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Stats: 14 M 19 F8 Q8
WThe two weapon skills to start with are 2h (cleave) and dual wield (Flurry of Blows). Next pick Arrow Shield. This allows you to train your Parry every level which will give you decent defense. Level 3 you always pick mark enemy from the leadership tree, its just that good early game.
Now the main benefit of the magic tree is the weapon elemental buff talents, but there are spells that add elemental damage so its not really needed.
Instead, you can fill out the agility tree which gives Charge and Whirlwind which are AoE attacks that work best with 2h weapons (because they have high base damage).
M10 Q16 W12 F10 V10 R10
Get a couple point into wits(14-16) and when you get better gauntlets get 2 points in might and a couple in finesse(12).
Its fun and its powerful, start with Unarmed Palm strike and Warrior Sunder.
4:Massive Blow I
6:Brawler if on PoTD- Unarmed Mastery 1 on other difficulties
7:Unarmed Mastery II or Massive Blow II
From here on you can pick Agility traits: flurry, feint, arrow shield, Leg Sweep,Hundred fist. This is ok but for POTD the arcane tree is better.
Or you can go the magic skill tree: Arcane charge, expanded mind, energy shield and ward master. Good defensive skills and spell slots.
Buy lightning and frozen cores from the first two merchants, remember to ask for a discount dont ask bribes or you cant buy it.
You have an insane amount of CC with lightning and unarmed skills, use them at every oportunity.
Parry is a problem tho so use trainers.
Aim for at least 35 lore and Subterfuge at character creation.
Move fast, Attack Super fast and many times, Dodge/Parry everything (physical at least) + Riposte 100%.
Requires 14 Talent points. I think Level 14 is achievable towards near the end of the game. Looking at Companions' Talents, the last talent requires 12 spent-points. so Level 13 is absolutely reachable before end of the game. But im thinking Level 14 is most likely too, since there is no level cap.
Starting...choose Dual-Wielding + Javelin. May be able to dual-wield 1H-Javelins? =D
Core Attributes: Might + Finesse. Balance of both would be good
AGILITY (Total Points Invested: 9)
- PASSIVE - Light Foot: +25% movespeed
- PASSIVE - Arrow Shield: replaces Dodge with Parry when Parry is superior
- PASSIVE - Dual Wield Mastery 1,2,3: +9% chance for 2 attacks, +6% chance for 3 attacks, +15% dmg dual-wield
- PASSIVE - Duelist 1,2,3: 100% Riposte
- PASSIVE - Blade Dancing: +10% Melee Hit Deflection, +10% Melee Graze Deflection, +5 Parry for each engaging enemy
POWER (Total Points Invested: 2)
- ACTIVE - Palm Strike: interrupting, pushing back, and Silencing a target from spell casting. (For elite/annoying/imba spellcasters)
- STANCE - Blitz: An aggressive stance that focuses on RAPID STRIKES!
DEFENSE (Total Points Invested: 3)
- ACTIVE - Staggering Force: delays target's next attack
- STANCE - Challenger: Taunt nearby enemies every few seconds. (NOTE: choose this if multiple stances are allowed OR switching/cancelling stances can be done instantly. If both are impossible, choose "Blade Wall 1")
- ACTIVE - Iron Light as Air: +50% chance to strike 2 times with basic attacks for 20s. Ignore armor and shield recovery penalties for 20s.
Ealry-Mid game spells that can be extremely helpful for this build. Get it from your Companion/s:
- Spectral Blur (15 Lore): +30% Graze Deflection and +30% Hit Deflection for 45sec
- Haste (60 Lore): +25% Move speed and -25% Recovery time for 45sec
- Vital Body (60 Lore): +3% Health every 3.0s for 45sec
- Mirror Image (60 Lore): +100 Dodge and +100 Parry (until damage) for 45sec
- Surge of Glory (40 Lore): +30% Damage, +2 Resolve for 20sec
Early game, support your allies with buffs and powerful magic while still holding your own in a fight.
Late game, buff your party into oblivion then tear the skies asunder with each swing of your swords.
Meet the skill requirements for all dialogue options.
Also, move around in style. That's important, right ?
At character creation, pick dual wield (flurry of blows) then frost trainings.
Another weapon skill could work too, but hitting faster is better than hitting harder - more hits means more crits, which means more procs from weapon buffs and such. Unarmed might yield good results too.
Frost spells have good damage and a good debuff, so it's a good starting sigil.
When assigning your remaining skill points you may want a bit of subterfuge for dialogue requirements. 30 should be enough, dump the rest into the most important of all skills : Lore.
Likewise, train Lore every chance you get. You never have enough Lore. Your first spire upgrade should be the infirmary, to get access to the best lore trainer and the selfless magic accent.
Your primary attribute is Finesse, since it helps with crits and affects both spells and weapons. Might and Wits are obviously useful, quickness isn't bad but pales in comparison.
Since you'll mostly fight with spells early on, it's a good idea to go 18 finesse, 10 might, 16 wits and 8 in everything else. Grab your 19 Finesse then start increasing your Might.
- Grab Arrow shield asap. Since your skills gain xp when they are used, this talent effectively transfers your dodge xp into parry xp
- Then, in the magic tree :
- You are now free to upgrade the agility tree, which you may or may not complete depending on your difficulty setting
Most valuable spells
Icicle storm (Frostfire accent makes it even better)
Spectral blur (even your most illiterate companion can cast this)
Surge of glory
ALL the weapon buffs (material force expression), especially vampiric weapon
Haste (especially with selfless magic sigil)
Any spell with Bounding bolts accent
Yes, that's a lot of spells. Spells are good. Honor them and they will serve you well.
Use a T formation and cast your buffs on the central character : Limitless boundaries I is enough to buff the whole party. Add sigil of selfless magic for maximum power, and cast pre-combat for maximum cheese.
If you want to maximize your parry, just run around naked : the AI usually focuses the least protected party member. Just keep your hat and gloves for the sweet accuracy boni. You'll look like a bum, but who's gonna say that to a Fatebinder ?
It seems the scarlet furies didn't steal their reputation. Due to duelist talents like Fury's embrace and killing spree, Verse is the true star of this build. With all those buffs, she'll wreck the most resilient enemies before they can even realize they're gonna die. Really, don't anger her... she's fearsome.
Because there are no companions that can hold aggro, we can make MC fullfill this role while staying a powerful caster.
At character creation double down on frost and grab Energy Shield. Rank Athletics and Subterfuge to 35, rest to Lore or maybe couple of points into Dodge to round it up.
Ignore everything weapon-related for the rest of the game. Choose 2-3 offensive cores and 2-3 defensive/utility ones and focus on those not to dillute your XP pool.
Do not 'activate' skills you do not plan to use just to look at new spell, let them stay at 0.
Magic tree (5 points):
Defense tree (3/5 points):
You can spend another two points to get Shield Mastery II if you want.