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Previously i was always a fan of magic users, but im not the best at not killing everyone with my abilites haha
Maybe check the Wiki for the available talents. There are even a couple of class neutral talents that are fun. Spend the most time on the character creation screen, review all the shown details and let gut feeling take over when choosing base attributes. An offensive Fighter with Knock Down, Extra Knock Down and later Charge talent results in lots of fun in my opinion.
@Harag is right. And more than that, you may play with more companions than six and replace them freely with all story companions and hired adventurers.
Sorry I was ment to say 6 at one time. You can go with the game companions and follow their side quests / stories, or you can hire completely new adventurers from the INN and create them how you want, you can have a mix bunched of characters, or create all identical (e.g. fighter) charaters and roleplay that you're all from one tribe.
The fun is what you make it and how you make it!
This might not work for most people but when I got to 6 members in my party I adopted a triangle for mation. The point man is #1 and should have good mech skills, #2 one square back and one right of #, and #3 is 1 back and 1 left then 4,5,6 are spaced arcoss the back. You cand put two tanks ain the back line with a wizard between them.
Cipher, Monk, and Chanter all have "renewable" resources. The only thing that slows them down is actually running out of life. If you don't take damage these classes are determinators perfectly capable of going on forever.
Wizard and Priest have giant toolboxes but can feel "option starved" early one when you can't do too much too quickly. Later you have an overabundance of options so you can generally always have something to do.
Paladin and Rogue are just enjoyable for positioning and having lots of power with minimal management.
I personally enjoy Cipher the most.
At the moment I'm playing a Paladin as "Alpha Striker" so build much dmg as possible up on the initial strike... (thats how I understood that^^ somehow after several guides) and its fun, I mainly snipe dedicated strong enemys and switch than to a 2h Weapon for TankSupport and use different characters much more.
I really dont like Wizards as most of the time I'm sitting there thinking about the Spells... "Can I use it NOW? Or does I need the spell maybe in 5min and just dont want to rest AGAIN to get it back?" thats nothing I enjoy much. Specially in the beginning where you have only 2-3 casts... Wizards feel more like "staff users" waiting to spent maybe 1 spell per fight.
So if you want a "Caster"like I would use a Chanter or Cipher, they are enjoyable as the "mana" (ressource different per class so...) build up while fighting and you can freely use your spells as the ressource is stacked up high enough without the fear of "wasting" the spell and missing it in the next fight.
you can get some very nice survival buffs and can deal some nice cc damage without dying realy quick
They are less effective against creatures that are immune to piercing damage, but overall this is the character I like the most. As people have said above, it really comes down to how you like to play.
Now, you can go melee, Ranged DPS or Beastmastery. Funny, that's exactly what WoW Hunter is. Regardless, Beastmastery is VERY POWERFUL early on. Properly specced you can have a pet that attacks for 60+ damage / strike! Ranged DPS uses the pet as a meat shield(Bear is very nice here) and goes more for personal DPS. You'll have to wait some time for this to get rolling.
I find Vancian spellcasters utterly boring in PoE 1. Even with Spells / Encounter in IE Mod. Ok, I like Priest's Support oriented gameplay, and I'd like Wizard's CC gameplay, but that's about it. Spamming Chill Fog isn't my version of "fun".
Basically, late game your pet becomes more of a liability. At best, it's a gimmick which can add to your Rangers kit at the expense of added micromanagement. Which late-game, with six normal party members, will already be taxing enough.
Late game a ranged dps rogue can put out better dps with less micromanagement and more survivability (can go invis when charged). Or even a ranged dps fighter. You'll do less dps but be able to act as a safety for your other squishies if enemies over-run your front line. And survive much better than your Ranger/pet would in the same situation.
I built the attributes to focus on melee DD and mostly picked abilities that deal and boost damage.
I kinda based it off Deadfire's Holy Slayer build but minus the rogue multiclass.