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There are lots of ways to buff Amiri's defense but not as a straight barb unfortunately.
If you're willing to use the respec mod, mad dog with 3-level splashes in sacred huntsman and two-handed fighter would get pretty close to what you seem to be looking for.
If not, I'd personally suggest going the freebooter route and make her into sort of a 4e warlord, as long as you get 10 levels of freebooter you have a lot of flexibility to splash whatever you want for the rest.
2 barbarian / 15 two-handed fighter with a greataxe + 2-3 extra rage feats a long the way is probably my favorite build for her. She only really need Enlarge as buff and this is the build that look the most like your above since i will most likely go for 3 levels of vivisectionist next.
https://steamcommunity.com/sharedfiles/filedetails/?id=2059812961
For a more defensive Amiri i like to go for
As a simple offtank sword and shield dps. I could just send her anywhere and let her do her thing without any worry of her dying. She was also always ready do go with almost no buffing needed.
https://steamcommunity.com/sharedfiles/filedetails/?id=2008637880
I did build her as tank once and she was quite good. I think it was 3 TSS / 2 barb / 15 Sacred huntmaster using a scimitar with a bear companion.
Hopefully between the various comments made here, you can take suggestions that work for you and come up with a build you like that is a meaningful power-up compared to what you've tried so far. Best wishes and good luck!
i will be on chapter 4? if i managed to get past vordakai's tomb. and i'm already at almost end of bald hilltop 4. i don't have much relevant gear to actually stack amiri's defense. the most gear i have are just cloak of resist+3, ring of protection +2, necklace of natural armor +2 and +4 stats headband.
i may possibly be forced to dorn heavy armor on amiri with a shield for now to increase her survivability rather than a 2-hander for now.
at this rate i'm thinking i'm probably screwed by kingdom management? i think i have played really wrongly as i spent alot of time camping hunting for rations where i don't bring rations with me (as they are really heavy). plus i didn't use my money to buy BP.
for all KM pro out there.. how do you rush a kingdom stats? by building those stats building and later demolish them and build the relevant you want?
are all the gear locked behind artisans? i don't seem to be able to buy any good or relevant gear from vendor or merchants at all. it kinda suxs.
Im about where you are in your story and here is my Amri.
- No buffs except region buffs
- Without defensive combat or expertise (so add another 6 or so AC during combat).
Using:
+2 Tower Shield
Keen Scimitar +1
+3 necklace
+3 ring
+2 full plate
+4 str/dex/con belt
+2 saves back.
Level 13
1 Barb
12 Tower Shield Specialist
135 HP
Attack: 26/21/16
Damage: 12-17
Crit: x2 15-20
AC: 49
Flat Foot AC: 44
Touch: 22 (I dont think Tower Shield to touch is being shown here)
Fort: 13
Ref: 13
Will: 6 (weak spot so compensate with items)
Obviously with buffs and defensive/expertise she become near uninhabitable. I just did the 3 sisters last night and the barb camp and her health basically never dropped below green at any time. I cant remember the last time I had to heal her.
didn't mork shared a amiri build with sword and shield? actually i'm already building her as a 2-hander but the problems when she get targeted, her HP really dips.
i do have valerie as the main tank. but i have no idea why if she close in behind valerie, enemies some how re-target amiri. my main MC paladin were already using a +2 flaming glaive. i can't somehow find another reach weapon for amiri though. there's none being sold in my kingdom.
Nothing wrong with that but it sounds like the guy wants her to tank. And honestly, damage is trivially easy to get and you really only need 1 big damage dealer.
The problem most face in DnD is surviving bad situations like being surrounded or that one enemy that cant be killed easily with physical attacks (cough swarms...). So you need to survive long enough without dying to either whittle them down slowly or to figure out a different solution.