![]() ![]() ![]() 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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