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Not sure why you worry about choice of weapon and amor so early already? Afterall, eventually you will need to decide in weapon fighting style and weapon class, unless you want to ignore the related abilities/talents.
Are your attributes for a Chanter? If so, why cripple him with reduced MIG? I mean, they are good summoners, and INT 18 affects the ranged of duration of abilities, but the base values for chanters are huge and long already. Support Chanters are inefficient. Chanters can do damage via phrases and invocations. It seems you want to play a defensive frontliner somehow. Or else I cannot explain the chosen CON 15. Chanters need quite some work to become reliable frontliners. Are you sure you don't want to use a Fighter/Paladin/Monk instead for the same role? RES 15 maybe is for resolving conflicts during conversation, but Chanter class come with high base Deflection already, and they can gain +5 Superior Deflection instead of spending five attribute points on RES.
Maybe tell a bit about the role of your character.
Drop your dex to 10, int to 16 and put those points in might. Don't worry about intelligence. You get an item fairly early which increases the area of your chants.
One thing about chanters is that their phrases and invocations are completely independent from their active combat abilities. In short you can walk and chew gum at the same time.
You can set up your chanter to be sword and shield tank, a two handed monster or fast striking dual wielder.
Base your stats on what you want to do. The singing comes naturally.
Kana's attributes are: 16,12,9,14,17,10
For passive damage and offensive invocations, increased MIG/PER is super fun. And if you plan to use the cone-shaped invocations, being able to hit well is key. DEX can be lowered, especially if not using ordinary weapons much.
So given the penalty to might I thought lets make a character that's the least reliant on might as I can.
Almost all classes had either gold or silver stars in Might, the Chanter didn't which made me decide on it. It suggested high Int, high con followed up by resolve. (so based it on that)
Looking at the powers I found summoning skeletons to sound interesting as that way i might not need to frontline as much, but can buff my alies and summons or debuff my opponents.
THis was what I initially went with.
I went with the poleaxe and leather armor thinking the armor would be less encumbering if that was a factor in the game, while a few hard hits when needed could be fine once opponents do get close.
Basing my build around buffs and debuffs that might not necessary be targeting spells made me think perception was less important, and as I'd prefer my summons to go in melee the might got less important. Con and dex were in general due to thinking they would help the character survive unfortuante encounters.
Yet you've not put the PER +2 bonus to good use, because you've reduced PER to 10. That discards the PER bonus. What's left? The racial abilities for Wild Orlan and Hearth Orlan. Defiant Resolve gives a +10 bonus to all defenses for some seconds after facing a Will attack. Minor Threat converts some Hits to Crits if attacking the same enemy as a companion. For the latter, preferably you would want a heavy hitter character with high or very high Accuracy.
MIG -1 just means that the small Orlans are somewhat less strong on average. It doesn't mean that you must reduce MIG further or not raise it for somebody, who wants to do increased damage.
RES +1 isn't anything special just like MIG -1. Humans also get RES +1.
The game's attribute recommendations are somewhat questionable. They don't imply anything like a best choice. Chanters are fragile due to base Endurance/Health, so new players might benefit from raised CON. Chanters are casters, and many if not all of their abilities are affected by INT. RES is recommended for the Concentration and Will/Deflection bonus.
Debuffs based on phrases as well as offensive invocations depend on Accuracy, since they target enemies' defenses. Base PER 10 isn't bad, but discarding the Orlan bonus is a waste, and as a defensive summoner and supporter, you could reduce PER and DEX. A more versatile Chanter would be more fun.
For OP's OP, I basically consider all starting equipment, on any character, to be a wash. They're all equally good, and you'll be equally bad with any choice. Later, you can specialize with better gear.
Do you want to be in row 1 and fight in melee vs. enemy melee? Or row 2 with ranged, and switch to your melee weapon when you can double-team in a doorway? That choice is probably more meaningful.
Low Might is a pitfall in a combat system with Damage Reduction. Most of your grazes and hits will get drowned out by enemy DR, resulting in MIN damage on most light attacks. That means a slower, heavier weapon can be most efficient, because it could do ~3x the actual damage after DR (say, 24 - 6 vs. 12 - 6), but your attack rate is much higher than 1/3 the speed. That suggests arbalest/arquebus as your ranged, and a 2H melee weapon. But then you're a Chanter with low Deflection and no shield.
Anyways, PoE on intro difficulties (up to Hard) isn't so tough. Try one play-through until you get to Gilded Vale and slog through the first couple levels of the temple, and see how it's working. If your rate of getting knocked out is too high, then switch gear.
You do get Edér for free in Gilded Vale, and you can spare 250 cp to hire 1 new guy and make him the other melee guy. So your Chanter is forced to fight in row 1 for only 1 single area, namely Valewood, and you can walk through it with 0 combats if you want. After that, there's no pressing need to ever fight in the front row yourself.
--> https://pillarsofeternity.gamepedia.com/Defense
Ranger is -5 compared with Chanter/Monk. Rogue is even worse due to low base Deflection which is -10 compared with Chanter. Rogue can't even survive well in heavy armor, and it doesn't get much better with high CON and Veteran's Recovery. At most, the game's classes give a bit of freedom for the easier difficulty modes, but the class roles are pretty much fixed. A Chanter can become a frontliner more easier than a Rogue due to class traits.
The racial stat bonuses are irrelevant. All characters get 78 stat points regardless of race and origin. It only comes in to play if you want to push a stat beyond 18 or dump one below 3. I don't recommend that for a first time player.
Mages and Thieves do not need strength, or "might" as they've renamed it. Even a cleric doesn't have to have high strength. Out of these, a mage (or wizard) needs intelligence. Chanter wasn't your only choice. Druids fall generally along the lines of a cleric. They need wisdom more than intelligence.
It sounds like you wanted to melee with a character that should not be engaging in melee combat. Reconsider your armor and weapons, as well as your class. You can use ranged weapons instead of just longer weapons. If you're a chanter, I would think that a rod or some such would be more suitable than a polearm.
What?
Wizards and priests absolutely need might. Might impacts spell damage and amount healed. How much might vs intelligence you want depends on whether you focus on damage vs status effects.
Wizards that want to high spiritual might in order to do increased damage, certainly need increased MIG. Pure crowd controllers don't need high MIG, but read on. Rogues are all about hitting reliably and heavily, so anything like increased MIG for increased damage, hit to crit conversation, increased INT for increased duration of afflictions, increased PER for increased Accuracy.
PoE gives enough options to play a MIG 10 or low MIG wizard/rogue, but MIG is also an overloaded attribute. And high MIG opens the door to intimidation and related disposition ranks.
That is true. A non-healer support Priest or battle Priest doesn't need tons of MIG, because Priests know spells to buff themselves and companions. Rather, they would boost DEX/PER/INT.
Offensive Chanters can lead to tons of fun. Cone-shaped invocations are a good choice for frontliners. A chant area that covers most opponents and also companions.
That's not the D&D system. Might provides more healing as well, you can't use d&d rules 1:1 in PoE.