means that I'm slowly and steadily filling it up with the builds. Ok, so for a couple of days, this guide is Work in Progress.
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