Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also pick demonslayer ranger, for the favored enemy.
Also, increasing crit damage seem kinda pointless imo, better to increase threat range of a weapon to crit more often. That's why most Legend builds go Trickster at first, to pick Perception 2 and all those Improved Improved critical feats, which are staying after you go Legend.
Student of War is ok, if you focus on Int and have low Dex. Not your option.
Hmm, after looking at the different trees I indeed can see how Demonslayer can be the best choice. Afterall, most of the enemies we fight are, well, Abyssal creatures after all. I think I can argue that my character focuses his studies on the defense against the abyssal creatures after his ascension. Hence, expanding his knowledge on demonology, and it is "scholarly" enough. My ~40 arcana knowledge is going to fit nicely in here too lmao. I think there is no more "scholarly classes" that fit in my build......2h Dex Sword Saint is a bit clunky after all. Usually SS go 1H for Slashing / Fencing Grace for all the sweet, sweet DEX bonuses, but 2H......lmao. Still, Dimension Strike + Speed + Holy Arcane weapon KOs everything anyway :v.
I also find a class that fits well with my "virtuous but humble Legend Sword Saint": Enlightened Philosopher! But picking it will be amount to nothing since 1, it's magic, and 2, I have dumped 0 points in charisma, so Demonslayer it is then. I feel like basically every Int-heavy class can benefit from Demonslayer though.
I don't want to be sneaky either. I want to do a Samurai class, but due to there not being a "katana" option in this game, ECB is perhaps the closest thing. Can you imagine a samurai (they are scumbags irl but we're talking about samurai in fantasy, like the masseur in Zatoichi lol) sneaking around? No go lmao.
So this is why I saw in Reddit that Trickster Legend excels in crits. They mentioned that their crit range can go up to 50% plus a overall multiplier of x7-8! This is absolutely game-breaking.
Finally, I don't want my Kitsune to stick syringes in himself and injecting in some weird substance inside of him to destroy his natural beauty. He is my first boi in this game, and I refuse to pollute him with impurity! Just kidding lmao but maybe next character when I am doing a "I am chaos I am evil I like blood I like murder now die ♥♥♥♥♥" run, I can do a mutation warrior, that feels like it can go well with a scythe character.
First, you CANNOT dump STR on this build, even if you're planning on going DEX. I would strongly recommend putting 13 in STR when you build the character, and leaving CON at 10. That makes you a bit squishier than you'd like, but more viable long-term. Several reasons for this:
1) Even with Weapon Finesse (which you should pick at 1st level), you won't be able to add DEX to your damage until significantly later. Having a little STR is extremely helpful to early game damage.
2) The Cleave line of feats require 13 STR, and those will be extremely helpful throughout the game.
3) Power Attack also requires 13 STR, and is probably your single greatest source of damage with a 2h build.
Second, because I don't think anyone has mentioned this yet: you WILL lose access to the Spell Combat feature if you use a two-handed weapon, which allows you to weave spells into your melee attack. Based upon your initial post, I'm assuming you're ok with that, but I think it warrants being stated directly: you will lose access to one of the Magus' core features by wielding an ECB.
Magus still has plenty of other awesome features to make up for it, such as the AC boost, the weapon enchantments, the buffing spells, etc.
I know you said you didn't want a sneaky character, but if you're planning to go with Trickster to maximize your criticals, you WILL get sneak attack dice anyway. So I wouldn't think of Sneak Attack as a stealthy thing (despite the name)... think of it as your samurai exploiting an opening in the enemy's defense.
There are two main advantages to Ranger: Preferred enemy and spells.
1) The preferred enemy thing is nice, but extremely niche. Demonslayer is definitely the best option for this game, but even then, those flat bonuses only apply to demons. So that excludes all of the thralls, votaries, cultists, undead, etc. Those are still the minority of [dangerous] enemies, but they certainly exist.
2) The spells seem nice at first, but realistically don't add much to what you're going for here. The biggest problem with Ranger is that it makes you more dependent on an additional stat: Wisdom. If you choose not to invest in it, you won't have access to Ranger spells... but even if you do invest in WIS and Ranger spells, you don't gain a whole lot, for one of several reasons:
a) Most of the good Ranger buffs can be cast or approximated by the Magus buffs anyway
b) Since this isn't your primary class, your Caster Level and DC will be low enough that your spells will have very little use offensively. (This is also true of most of your Magus spells, but why add a second half-assed caster to a predominantly melee build?)
c) The best Ranger spell that the Magus does not get... adds Sneak Attack dice. It's very good but...
There are four main advantages to Slayer: Sneak Attack, Slayer Talents, Studied Target, not dependent on an additional stat.
1) The sneak attack is, in general, better than Favored Enemy for a melee character. It will average out to more damage (though not by a whole lot), and almost any enemy (except for undead) are susceptible to it. With the right feats (and you will have PLENTY as a Legend), you will be able to proc sneak attack on almost every single attack.
2) Slayer Talents pull heavily from the Rogue talents, but throw in a few extras from the Fighter tree. So this essentially an extra feat every other level. Between the basic feats, Fighter feats, and Slayer talents, you will be overloaded with feats. There is no limit to what you can do with this character.
3) Studied Target is (imo) never worth spending an action on... but it automatically applies anytime you get a Sneak Attack which should be almost always by this point in the game. This combined with Sneak Attack and some of the Slayer Talents will ABSOLUTELY do more damage than anything you can get out of a Ranger.
4) Not needing another stat is very helpful. Granted, you wouldn't need much from the Ranger (you could probably cover it from a headband you'd be wearing anyway), but it's one less thing to think about.
As to which archetype... Spawn Slayer is really good for the larger demons, which tend to be the more dangerous; it's a solid pick. Arcane Enforcer adds a lot of utility to this class. This would allow you to teleport like Dimension Door, but without spending a spell slot. There are also some ranged attacks, which your build will be lacking.
Now! There's no real reason you can't do a combination of both Range and Slayer. I personally don't recommend it, but with an additional 20 levels to play with, you've got a lot of flexibility.
Also, I would recommend you take at least one level in Monk, probably at level 11, before taking Fighter levels. Reasoning:
1) This will allow you to add your WIS or CHA modifier to your AC. This won't help early on when those stats are each 10, but once you start getting better buffs and gear that boost WIS and/ or CHA, it will add an additional 3- 6 to your AC. Not bad for a one- level dip when you've got 40 to play with.
2) Easier access to the Crane Wing Style and Crane Riposte. Technically, this isn't supposed to work with a 2H weapon, but it does. So if you thing that's abusing an exploit, don't use it, and Monk is probably no longer worth it... but otherwise it's pretty nice. Also, Fighting Defensively probably isn't worth it until level 10ish, which is another reason to recommend your fighter dip there.
SO! My personal recommendation would be something along the lines of:
Sword Saint Magus 10
Scaled Fist Monk 1
Two-Handed Fighter 9+
Arcane Enforcer (OR Spawn Slayer) 10+
I wouldn't go more than 10 levels in Magus:
1) You get all the core Magus goodies by level 10, especially if you're more interested in a strict melee build
2) Level 10 is the minimum to apply your Magus levels to qualify for Fighter feats, bringing those online earlier
3) Magus is only a 3/4 BAB class. You'll make up for that somewhat with buffs and stuff, but not entirely. The sooner you start taking full BAB classes, the better.
All that still gives you a LOT of flexibility with what to do with your extra 20 levels; I've only accounted for 10 of them. My vote would be for more Fighter or Slayer levels... but you've got some good options.
First of all, thank you for the detailed build! I understand where this build is going. If I understand your reasoning correctly, your aim is to add the maximum amount of AC by reaching a little in the monk line, and focusing in AE / Spawn Slayer for the magic utility, yet going for Sword Saint for OP Dimension Strike yes?
Also, I got Mythic Weapon Finesse as soon as I could (which was like the 1st / 2nd mythic perk?) so I am not really worrying about the STR / DEX debate. Still......I went for Piranha instead of Power......and I wasted 2 perk slots for spell penetration due to Early game. I can respec myself to get those away. Spell penetration is for me to boost early-game damage with touch spells anyway since Spellstrike can be used in conjunction with 2H. I went Sword Saint for the arcane pool and sweet, sweet canny dodge. Afterall, nothing can hit the master "samurai" while he can cut things in half with immaculate precision! ^^ My friend who played this game mentioned that Sword Saint starts to snowball in the mid-late game when your crits hit like a freight train, and lo, the slave master in the demon city central went down in a few rounds after 2-3 lucky 200+ crits and normal attacks. A shame you cannot cleanse the whole place with cleansing flame though lol.
I went for Vital Strike for the "Deadly Iaijutsu" feel. You think that Cleave is a better option for crowd control? I tried selecting both last night and realized that they don't stack lmao, ended up having to load an earlier save. I thought that you can declare vital strike, and cleave through enemies with the same extremely high damage lol. Still, I get where you're going. Even if I managed to get a crit with vital strike and all the buffs on, the result is......not much different than attacking normally. Now that I can attack 6 to 7 times per round, vital strike sounds more of a hindrance than a boon since it only provides a bonus of 4 dice. Since almost all enemies beeline to me for I have low health and no armor, probably should do massive melee AoE damage, eh? ;)
Well I have already planned out my character in much detail, and I wish for the Angel-turned-legend combination to not change (My beloved Masamune is very "German" lmao). I also got Sword Saint to level 20 for the "immaculate technique" feeling. But yeah, the most OP thing bout Sword Saint is the int-to-AC, chosen weapon and Dimension / Prescient Blade. Anything after that is simply more utility (Devoted / Bane Blade good tho).
I also get where you are going with Arcane Enforcer. More magic utility, but I doubt that the damage part is useful......most of the utility uses charisma too, so it might not be the best pick since I put 0 points in charisma. Demon Slayer definitely sounds a ton better.
For the levels, I think I will focus on 20 Sword Saint, maybe 1 Monk for the Dodge Bonus, 9 2H Fighter and 10 Demonslayer. That will be final lmao. Since unlike DoS2, you don't need to actually be in the shadows to do sneak attacks, I would treat it as the enemy having an opening for me to exploit. :v
Finally, my experiences with some past games have made me......abhor at the description of the Slayer trees (especially the words "hunt", it reminds me of a certain Blonde-haired, Scythe-wielding Final Fantasy villain that I probably hate more than the sum of all the irl people and fictional characters I don't like, personal issues go brrrrrrr). At least for my character, he is a virtuous one who dislikes bloodshed, let alone actually wasting time actively finding targets just for the pleasure of tormenting and killing them. Prevention is one thing, seeking is another. :P
It triples your Sneak Attack damage when using Vital Strike. Or not really but it adds an extra 2d6 damage dice for every 1d6 you already have when using Vital Strike.
Rogue Talents have a plethora of useful things to pick up. You'll never run out of useful feats to pick since you can always just go for more Accomplished Sneak Attacker. Rogues standard abilties like Danger Sense and Trapfinding also fit your theme imo.
here was my meme attempt i didn't plan this build.
https://abload.de/img/memeb8d63.png
this is a merc not a MC wears no armour at all and is used with reduced person.
a charged usually delete the target or a couple...
i would not focus on AC and just kill the target lunge is very useful for that.
also for max damage focus on athletic skills not the meme trickery.
if you would have focus STR the two handed fighter would be a no brainer the damage bonus is insane.
the sword saint weapon mastery aren't stacking nearly for sure.
the 3 mystic i would choice are mystic weapon focus, last stand and improved critical.
I wasn't aware spellstrike worked worth a 2H weapon! I don't think you can make a full round attack with it through... but still, on turns where you have to move and then attack, that works great.
Piranha Strikes is typically for Two-Weapon Fighting... but reading through the details of it, it might actually be better in this case. The attack penalty is less, and it should still work just fine with ECB.
For what you're trying to do, I can actually see Vital Strike working very well. Typically, the biggest downside is that you can't use it with a full round attack. But any time you would move and then only get one attack anyway... it would be pretty nice. That said, this is also exactly how you would be using Spellstrike... but I guess there could be merit in having both options. I expect that Vital Strike (if you invested in the higher version and the mythic feat as well) would almost always do more damage than a spell cast through Spellstrike.
But hey, test it out and let me know how it goes!
Cleave leads to Finishing Cleave, which is the real prize. The first time you put down an enemy-- even as part of a full round attack-- you automatically attack an adjacent enemy. The amazing part is that it actually STACKS with [normal] Cleave. So if you have to move to a group of enemies, you can use the Cleave ability to finish off one who is almost dead, and get two extra attacks against the one who is still alive.
Vital Strike will do more damage... but it's a one-shot attempt, and if you miss... you're done. So in situations where you're standing toe-to-toe with the enemy (~50% of the time), you'll be wanting to use full round attacks... where neither Vital Strike nor Spellstrike help. Still, there are enough situations where you have to move first that those should still be viable options, and I totally get where those fit your "samurai" ideal better.
So yeah... I wouldn't bother respec'ing unless you find something isn't working.
i would be careful about going 20 levels of Magus, though. Because it's only a 3/4 BAB class, you'd be missing out on 3 BAB versus going only 10 levels. Someone correct me if I'm wrong... but I'm pretty sure you would also lose an addtional attack off your full round attack. Magus normally makes up for that with Spell Combat... but that won't work with ECB. Still, with 40 levels, 20 of which are full BAB, one missing attack and three missing BAB won't make a huge difference.
I also forgot to mention this in my first long-ass post, so I'll mention it in my second long-ass post:
The key to getting "on demand" sneak attacks is a combination of feats. You may be less interested in this because you're going Ranger, but the Sense Vitals spell (generally considered he best spell in the Ranger spellbook) gives sneak attack, and Trickster has it as well, so it's worth considering. Also bear in mind that it requires the Persuasion skill, but with 40 levels and no skill needing to go beyond 20 points of investment, that shouldn't be a major issue:
1) Dazzling Display. You will literally never use this, but it's a prerequisite for the others.
2) Dreadful Carnage. When you kill an enemy, you get a free Persuasion check against ALL enemies with 30ft to make them Shaken (functionally similar to Frightened)
3) Shatter Defenses. All enemies who are Shaken are considered flat-footed to your attacks. This makes them both easier to hit and automatically deals Sneak Attack damage.
4) Cornugun Smash (Optional). Anytime you make a Power Attack against an enemy, you can make a Persuasion check to make them Shaken. This allows you to to start racking up those Sneak Attacks with all of your attacks after the first. THIS is where the real damage starts adding up. The downside is that it definitely requires Power Attack.
Anyway, with everything you've described, you should have a great character one way or the other... and despite all the stuff I just tried to shove down your throat, I'm a firm believer that you should play the character you want to play.
Everything you've described should absolutely be viable, so long as you've got both divine and arcane casting somewhere in the party.
The third are probably undead (~9%, and only that high because of Midnight Isles), who are indeed immune to sneak attacks... but rare enough to that it doesn't warrant AVOIDING sneak attack builds.
Also, I believe anything that is immune to sneak attacks will be immune to Vital Strike anyway. Not 100% sure on that, but it's supposed to be an immunity to "all precision damage".
I'm on my 6th playthrough, and I can unequivocally say that my sneak attackers are ALWAYS my highest damage dealers.
With Undead the immunity is inherent so it can't be dispelled.
and they also have immunity for flatfooted too foresight and such stuff.
for 10 d6 per attack he is not even dual wielding and it only does something when he some how manages to dispell it.
or instead you get a ton of bab and other attack roll and damage stuff. (not that you need it)
sneak damage destroys trash but so does everything.
Rogue doesn't have a bad BAB either way. Levels don't increase damage directly, you know. Only damage gained is via Power Attack/Piranha Strike, which doesn't care about what class you're leveling up, and via extra attacks gained. The difference between average BAB and high BAB on level 40 is 2 attacks per round. With 20 levels of SS as a base, the difference is 1 attack.
This does remind of something else though, which I'm not quite sure about as I've never played Legend. Maybe it has a special perk.
Vital Strike only works up to 4 attacks. If you have 6 attacks, you don't get the damage from the last 2 since using Vital Strike takes a standard action. I don't think even a full action lets you use the remaining 2 attacks. So OP might have to stop using Vital Strike when their character gains a 5th attack.
Which makes Rowdy a bad choice. A base Rogue might be better.
a mutation figther gives a lot of dex which is damage and AR and weapon training again damage and AR if the target is hitable it will do something.
you also get access to fighter feats like penetrating strike tons of save rolls and more.