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journeyman
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OP
journeyman
Joined: Sep 2023
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This post outlines the routing I've crafted to get as powerful as possible in just a couple hours of playtime. While there are technically stronger builds for damage, with the large amounts of stats you posess you will find yourself breezing your way past a lot of RNG checks while also being tankier than usual versus magic effects. So, as outlied in the title, we're committing to a completely solo party evil Dark Urge Fighter playthrough on Tactician to give ourselves a good challenge, and of course, with some mild spoilers (will include spoiler tabs of course). This build is based on 170 hours of doing nothing but purely playing Fighter Dark Urge, including this build in Tactician. It's also a long one, so I hope you'll enjoy the read (and the experience if you try this out, of both a solo challenge and the story). 1. The base idea behind the build When I said that there are stronger damage builds but you have a lot of stats - this isn't contradictory. There are certain items and elixirs you can use to hard-set your stat to a pre-given amount. For example, Elixir of Hill Giant Strength hard sets your STR to 21. That means if you drink it at 20 STR, you only get 1 extra point, but if you drink it at 15, you get 6. Alternatively, drink it at 21 or more and you gain no benefit. With that in mind, we are looking to maximize the amount of stats you can get out of hard set stat increasing effects, keeping in mind what items like that are out there. They are: -Elixir of Hill Giant Strength / Elixir of Cloud Giant Strength - Hard sets your STR to 21 and 27 respectively, and takes up your elixir slot. -Gloves of Dexterity - Sets your DEX to 18. Available in Act1. -Amulet of Greater Health - Sets your CON to 23. Available in Act3. This means that we can look at increasing our INT, CHA and WIS stat values to much higher than what you would normally use as a Fighter, giving you a lot of flexibility - something you will need as you will be playing the entire game solo, barring the very beginning as you're forced into it, and the very end if you want a slightly evil-er ending. 2. Character creation Any race works really, but if you are looking to min-max, you should set your eyes on the Black Dragonborn for the early damage help with Acid Breath (remember, our STR and DEX will be super low), but also for the long term Acid Resistance, as there is a lot of Acid damage in this game. However, if you are looking to do as much damage as possible with this build, turn to the Githyanki, as we will be primarily using Greatswords, and one that has an extra property for Githyanki players to deal extra Psionic damage on hit. Given this, we will specialize in Great Weapons, and set our stats to the following values: 8STR, 8DEX, 12CON, 14INT+ASSIGN, 14WIS, 15CHA+BONUS If you are wondering about these strange values: you can't decrease a stat lower than 8 and can't increase non-main stats beyond 15, but you also only gain +1 to rolls on every other increase - to put it into an example, 9WIS is the exact same as 8WIS, excluding if your class specializes in that stat (for us, this is STR of course), and excluding CON as it raises your HP even if you only increase it by 1. 3. Itemization, leveling progression As mentioned before, the goal of this build is to be incredibly flexible. No matter the fight you are in, you need to specialize in it - after all, as a psychotic mass murderer, you better be good at your job. Therefore, we will be combining EVERYTHING - damage, protection, mobility, utility, RNG mitigation, hit and run, every single thing you can think of, this build should be capable of tackling it with relative ease. Note that aside the Gloves of Dexterity, this serves as a guideline rather than something you should stick to all the time (especially given how varied Amulets and Rings are), but these are what I found working best. ACT1 Helm: Grymskull Helm (Can't be critted, Fire Resistance, Grants Hunter's Mark) Cloak: The Deathstalker Mantle (Every turn, your first kill will make you Invisible for 2 turns - note that currently due to a bug, Cull the Weak will not proc the cloak (which you can also use to your advantage when killing large clumps of enemies) Chest: Adamantite Splint Armour (18AC, Can't be critted, Incoming damage reduced by two, Being struck in melee inflicts Reeling, Disadvantage on Stealth Checks, Gloves: Gloves of Dexterity (Sets your DEX to 18, +1 Attack) Boots: Disintegrating Night Walkers (Can't be Enwebbed, Entangled, Ensnared, can't slip on Grease or Ice, grants Misty Step) Amulet: Amulet of the Misty Step (Grants Misty Step) Ring1: Crusher's Ring (+3 meters Movement Speed) Ring2: Caustic Ring (+2 Acid damage on Weapon Attacks) Weapon: Soulbreaker Greatsword (+1 Weapon Enchantment, 1-4 extra Psychic damage per hit if wielded by a Githyanki, +2 Initiative rolls, grants Pommel Strike, Lacerate, Cleave, Soulbreaker) Ranged: Gandrel's Aspiration (+1 Weapon Enchantment, Advantage against Monstrosities, grants Piercing Shot, Brace (Ranged), Sacred Munitions) ACT2 Weapon: Soulbreaker Greatsword (+1 Weapon Enchantment, 1-4 extra Psychic damage per hit if wielded by a Githyanki, +2 Initiative rolls, grants Pommel Strike, Lacerate, Cleave, Soulbreaker) / Halberd of Vigilance (+2 Weapon Enchantment, +1 to Initiative rolls, Advantage on Perception checks, Attack Rolls as Reactions have Advantage, grants Rush Attack, Lacerate, Cleave) ACT3 Helm: Helldusk Helmet (See up to 12m in magical and ordinary Darkness, +2 Saving Throws vs Spells, Immune to Blind, Grants Immolating Gaze Cloak: The Deathstalker Mantle (Every turn, your first kill will make you Invisible for 2 turns - note that currently due to a bug, Cull the Weak will not proc the cloak (which you can also use to your advantage when killing large clumps of enemies) Chest: Helldusk Armour (21AC, Proficiency with the armour, Inflict Burning to an enemy when you succeed a Saving Throw, Fire Resistance and immunity to Burned, take three less damage, grants Fly) Gloves: Gloves of Dexterity (Sets your DEX to 18, +1 Attack) Boots: Disintegrating Night Walkers (Can't be Enwebbed, Entangled, Ensnared, can't slip on Grease or Ice, grants Misty Step) Amulet: Amulet of Greater Health (Sets your CON to 23, Advantage on CON Saving Throws) Ring1: Crusher's Ring (+3 meters Movement Speed) Ring2: Caustic Ring (+2 Acid damage on Weapon Attacks) Weapon: Soulbreaker Greatsword (+1 Weapon Enchantment, 1-4 extra Psychic damage per hit if wielded by a Githyanki, +2 Initiative rolls, grants Pommel Strike, Lacerate, Cleave, Soulbreaker) / Sword of Chaos (+2 Weapon Enchantment, Regain 1-6 HP per hit, grants Pommel Strike, Lacerate, Cleave, Rush Attack) / Halberd of Vigilance (+2 Weapon Enchantment, +1 to Initiative rolls, Advantage on Perception checks, Attack Rolls as Reactions have Advantage, grants Rush Attack, Lacerate, Cleave) Ranged: Gontr Mael (+3 Weapon Enchantment, Possibly inflicts Guiding Bolt on hit, 6meters glowing light (can turn on/off), Grants Celestial Haste, Hamstring Shot, Brace (Ranged), Bolt of Celestial Light) The combination of these items grant incredibly offensive capability in both melee and ranged scenarios, while also preserving high tankiness against common damage types and a lot of mobility. Note that for Githyanki players, Soulbreaker Greatsword will stay the strongest at all times due to the raw damage output, but that doesn't mean you can't swap around for more utility. I will share this here, as this is probably a bug, but currently, if you can single out an enemy and stun them with Soulbreaker, they can't initiate combat with you, letting you spam hundreds of damage until they regain consciousness, at which point, combat begins. So, for every Short Rest, you can abuse someone to oblivion. Once you are in Act2, the Halberd will be a giant boon for open world Perception checks, don't be afraid to use it even if it's a slightly weaker weapon in combat. In Act3, once you have Gontr Mael, don't be afraid to use Bolt of Celestial Light even when disadvantaged in melee. It's damage is on par with other special melee attacks, not to mention Celestial Haste is an incredible DPS cooldown. Now, it is time to pick our spells, feats and Megamind powers to further play into the toolkit. Feats: Athlete(+str)->Alert->Lucky->Mobile Manoeuvres: Trip Attack, Sweeping Attack, Riposte -> Menacing Attack, Disarming Attack, Evasive Footwork -> Free Pick S M A R T S: Concentrated Blast -> Cull the Weak -> Favourable Beginnings -> Luck of the Far Realms -> Force Tunnel -> Displace -> Repulsor -> Charm -> Psionic Backlash -> Psionic Overload -> Ability Drain -> Free Pick 4. Important Vendors We will need lots of money to fund our journey, but we will also need the correct vendors. A core mechanic of vendors - in case the reader is unaware - is that when you level up, or take a full rest, their gold and replenishable products restock. So, in order to make sure you are making the right investment, keep an eye out for the following vendors in Acts 1 and 3. In my book, recruiting a Hireling to level up to reset loot tables is cheating, as I'm committing to a fully solo playthrough, but of course, you get to choose, and it is completely fine to go through Hirelings. Auntie Ethel: 3x Elixir of Hill Giant Strength. Lady Esther: Invisibility Potion, Disarm and Lockpick kits. A'jak'nir Jeera: Arrows of Ice, Fire, Acid and Lightning, Roaring Thunder Arrows, one-time Gloves of Dexterity. Derryth Bonecloak: A variety of Weapon Coats, Smokepowder Bombs, Holy Waters and Alchemist Fires. Sometimes she sells a Cloud Giant Finger - you need 3 to make a Cloud Giant Strength potion. She is also present in Act3, where she will sell the Elixir straight up (not a 100% chance). (ACT3) Stylin' Horst: Sometimes sells an Elixir of Cloud Giant Strength. (ACT3) Blurg: Sometimes sells a single Cloud Giant Finger. (ACT3) Helsik: Sometimes sells a single Cloud Giant Finger. 5. Routing (Includes Spoilers) As this is a guide and not a walkthrough, the routing only goes into some parts of Act1 to get your initial list of items in the quickest manner, while also playing into an Evil playthrough. There is no routing for Acts2 and 3 given here, as it is not necessary (however, I will share two suggestions at the end for Act3). It should be obvious that the following routing includes spoilers, so guard your eyes if you haven't done the story yet. On the Nautoloid - loot everything, save Shadowheart, equip a Longsword and a Light Crossbow. Just before you connect the nerves on the transponder, transfer every bit of existing loot that is on both (including armor and weapons) over to yourself. Lae'zel's Gith gear is what we will use until we acquire the items on our list. Other than that, we will need all the gold we can possibly get. Once you are on the ground, loot everything you can, sneak up and savescum on Shadowheart until you get a good roll on your breath and initiative, the two Intellect Devourers you can kill by dipping your xbow in fire pre combat and sneak firing, and then running and jumping back as far as you can every time until you eventually kill them. You have plenty of HP potions so death will not be an issue, but it does mean that you won't be able to Jump. Kill the Mind Flayer by stomping on its head and rip off Gale's hand to get some Inspiration and extra XP, then sneak up on Astarion and kill him, and loot everything in the region (triangulated by Gale, Shadowheart and Astarion, don't attempt killing Lae'zel and her two guards just yet, the terrain in that area doesn't compensate for our puny damage output). Once that is done, make your way to the Grove, fight the two goblins on top of the cliff where you walk up (shoving helps here to compliment your lack of damage), and wait till the fight is over to make sure as many NPCs are dead as possible (including Wyll, Aradin and everyone else) to be able to loot as much as you can. All this you can do with both of your short rests, although I managed to only need one. Once you're in the Grove, your QoL will skyrocket. Vendor off your excess and then buy an Invis Potion and Giant's from Auntie, and a Greatsword+1 from the blacksmith. You should also buy some elemental arrows to use for later in Rosymorn Monastery. Make your way to Nettie (and get the child killed), be truthful towards her so that she doesn't poison you, then yoink the Mind Flayer Specimen. After that, begin making your way to Brynna and Andrick. Drink your Giants, sneak up behind them (you might lose a couple hp as you try to Jump around em, but whatever), take em by surprise, once more loot everything including the parasite. At this point, if Aradin and others still live, go below the bridge and circle around behind Aradin and ambush them. Next up, backtrack and climb up on the hills south-west of the entrance to the Grove, and loot the place. Go back to Blighted Town and True Soul your way past the guards (note: you can fight the initial pack by climbing to the rooftop on the right as you enter, and sneak opening on the goblins and making sure you don't stand near a hole / stand far enough away from the ledge so that you don't get shot from multiple directions) and loot the entire damn thing, everything that isn't pinned down. At this point, take a full rest so you can buy another set of Giants elixirs, and unlock Cull the Weak in your Illithid tree. Now, you will be doing some mischief with that Invis Potion you bought from earlier - you will walk up to the Idol of Silvanus, steal it in broad daylight, hope the Initiative rolls are in your favour, and Dash+Invis Pot out of there. Once you drop combat, you can teleport out to Emerald Grove Environs. This will secure us a bunch of bodies to loot later, and gives us a temporary boost in Nature and Animal Handling, and a full return in gold on our Invis Potion. At level three, take Trip Attack, Sweeping Strike and Riposte. Trip Attack is an incredibly useful spell as it trivializes high AC targets. Sweeping Strike works wonderfully with Cull the Weak on low HP groups of mobs, and Riposte, while RNG, will come in extremely handy as we greatly increase our AC later. Once you are done with the Grove and Blighted Town make your way towards the goblin camp, roughly with about 1.6k - 2k gold. Fighter Intimidate your way past the guards and trigger the cinematic on the Camp's bridge. After that, vendor off your excess until the vendor has no more gold left, buy the Swiresy Shoes as the price-value number is through the roof with this one. After that, take care of Crusher in the Goblin Camp. Bite off his toe, smack his head in, then let him grovel and follow him to the bridge where he can be killed and looted silently for his Ring. Next up, make your way inside the Defiled Temple, using your Illithid powers to convince the guards you're chill (just don't roll Critical Failure like I have). Loot the chests on the ceiling, loot the room with the Smokepowder Barrels, and loot the Gilded Chest in the High Priestess's room for the Amulet of Misty Steps - which might or might not get violent. We will come back later to kill the True Souls here for their parasites. Now you can go to the Mountain Pass. This will trigger the already dead Alfira's replacement, Quil Grootslang early to join you, which means the day after you will have the Deathstalker's Mantle. Raphael might also show up if he hasn't already, you can threathen to kill him to make up for the terrible writing of Act3 (you can read this: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=892335&#Post892335 if you don't know what I'm on about). Next up, loot everything you can on your way to Lady Eshter (and kill a naked Lae'zel on the way), convince her to pay you up front for getting her the Githyanki Egg, and make your way to the Monastery. Once you climbed the natural terrain to sneak in topside, drink a Strength elixir, and kite the waves of rats outside and use elemental arrows to bring them down if they are stacked, or using melee attacks if they are seperated (note: you can initiate the battle without climbing in. Use an Arrow of Fire just to the right of the entrance, giving you a big advantage). After this, get into the Creche, and buy the Gloves of Dexterity. Congratulations, you can now do damage with 21str and 18dex. Now, go to the doctor's office, shut the door, stab her, and loot the parasites. Once you got your gloves and parasites, go back to Blighted Town, and pay Auntie a visit to restock on consumeables. You want to leave her alive for a long long time while you are still traversing Act1, as she will be the one supplying you both throughout Act1 and Act2. Just be careful with her dialogue, because if you start talking about her deal to remove your tadpole, you will lose the option to trade with her. Take a full rest afterwards (remember you HAVE to do it while you are topside in the Forest on the starter map, as you will only get your Cloak if you sleep in the exact same camp as you killed your Bard in). Then comes the True Souls. This one's a slower grind - you want to kill the weaklings from the rooftop and abuse elevation and your stealth cloak until its a one on one fight of still abusing elevation. Minthara is incredibly strong though, and if she grabs you with Hold Person, you have to savescum as it's GG from that point on. Shoving her off of high elevation works wonders, but don't push her somewhere where you can't loot. Remember to grab the Smokepowder Barrels behind Dror's throne and the treasure room next to it. Minthara's chest is a good substitute until we get to the end of this build. After this, make your way to the Underdark, first the Myconid Colony (climb out on the side of the Selunite Outpost, and book it to the Myconids. If you trigger the worm, just run and retreat to Camp). Derryth there sells the Caustic Ring, an item we will use for a long, long time. By this point, you are quite well geared, have high stats, and have some of the most important tadpole powers, but you still have a bad ranged weapon. So, refresh your Luck of the Far Realms if you spent it, and use it on Gandrel, not too far from Auntie's home. Stealth open on him (I recommend using a Basic Poison coat to guarantee the kill) and use Far Realms for your initial Trip Attack opener. Together with Action Surge, you should be able to oneshot him. Now that that's done, we go to Grymforge - you can choose how violent you want to be. Personally, I ambush the Duergar at the docks to pre-emptively compelte the Myconid quest, and then kill the Duergar that intercept me on the water using Roaring Thunder Arrows because I'm evil. Once on dry lands, you can take a detour to pick up the Fetish of Callarduran Smoothhands from the executed Deep Gnomes to have an optional Invis ring. After that, make your way to kill Philomeen and gather up the explosives to explode it into Nere. Use the Smokepowder you looted from the Defiled Temple to bust out Nere, then wait until everyone is grouped up in the middle to use the Runepowder to kill them all. Even if you don't kill everyone in one shot, you can either savescum or just dunk it out versus super low HP targets - your cloak and high mobility help with this. This scores us another Tadpole and our Boots alongside a bunch of vendorables. Afterwards, we go to the Forge. Pick up the Mithral guarded by the Armour pack using Philomeen's smaller grenade and the Splint Mould on the way there and do the event. Note that on Tactician, Grym has 450 HP and will need 3-4 hammer strikes to go down. You want to have 2 short rests available and preferably an Invis Potion. The first invis moment will happen via your cloak once you kill ONLY ONE of the trash spawns, and then the 2nd Invis is if you need to be better positioned but don't have the normal means to do so. During both Invis durations, you can Short Rest to reset both of your Misty Steps and heal up if needed. While out of combat, Grym doesn't heal nor does he move, so you effectively get a soft reset. To go either directions (Philomeen and Forge), locate the Defaced Statue of Shar from where Nere is being dug out. Jump as far East as you can, loot the Splint Mould there, then go North if you want to loot Philomeen (note: to avoid picking up the attention of the Oozes, jump down via Misty Step to avoid taking stealth breaking damage, and make sure you turn off Cull the Weak when you ambush Philomeen - otherwise, you can jump behind the barrel, loot it, tell Philomeen everything is okay, and then kill her by using Turn Based Mode). Now comes the last step. By this point, you should be level5, allowing you to use your bonus action. Go to the Creche Captain's room, get behind the guy guarding the way to the Inquisitor, and start picking off everyone one by one. The Captain will never get Surprised, but the rest will, allowing you to easily take them out one by one until it's just the Captain left (remember Short Rests during Invis combat reset portions). The Captain does little damage to us now, but is tanky herself, so get ready to savescum if you are getting exceptionally unlucky. In just over 2-4 hours depending on how well you know the route and how much you have to savescum, you've gotten level5 and acquired all the strongest items you can get out of this Act1. Congratulations, and enjoy your Evil Dark Urge playthrough. Now you can begin killing everything and looting them, starting with the Emerald Grove given our setup from earlier. Just make sure you leave the vendors you need alive! And that you get the Blood of Lathander. And as for Act3 (heavy spoilers): Kill Raphael in the House of Hope. Because the Act is terrifingly unfinished, he's treated as a side quest rather than a must-do objective. The link above goes into more detail on this from a storywriting perspective. Aside the fact of course that you get all the gear in the House, but it is possible to miss him entirely. Other than that, make sure you side with Orin initially and explode the Steel Factory, as that is where you will be getting your Longbow. You can send your companion away while you dunk it out with the guards, just make sure the collars never activate as that kills your companion too, even if he is not present. 6. Conclusion Lots of technicality, words and whatnot, but at the end of the day, as I said before, this is a guide, not a walkthrough. Twist it and mold it to your own needs. After all, perfection is subjective. For me, this build made me feel like an absolute menace, a proper roleplay of the Dark Urge. I hope the read was enjoyable, and that the experience will be thrilling.
Last edited by ghettojesusxx; 06/09/23 02:32 PM. Reason: Grammar errors, removed duplicate info
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member
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Joined: Sep 2017
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Your feat choices are extremely suspect in my opinion. Why are you not taking either of the feats that best take advantage of your Strength, Tavern Brawler or Great Weapon Master? Either of them would be a huge damage boost, for thrown weapons (Tavern Brawler) giving you some great ranged options, or for normal melee hits when your hit chance is good enough (like say if your enemy is paralyzed and you're auto-critting anyway)? Athlete, Alert, and especially Mobile seem like marginal benefits by comparison.
Also, you're missing a few stat setting items, most notably the headband of intellect from Act 1 or the Gauntlets of Hill Giant Strength from Act 3. Granted that you can't be using Dex and Str boosting gloves the entire time, but since you don't need to be focusing on Int you can boost Dex, Wis, and Cha and use the Str gloves once you have them. That ties into a general principle, you don't seem to be leveraging respeccing nearly as much as you could or imho should when doing a solo run - it's only 100 Gold, doesn't mess with companions, lets you kit yourself out for a given encounter or scenario, and overall lets you adjust to the itemization you currently possess, such as dumping Dex once you get those gloves in Act 1, and in Act 3 shifting to increase it once you replace those with the gloves of Str.
Overall looks fun, glad you had a great time with it, and the itemization notes are generally useful regardless of build. It's just not at all how I would build or play it if I were playing Solo Dark Urge (which I do plan on doing, probably as a Monkbarian primarily, once my current campaigns are complete).
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journeyman
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OP
journeyman
Joined: Sep 2023
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Your feat choices are extremely suspect in my opinion. Why are you not taking either of the feats that best take advantage of your Strength, Tavern Brawler or Great Weapon Master? Either of them would be a huge damage boost, for thrown weapons (Tavern Brawler) giving you some great ranged options, or for normal melee hits when your hit chance is good enough (like say if your enemy is paralyzed and you're auto-critting anyway)? Athlete, Alert, and especially Mobile seem like marginal benefits by comparison. Damage output is already significantly high as a Fighter, and while I could certainly double down on it, there are a couple layers I had to consider. Not every fight and challenge is the same, and as a solo player with very low HP, doing hit and runs is almost mandatory to avoid taking a lot of unneccesary damage - I wouldn't want to waste Bonus Actions on healing or take more Short Rests as Long Rest costs 80 supply on Tactician. On top of this, some mobs have WAY more HP than others and enemy Crit RNG is turned to the Heavens on Tactician (at least it feels like that, I barely ever got critted on Explorer or Balanced, but I get constantly critted on Tactician), so I prefer to have more consistent options of avoiding damage. Athlete and Mobile help with this quite a bit (not to mention Athlete helps a lot with exploring the world or getting to places where you can abuse the enemy hard), and Alert simply ensures that I'm always on the advantage, without the need to savescum for Initiative rolls. With the heightened DEX values and the Caustic Ring, ranged weapons are no slouches either. And my final argument for skipping Great Weapon Master is simply that as DU, you get to benefit from your Invis Cloak way too much. You really don't need the extra actions after a kill when you turn invisible and then re-open with Surprise once Combat drops. Tl;dr: Big damage feats aren't as consistent as what I'm looking for. Also, you're missing a few stat setting items, most notably the headband of intellect from Act 1 or the Gauntlets of Hill Giant Strength from Act 3. Granted that you can't be using Dex and Str boosting gloves the entire time, but since you don't need to be focusing on Int you can boost Dex, Wis, and Cha and use the Str gloves once you have them. That ties into a general principle, you don't seem to be leveraging respeccing nearly as much as you could or imho should when doing a solo run - it's only 100 Gold, doesn't mess with companions, lets you kit yourself out for a given encounter or scenario, and overall lets you adjust to the itemization you currently possess, such as dumping Dex once you get those gloves in Act 1, and in Act 3 shifting to increase it once you replace those with the gloves of Str. The INT Hat would conflict with Grymskull and Helldusk Helmets, both important mitigation pieces. While I could look to minmax my stats more that way, I can't put more points into WIS and CHA, so I'd be forced to put points into the stats I am already looking to get items / effects for - STR, DEX and CON, essentially ending up with worse gains by using more. I didn't mention the Gauntlets of Hill Giant Strength because it only sets STR to 23, whereas Cloud Giant sets it to 27. Given you could use other Elixirs if you go down that route, but you also lose all your DEX, eliminating Ranged weapons as a viable damage source barring Celestial Haste from Gontr Mael. And I probably should have mentioned this, but this build was the result of constant respeccing. I could multi-class for sure, but as the title implies, this is purely for the Fighter, and once I figured out what I wanted to do, I've gone from start to finish without respeccing once. Imho, it also makes the flow of the game better, and makes hitting milestones more satisfying in my book.
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Joined: Jul 2021
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Since you have relatively bad wisdom saves how do you handle enemies casting control spells? I mean when you have no companions even something simple like hold person sounds like a death sentence to me if you fail your save for two rounds.
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member
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Joined: Sep 2017
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Have you considered something like Way of Shadow Monk 9 / Gloomstalker 3? It gives you +3 Initiative, At Will Shadow Step, bonus action dash, and thus basically rolls in 3 of 4 feats into the base package offered by the classes. Plus it has at will invisibility, making it easy to hit and run, and bonus attacks when you're doing so. You have 1 less attack while hasted outside of the first round of combat, granted, but then you can take Tavern Brawler, which is so good that your average damage will come out ahead anyway.
Unarmed, with Tavern Brawler as 9 Monk, no Ki expenditure, "only" Str 23 (+18 to hit, +12 Str +4 Prof +2 Items) (Deals 19.5 average damage, 4.5 Weapon (1d8) + 3 Items + 12 Str) Kitted as listed, unhasted, Str 27 (+14 to hit, +8 Str +4 Prof +2 Items) (Deals 18 average damage, 7 Weapon (2d6) + 3 Items + 8 Str)
Now the question is what gear you would use with that, as there's no reason to actually be unarmed, and you can choose to be unarmored or not. But you can also use whatever gear sets are logical for the encounter in question, since literally all the loot is yours. Hey again nothing wrong with doing it the way you like, it just seems like a lot of resources are being sunk into making a Fighter more like a Monk instead of just being a Monk. If you did try this, and didn't like it, why not?
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journeyman
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OP
journeyman
Joined: Sep 2023
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Since you have relatively bad wisdom saves how do you handle enemies casting control spells? I mean when you have no companions even something simple like hold person sounds like a death sentence to me if you fail your save for two rounds. I actually have quite a bit more Wisdom than your average Fighter (iirc base is at 10, I went ahead with 14) and include the Helldusk Helmet later on, and you get several reactions as you go on to either give you extra saving throws (Lucky, Indomitable) or Illithid Powers that either help you snipe low HP casters (Psyonic Backlash coupled with Cull the Weak) or straight up being a Counterspell (Psionic Disturbance (hopefully I got the names right)), and of course, the constant Invis from the cloak. But other than that, pre-fight knowledge helps you with certain packs of NPCs to snipe dangerous targets. But yes, if a Hold Person connects its generally a GG and you have to reload. Minthara early on is very dangerous as she's high on mobility and significantly outlevels you, so its very difficult to be outside her Line of Sight, but with a proper ranged pull, positioning and shoving off high elevation, Hold Person will never connect. Other CC effects are nowhere near as bad though, Slow for example is not a biggie, you just need to suck it up and retreat, and against many movement CCs you are immune to thanks to our Boots.
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journeyman
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OP
journeyman
Joined: Sep 2023
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Have you considered something like Way of Shadow Monk 9 / Gloomstalker 3? I cant say that I have - I wanted to purely go down the Fighter route, both as a challenge and because my friends kept saying that Fighter is terrible. Hey again nothing wrong with doing it the way you like, it just seems like a lot of resources are being sunk into making a Fighter more like a Monk instead of just being a Monk. If you did try this, and didn't like it, why not? I would have to give it a shot first, but it does sound like its a blast. Although I'm not keen on the idea of it being "more like a Monk" as both have their own degrees of build variance and flexibility - some overlap in playstyle is bound to happen at some point. Not to mention that dude with greatsword is a fantasy that will never grow old.
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journeyman
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journeyman
Joined: Aug 2023
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my friends kept saying that Fighter is terrible. Oh no! That's terrible! I hope your friends get better soon.
I don't want to think about why my eye is itching.
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journeyman
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OP
journeyman
Joined: Sep 2023
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my friends kept saying that Fighter is terrible. Oh no! That's terrible! I hope your friends get better soon. They have, given they were incredibly stubborn so I went the extra distance with this build. All those Druid and Bard enjoyers never studied the blade in their lives.
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member
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member
Joined: Sep 2017
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Have you considered something like Way of Shadow Monk 9 / Gloomstalker 3? I cant say that I have - I wanted to purely go down the Fighter route, both as a challenge and because my friends kept saying that Fighter is terrible. Hey again nothing wrong with doing it the way you like, it just seems like a lot of resources are being sunk into making a Fighter more like a Monk instead of just being a Monk. If you did try this, and didn't like it, why not? I would have to give it a shot first, but it does sound like its a blast. Although I'm not keen on the idea of it being "more like a Monk" as both have their own degrees of build variance and flexibility - some overlap in playstyle is bound to happen at some point. Not to mention that dude with greatsword is a fantasy that will never grow old. Ah fair enough, this felt like a “challenge mode” to me, given the context that makes a lot more sense. And 100% agreed, a dude with a greatsword is a classic and, well, a great one XD Congrats on your accomplishments, both in clearing it and demonstrating to your friends the power of pure fighter. Once I get my own solo tactician dark urge run going it would be interesting to compare notes, see what encounters were particularly tough for which builds; over time I could see the info building up on an effective “morphling” build which utilizes respecs for different scenarios and thus is able to do the run in “Ironman” mode with no save scumming allowed.
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journeyman
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OP
journeyman
Joined: Sep 2023
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Congrats on your accomplishments, both in clearing it and demonstrating to your friends the power of pure fighter. Thank you :] Once I get my own solo tactician dark urge run going it would be interesting to compare notes, see what encounters were particularly tough for which builds; With my build, although mostly due to the fact that I played solo, there were three fights that were a challenge. Mild spoilers, so other readers, be careful. The first big one was Grym, as you can't use multiple people to kite the bigboi around efficiently, coupled with running unusually low CON for a Fighter meant I could die in 1 Stomp (which is his weaker damage AoE spell) in one hit if he doesn't roll low or if he misses. Eventually I ended up developing a strategy for him, so I'm sure I could oneshot him now, but in my very first clears, he only died on the 5th hammer strike due to some abominable RNG rolls.
The second was Raphael. As I wasn't two-weapon fighting, and I went into my run with the intention of never respeccing ever, I couldn't equip Orphic Hammer + Blood of Lathander for the fight and be efficient, so I never destroyed any of his towers, and I ended up with a loop of trying to keep his monsters low enough HP to use them for Invis procs while also putting some damage on Raphael before Invis moments. I had to drink a LOT of Invis potions for that one - this was the fight that made an already satisfying pick even better, which was Mobile :P Since I couldn't use Bonus Actions to Jump around.
The last one, which, funnily enough, stems from being grouped was the final gauntlet with the Emperor all the way to the Netherbrain. Given I purely built myself around solo play, I would either have to tank a lot of damage which I couldn't, or be in Invis and all the mobs would move to the Emperor and decimate him. I knew the challenge of this part ahead of time, but I was biting my nails HARD praying for good mitigation rolls.
There were of course also some smaller packs of mobs here and there that are a headache - f.e. in the Gith Creche, as I found out, some of the NPCs have access to Hold Person, which caused a lot of headaches given the fact some of them also have access to Githyanki Parry at the same time, or in the Defiled Temple with the 3 Goblin Bosses and Minthara, where you can choose between getting destroyed by the goblins or getting Hold Person'd by Minthara depending on how the game feels. over time I could see the info building up on an effective “morphling” build which utilizes respecs for different scenarios and thus is able to do the run in “Ironman” mode with no save scumming allowed. Oh, my next idea was to have a run with: -No respecs -No savescumming -No vendor resets (Hireling level up or 0-79 resource Long Rest abuse, but can still use 80 resource Rests) -Solo party -Tactician -Any origin -(Preferably) No death - although given the RNG of any DnD style game this might be unavoidable, especially with my current routing where I attempt to kill Shadowheart with damage low enough that it can roll 0, whereas she can slap you hard enough that she'd kill you even if you put all your points into CON on Explorer. Admittedly, I'd love to have extra toggleable difficulty increases, and/or NG+. I'm thinking of making a custom Tav, as I have abused Deathstalker's Mantle quite a bit. Probably gonna make a Fighter again... shit's too fun for me. I am also thinking about creating "morphling" builds as you put it, but I have to play all the classes extensively first, so that one won't come for me till much later. So, yeah - if you do end up with results, feel free to shoot a message and see where we can both push each other :]
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