Pillars of Eternity

Pillars of Eternity

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Rain Mar 30, 2015 @ 2:41pm
Cipher; *Canon* class for the PC?
After playing the game for a while it would seem that this class actually fits the lore of the PC alot more than the others.

Anyone agree?
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Showing 1-15 of 37 comments
MrFrengLitch Mar 30, 2015 @ 2:43pm 
Yup. The game is about souls so yeah. But it's hard to figure out a good build for the cipher.
Haas Mar 30, 2015 @ 2:44pm 
Originally posted by Tx0min:
Yup. The game is about souls so yeah. But it's hard to figure out a good build for the cipher.

Go ranged, max might, max dexterity, max intelligence. Take 3 con. Distribute the rest as you please.
Krave Mar 30, 2015 @ 2:45pm 
3 Con is a terrible idea. Might is not nearly as valuable as not randomly dying to a stray arrow.
Haas Mar 30, 2015 @ 2:47pm 
Originally posted by Krave:
3 Con is a terrible idea. Might is not nearly as valuable as not randomly dying to a stray arrow.

Con is the worst defensive stat for a low health/endurance class such as a Cipher or Wizard. It's almost completely pointless to invest into. Your other stats give you much more to defend against that stray arrow.
Last edited by Haas; Mar 30, 2015 @ 2:47pm
Shinae Mar 30, 2015 @ 2:47pm 
I'm running melee cipher. I just send tanks in and open with paralyze and other neat cipher stuff and charge into melee afterwards. I don't get whacked that often.

Cipher is pretty decent pick for story wise, but I don't see problems with any other class either.
Lyle Mar 30, 2015 @ 2:48pm 
Im using

13
11
14
12
15
15

Medium-heavy armour, Mace/Shield & Implement
Works great, really versatile on the battlefield.

I agree the soul theme is fitting, although I wouldnt call it canon in any way.
Last edited by Lyle; Mar 30, 2015 @ 2:50pm
Krave Mar 30, 2015 @ 2:50pm 
Con may not be a stellar stat, but stripping it to max Might on a cipher is not a sound strategy. Ciphers' main mechanic requires them to stay alive through the fight, rebuilding focus, their only limiting mechanic to spamming powerful spells.

Their base damage numbers are already amazing.
Krave Mar 30, 2015 @ 2:52pm 
And if I misunderstood what you meant by "take 3 con", you don't have enough stat points to max might, dex, and intellect, without stripping points from others.
anramses Mar 30, 2015 @ 2:54pm 
Originally posted by Dino swe:
Im using

13
11
14
12
15
15

Medium-heavy armour, Mace/Shield & Implement
Works great, really versatile on the battlefield.


That seems like a really weak build. You want something like this.

20
5
18
8
19
8

Bust out the gunshow. No armor.
Last edited by anramses; Mar 30, 2015 @ 2:55pm
Free Luigi M. Mar 30, 2015 @ 2:54pm 
I am not sure why Int would be beneficial to a cypher. I prefer going might and resolve, and then dexterity. For melee, that is.
Haas Mar 30, 2015 @ 2:55pm 
Originally posted by Krave:
Con may not be a stellar stat, but stripping it to max Might on a cipher is not a sound strategy. Ciphers' main mechanic requires them to stay alive through the fight, rebuilding focus, their only limiting mechanic to spamming powerful spells.

Their base damage numbers are already amazing.

I disagree. Might is incredibly important for damage dealers, and con is almost completely insignificant for a low health/endurance class. The difference between 3 (-21%) and 10 is incredibly small for a class with a base of 30 endurance + 10 per level. You'll want to avoid getting hit and minimize that damage, you do that with your other defenses. Your actual endurance values aren't going to save you.

I'm running a wizard on 3 con, he's been knocked out once (level 11 at this point, main story done), the least of any member in my party. I've had similar success with ranged Ciphers with such builds. Of course, I do micromanage them thoroughly and again, they are ranged, which I think is far superior for said 'staying alive' reason.
Last edited by Haas; Mar 30, 2015 @ 2:56pm
starkmaddness Mar 30, 2015 @ 2:56pm 
Originally posted by Krave:
Con may not be a stellar stat, but stripping it to max Might on a cipher is not a sound strategy. Ciphers' main mechanic requires them to stay alive through the fight, rebuilding focus, their only limiting mechanic to spamming powerful spells.

Their base damage numbers are already amazing.

This is why you build them as ranged. %20 percent more health (from con) won't save you, should you draw agro.

If you really want more END, there are items that give it, and it is a flat #, unaffected by stats.
anramses Mar 30, 2015 @ 2:57pm 
Originally posted by Joe Chip:
I am not sure why Int would be beneficial to a cypher. I prefer going might and resolve, and then dexterity. For melee, that is.

Int is by far the most important stat for ciphers. Int >>>>>>>> Dex > Might. Resolve is completely worthless. If i could put the points somewhere, I would have con, per, res all at 3.
starkmaddness Mar 30, 2015 @ 2:57pm 
Originally posted by Joe Chip:
I am not sure why Int would be beneficial to a cypher. I prefer going might and resolve, and then dexterity. For melee, that is.

Increase the area of AOE abilities. And duration. Longer paralysis, anyone?
Last edited by starkmaddness; Mar 30, 2015 @ 2:58pm
Lyle Mar 30, 2015 @ 2:57pm 
Originally posted by Joe Chip:
I am not sure why Int would be beneficial to a cypher. I prefer going might and resolve, and then dexterity. For melee, that is.

Area of Effect and Duration of spells. Much more important than Strength imo. Cipher is not only about doing damage, but also to disable the enemies and control the battlefield. Knockdowns, Stuns, Charm etc
Last edited by Lyle; Mar 30, 2015 @ 2:59pm
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Date Posted: Mar 30, 2015 @ 2:41pm
Posts: 37