Anvil Fighter
Role: Damage Dealer.
Race: Mountain Dwarf
You'll already have lots of resistances as a fighter so why not have even more of them?
Subclass: Devoted
Simply the best subclass. The go-to choice. Extra penetration and critical damage, combined with the fighter's ability to score some easiest crits ever, increase your fighting potential greatly. And, given how good and diverse the swords and greatswords are – your basic weapon of choice – you're not really paying too much for all that. On the other hand, Unbroken is for a very narrow tanky build that requires a certain synergy to bloom. And Black Jacket is simply weak – the burst that it generates is not all that great so all the gun-switcheroo shenanigans are not that worth it in Deadfire. Besides, even if you wish to be having. them, you don't really need to invest into a subclass for this.
First ability: Disciplined Barrage
It's a great skill that allows us to frequently hit (and, after an upgrade, crit) while having. an average Perception. And maybe even to hit while sporting some serious accuracy bonuses. Knock Down isn't that bad but Discipline (as well as most other class resources) is scarce and we can't be burning it on subpar choices.
Attributes (Background – Deadfire Archipelago): 20-12-18-10-15-3
The strange thing is that the very basic fighter has the most unconventional stats for the fighter. The explanation here is simple, however – if we go into the power tiers 8 and 9, we want to be fully utilizing them. Otherwise, it's just a waste of a solo class. So we have high intelligence to boost our main attack and low resolve so enemies will actually crit us. Yes, you've heard that right – we absolutely want them to be critting us so we're pretty much invite them to do so. And hostile effect duration becomes somewhat more tolerable with all the debuff resistances we're sporting. A bit of extra constitution is also taken to endure through those crits better. And high might & dexterity with average perception is your average damage dealing fare – well, generally you want perception to be maxed too, but Disciplined Barrage sorta absolves that.
Active Skill of Choice: Athletics or Explosives
Exact choice depends on the amount of healing in your squad. If you already have enough of that – go for the extra damage.
Weapon of Choice: Great Sword. Good modal (for a fighter, at the very least), good versatility and plenty of them in the game. This build can even use Whispers of the Endless Path (if you have the access to them).
Armor of Choice: start heavy and then go lighter. Two-Handers love minimal recovery penalties.
Level ups:
2: Fast Runner. It's picked quite often as early levels are starved for nice options and, well, extra mobility never hurts.
3: Fighter Stances and Two-Handed Style. Early on, we'll be mostly using the Warrior Stance.
4: Determination. Debuffs are icky.
5: Disciplined Strikes and Rapid Recovery. Strikes are a no-brainer – one of the best things that a fighter can offer to us and one of the main reason to play them. Freebie crits are just delicious and doubly so for the Devoted. Recovery just compensates for the low Resolve.
6: Confident Aim. From this point, we can even use the Great Sword's modal (it's not that hot, though, and the gains are at best minimal).
7: Fearless & Body Control
8: Unstoppable. Two level ups spent in making us care even less about afflictions.
9: Mob Stance & Unbroken. Stance is a great source of damage, both through action speed and extra cleaving attacks. It works the best on potd as the combat is thickest there. Unbroken is the main survivability tool of this build and an important combo-piece – we prioritize it over Vigorous Defense as it makes us last but doesn't hinder the incoming criticals.
10: Armored Grace. Some pretty good armors become truly great with this one.
11: Clear Out & Tough. Clear is our main source of damage dealing from this point. It's not that amazing in the basic shape but it still allows us to spread love between multiple foes and that's all we truly need. And Tough is an extra layer of critical protection – we want to be getting them, but not to be burst down by them.
12: Weapon Specialization. It's a mediocre talent but some extra damage is still better than the weaksauce which the other options will provide us here.
13: Unbending Trunk & Unbreakable. The combination of these will make your fighter to be ultra-durable, able to go through any kind of hell unmolested.
14: Weapon Mastery. Huge bonus, 'nuff said.
15: Power Strike. The cost is too much, tbh, and I don't like it as much but, if empowered, it can be good against ultra-sturdy single targets. Aka bosses.
16: Clean Sweep & Toughened Fury. Even better AoE damage and, finally, enough discipline to be using all the goodness. Fury is the major reward of this build – you want to get hit aplenty so your Unbendings are free and maybe even giving you some extras to cast a spare Clean or two.
17: Inspired Discipline. Mostly as a way to counter enemy debuffs, though.
18: Improved Critical. Now we're scraping the bottom of the barrel in our quest for extra damage.
19: Chopping Wood & Sundering Blow. Armor removal is a rather rare option in this game so we probably want to have the access to that, if only for the good of the party. And wood just makes our empowered Clean Sweeps & Power Strikes much better.
20: Prestige. Just so everything that we have works a bit better – other upgrades here are rather marginal.
Race: Mountain Dwarf
You'll already have lots of resistances as a fighter so why not have even more of them?
Subclass: Devoted
Simply the best subclass. The go-to choice. Extra penetration and critical damage, combined with the fighter's ability to score some easiest crits ever, increase your fighting potential greatly. And, given how good and diverse the swords and greatswords are – your basic weapon of choice – you're not really paying too much for all that. On the other hand, Unbroken is for a very narrow tanky build that requires a certain synergy to bloom. And Black Jacket is simply weak – the burst that it generates is not all that great so all the gun-switcheroo shenanigans are not that worth it in Deadfire. Besides, even if you wish to be having. them, you don't really need to invest into a subclass for this.
First ability: Disciplined Barrage
It's a great skill that allows us to frequently hit (and, after an upgrade, crit) while having. an average Perception. And maybe even to hit while sporting some serious accuracy bonuses. Knock Down isn't that bad but Discipline (as well as most other class resources) is scarce and we can't be burning it on subpar choices.
Attributes (Background – Deadfire Archipelago): 20-12-18-10-15-3
The strange thing is that the very basic fighter has the most unconventional stats for the fighter. The explanation here is simple, however – if we go into the power tiers 8 and 9, we want to be fully utilizing them. Otherwise, it's just a waste of a solo class. So we have high intelligence to boost our main attack and low resolve so enemies will actually crit us. Yes, you've heard that right – we absolutely want them to be critting us so we're pretty much invite them to do so. And hostile effect duration becomes somewhat more tolerable with all the debuff resistances we're sporting. A bit of extra constitution is also taken to endure through those crits better. And high might & dexterity with average perception is your average damage dealing fare – well, generally you want perception to be maxed too, but Disciplined Barrage sorta absolves that.
Active Skill of Choice: Athletics or Explosives
Exact choice depends on the amount of healing in your squad. If you already have enough of that – go for the extra damage.
Weapon of Choice: Great Sword. Good modal (for a fighter, at the very least), good versatility and plenty of them in the game. This build can even use Whispers of the Endless Path (if you have the access to them).
Armor of Choice: start heavy and then go lighter. Two-Handers love minimal recovery penalties.
Level ups:
2: Fast Runner. It's picked quite often as early levels are starved for nice options and, well, extra mobility never hurts.
3: Fighter Stances and Two-Handed Style. Early on, we'll be mostly using the Warrior Stance.
4: Determination. Debuffs are icky.
5: Disciplined Strikes and Rapid Recovery. Strikes are a no-brainer – one of the best things that a fighter can offer to us and one of the main reason to play them. Freebie crits are just delicious and doubly so for the Devoted. Recovery just compensates for the low Resolve.
6: Confident Aim. From this point, we can even use the Great Sword's modal (it's not that hot, though, and the gains are at best minimal).
7: Fearless & Body Control
8: Unstoppable. Two level ups spent in making us care even less about afflictions.
9: Mob Stance & Unbroken. Stance is a great source of damage, both through action speed and extra cleaving attacks. It works the best on potd as the combat is thickest there. Unbroken is the main survivability tool of this build and an important combo-piece – we prioritize it over Vigorous Defense as it makes us last but doesn't hinder the incoming criticals.
10: Armored Grace. Some pretty good armors become truly great with this one.
11: Clear Out & Tough. Clear is our main source of damage dealing from this point. It's not that amazing in the basic shape but it still allows us to spread love between multiple foes and that's all we truly need. And Tough is an extra layer of critical protection – we want to be getting them, but not to be burst down by them.
12: Weapon Specialization. It's a mediocre talent but some extra damage is still better than the weaksauce which the other options will provide us here.
13: Unbending Trunk & Unbreakable. The combination of these will make your fighter to be ultra-durable, able to go through any kind of hell unmolested.
14: Weapon Mastery. Huge bonus, 'nuff said.
15: Power Strike. The cost is too much, tbh, and I don't like it as much but, if empowered, it can be good against ultra-sturdy single targets. Aka bosses.
16: Clean Sweep & Toughened Fury. Even better AoE damage and, finally, enough discipline to be using all the goodness. Fury is the major reward of this build – you want to get hit aplenty so your Unbendings are free and maybe even giving you some extras to cast a spare Clean or two.
17: Inspired Discipline. Mostly as a way to counter enemy debuffs, though.
18: Improved Critical. Now we're scraping the bottom of the barrel in our quest for extra damage.
19: Chopping Wood & Sundering Blow. Armor removal is a rather rare option in this game so we probably want to have the access to that, if only for the good of the party. And wood just makes our empowered Clean Sweeps & Power Strikes much better.
20: Prestige. Just so everything that we have works a bit better – other upgrades here are rather marginal.
Hottie Paladin
Role: Tank / Healbot
Race: Moon Godlike. It has been overnerfed a bit but it sill keep your party steady, especially early on. Or you can go for a Dwarf – you don't really need Constitution resistance and Boreals are awful in this one but it allows you to shave more Dexterity in favor of either Intelligence or Perception.
Subclass: Shieldbearer of st. Elcga
First ability: Sworn Enemy, depending
Attributes (Background – Aedyr): 18-7-4-14-16-19
As a tank, you absolutely need to max your Resolve. Only when maxed out does deflection become efficient. As a healer, you can't avoid might. Intelligence makes your abilities last and it makes your auras big enough to matter. Perception will be required to land few of your offensive abilities. And you're not a very active character so Dexterity can be sacrificed for the sake of it all.
Active Skill of Choice: Athletics
Weapon of Choice: Dagger early (for the deflection passive) and various utility stuff later. Hatchets, Flails or Clubs – all this will be known as the standard tanking fare. You'll start from the Tower Shield but, when you'll gain your upgraded beacon, will switch to the small one so it actually hits more often.
Armor of Choice: Heavy.
Level ups:
2: Deep Faith. No-brainer for every paladin – you pick this class because it gives you all these defenses.
3: Zealous Aura & Weapon&Shield Style. It's mostly about Armor Aura, especially once the upgrade kicks in. And about your tankiness too.
4: Divine Purpose. It's good to be protected from all sides.
5: Brand Enemy & Greater Lay on Hands. In slow, drawn-out combats Brand Enemy can do surprising amounts of damage. And it's not like you can miss with it. We're not making this character into a damage dealer but we adding a bit of an edge. And, because of ridiculous casting time, even without Dexterity it's really easy to spam it (to a lesser degree, that also applies to Lay on Hands – that's why we can dump our Dex). Next, we're picking Greater Lay because it's better in the majority of parties – we just receive even more healing for the same price. There might be rare exceptions where Hands of Light are needed, mostly for their ability to prevent interrupts. But you'll see if you need them and it's easy to adjust.
6: Glorious Beacon. At this point of the game, it's hardly glorious. It will get better so we're taking it for the future.
7: Exalted Endurance & Mental Fortress. Best part about Endurance is that it scales, healing more & more health with every level. It's one of the better sustainability skills in the game and other auras are not even close to its level. Fortress is just fortress – sharing tanks is no fun.
8: Clear Head.
9: Inspiring Beacon & Iron Gut. Now we switch to the light shield, just so the beacon shines a bit brighter. You see, the beauty of this skill is that it adds damage to everything, not only to the damage. So stuff like spells (where it's not that easy to be gaining extra damage) also profits from it. So your tank will be acting as a spotter to your casters. Or something like that. Oh, and ofc it also applies to its own abilities (as well as the Sworn Enemy).
10: Reviving Exhortation. Just in case as you never know.
11: Liberating Exhortation, Liberating Command. All high-tier exhortations are heavily overcosted so don't expect to be casting them further. Still, here we can delay debuffs while gifting two inspirations – not that bad of a deal.
12: Rebirthing Exhortation. The alternative isn't that great because we already have the access to Robust, Fit isn't that hot in its shadow.
13: Sacred Immolation & Tough. The basic damage looks lukewarm but take the Sworn & Beacon bonuses into account and suddenly things will begin to heat up. And while the self-damage is really painful, laying hands on yourself (in a positive way) will fix the majority of that. At the very least, it won't let you die. Tough will also alleviate the risks a little.
14: Aegis of Loyalty. It's not that great but in Fampyr fights you'll want to do everything that's within your grasp.
15: Scion of Flame. Let's make our immolation a bit better.
16: Healing Chain & Providence. More redundance than anything else, tbh. Well, redundance is not that bad.
17: Practiced Healer. Just so all your healing gets even better.
18: Inspired Zeal. More fuel for the fire.
19: Divine Immolation & Divine Retribution. As if we need more healing. And, well, now we at least receive a discount on those resurrections.
20: Prestige.
Race: Moon Godlike. It has been overnerfed a bit but it sill keep your party steady, especially early on. Or you can go for a Dwarf – you don't really need Constitution resistance and Boreals are awful in this one but it allows you to shave more Dexterity in favor of either Intelligence or Perception.
Subclass: Shieldbearer of st. Elcga
First ability: Sworn Enemy, depending
Attributes (Background – Aedyr): 18-7-4-14-16-19
As a tank, you absolutely need to max your Resolve. Only when maxed out does deflection become efficient. As a healer, you can't avoid might. Intelligence makes your abilities last and it makes your auras big enough to matter. Perception will be required to land few of your offensive abilities. And you're not a very active character so Dexterity can be sacrificed for the sake of it all.
Active Skill of Choice: Athletics
Weapon of Choice: Dagger early (for the deflection passive) and various utility stuff later. Hatchets, Flails or Clubs – all this will be known as the standard tanking fare. You'll start from the Tower Shield but, when you'll gain your upgraded beacon, will switch to the small one so it actually hits more often.
Armor of Choice: Heavy.
Level ups:
2: Deep Faith. No-brainer for every paladin – you pick this class because it gives you all these defenses.
3: Zealous Aura & Weapon&Shield Style. It's mostly about Armor Aura, especially once the upgrade kicks in. And about your tankiness too.
4: Divine Purpose. It's good to be protected from all sides.
5: Brand Enemy & Greater Lay on Hands. In slow, drawn-out combats Brand Enemy can do surprising amounts of damage. And it's not like you can miss with it. We're not making this character into a damage dealer but we adding a bit of an edge. And, because of ridiculous casting time, even without Dexterity it's really easy to spam it (to a lesser degree, that also applies to Lay on Hands – that's why we can dump our Dex). Next, we're picking Greater Lay because it's better in the majority of parties – we just receive even more healing for the same price. There might be rare exceptions where Hands of Light are needed, mostly for their ability to prevent interrupts. But you'll see if you need them and it's easy to adjust.
6: Glorious Beacon. At this point of the game, it's hardly glorious. It will get better so we're taking it for the future.
7: Exalted Endurance & Mental Fortress. Best part about Endurance is that it scales, healing more & more health with every level. It's one of the better sustainability skills in the game and other auras are not even close to its level. Fortress is just fortress – sharing tanks is no fun.
8: Clear Head.
9: Inspiring Beacon & Iron Gut. Now we switch to the light shield, just so the beacon shines a bit brighter. You see, the beauty of this skill is that it adds damage to everything, not only to the damage. So stuff like spells (where it's not that easy to be gaining extra damage) also profits from it. So your tank will be acting as a spotter to your casters. Or something like that. Oh, and ofc it also applies to its own abilities (as well as the Sworn Enemy).
10: Reviving Exhortation. Just in case as you never know.
11: Liberating Exhortation, Liberating Command. All high-tier exhortations are heavily overcosted so don't expect to be casting them further. Still, here we can delay debuffs while gifting two inspirations – not that bad of a deal.
12: Rebirthing Exhortation. The alternative isn't that great because we already have the access to Robust, Fit isn't that hot in its shadow.
13: Sacred Immolation & Tough. The basic damage looks lukewarm but take the Sworn & Beacon bonuses into account and suddenly things will begin to heat up. And while the self-damage is really painful, laying hands on yourself (in a positive way) will fix the majority of that. At the very least, it won't let you die. Tough will also alleviate the risks a little.
14: Aegis of Loyalty. It's not that great but in Fampyr fights you'll want to do everything that's within your grasp.
15: Scion of Flame. Let's make our immolation a bit better.
16: Healing Chain & Providence. More redundance than anything else, tbh. Well, redundance is not that bad.
17: Practiced Healer. Just so all your healing gets even better.
18: Inspired Zeal. More fuel for the fire.
19: Divine Immolation & Divine Retribution. As if we need more healing. And, well, now we at least receive a discount on those resurrections.
20: Prestige.
Barbie Gimp
Barbarian
Role: Tank/Damage Dealer
Race: Human. This build will be taking lots of damage so human bonus will be rather frequently up and running.
Subclass: Berserker. Even if the build itself doesn't feature any way of negating Confusion (which is the sole issue with this subclass), there are many items that will fix this problem. For example, Devil of Caroc's Breastplate. So there's little point not to be going Berserker and other subclasses are so awful that there's no reason to ever pondering them. Being a Mage Slayer has more disadvantages than advantages (potions are pretty good, buffs too) and Corpse Eater can't spam its abilities and corpse eating takes too much time to pay off.
First ability: Frenzy.
Attributes (Background – Rauatai): 19-19-3-18-15-3
This build is based around taking lots and lots of criticals to the face. And, in the process, harming the enemies more and more. It's an item-reliant build – there are plenty of items which cause strong negative effect unto foe on the crits. Also, though they look synergic, avoid Fire Godlikes for this one – they can't wear helmets and there's incredibly good, almost mandatory helmet for this one. Because we plan on taking criticals, we have this weird tank with minimum Resolve (so there are crits) and maximum Toughness (so we're not insta-killed). This also makes this character an incredible good tank in a sense that, unlike with the basic tanks (whom enemies try to avoid), they will be absolutely drawn to this one. Rest of the stats is mostly about counter-attack efficiency – they need to be strong, precise and with big AoE. Dexterity is ignored as this build doesn't really need basic attacks – it's mostly about counters. This build loves to be teamed with st. Elcga paladin, btw, it'll make the early game much easier for it.
Active Skill of Choice: Athletics. Gotta stay alive, after all.
Weapon of Choice: duals. Eventually, you'll be doing full attacks on each crit and nothing works as well with Full Attacks as the duals. Early on, though, you may sport the poleaxe Wahai Poraga as it has some nice counter-attack properties.
Armor of Choice: heavy.
Level ups:
2: Blooded. This condition is easily reached and keep in mind that it's a global damage bonus, not only physical one.
3: Thick Skinned & Barbaric Yell. You plan on getting lots of crits so you don't want to get overpenetrated – quite the contrary, you want to survive through them to the best of your ability. And Yell is something that we take for the future.
4: Two-Handed Style. As I've said, early parts of the game you'll be spending with certain two-hander so we're just boosting its damage.
5: Bloodlust & Bloody Slaughter. It's a rather empty power tier for us so we just amplify our future killing capacities.
6: Bull's Will. Just so we're not as mentally vulnerable.
7: Savage Defiance & Unflinching. Defiance gives us at least a modicum of self-healing. Which is probably not enough so this build needs to have a dedicated party healer. Unflinching is more about general tankiness – might prevent a disable or two.
8: Barbaric Shout. Another pick for the future. Engagement doesn't really change anything here as the enemies won't be eager to disengage the ultra-low deflection barbie.
9: Tough & Barbaric Blow. With so much Constitution, Tough becomes quite a sweet option. And Blow will get good from the next level..
10: Barbaric Smash. It's a great way to finish an almost dead foe for free. Not so great with 3 Dexterity but still usable enough.
11: Snake's Reflexes & Wilder Hunter. More level ups in waiting...
12: Bear's Fortitude. Mind you, this is a bit of a midgame build, it's better hired then than leveled up from the scratch.
13: Blood Thirst & Stalwart Defiance. Thirst will get good once we eventually get going and Defiance just allows for some cheaper self-regeneration.
14: Wilder Hunter. This is another generic bonus so it will apply to your various on-crit received goodies.
15: Accurate Carnage. The final level in waiting...
16: Heart of Fury & Vengeful Defeat. Heart is expensive but it gives us a ton of damage and, most importantly, it is really, really fast. With recharging Empower we'll do three three of these through the battle and that'll count for a lot. And, if we're taken down, Defeat is pretty much another cast. Needless to say, this build loves resurrection effects (or just stealing unique armor from Eder). At this point, you switch for the duals.
17: Improved Critical. Frenzy gives you plenty of these so let's make them a bit more valuable.
18: One Stands Alone. There's a reason why we've delayed this one – we love having. our armor at the lowest possible level. So this thing can be somewhat detrimental, however weird can this sound. Now, though, it's probably alright to take it.
19: Barbaric Retaliation & Dazing Shout. Now the butterfly emerges from the coccoon. Retaliation is just that – the enemies will pay in blood for each crit. Well, thanks to the magic items, they've already did that, but those all have a chance of proccing whereas this hits every time. So now blood tax is unavoidable. And Dazing Shout is actually ridiculous – the damage within the desc__ription will not look like much, but thanks to power level and other bonuses the actual numbers are much more eye-pleasing. And the area is insane. While it costs only 1 rage. You can pretty much spam it through the majority of the battles and it's gonna be super efficient.
20: Prestige.
Role: Tank/Damage Dealer
Race: Human. This build will be taking lots of damage so human bonus will be rather frequently up and running.
Subclass: Berserker. Even if the build itself doesn't feature any way of negating Confusion (which is the sole issue with this subclass), there are many items that will fix this problem. For example, Devil of Caroc's Breastplate. So there's little point not to be going Berserker and other subclasses are so awful that there's no reason to ever pondering them. Being a Mage Slayer has more disadvantages than advantages (potions are pretty good, buffs too) and Corpse Eater can't spam its abilities and corpse eating takes too much time to pay off.
First ability: Frenzy.
Attributes (Background – Rauatai): 19-19-3-18-15-3
This build is based around taking lots and lots of criticals to the face. And, in the process, harming the enemies more and more. It's an item-reliant build – there are plenty of items which cause strong negative effect unto foe on the crits. Also, though they look synergic, avoid Fire Godlikes for this one – they can't wear helmets and there's incredibly good, almost mandatory helmet for this one. Because we plan on taking criticals, we have this weird tank with minimum Resolve (so there are crits) and maximum Toughness (so we're not insta-killed). This also makes this character an incredible good tank in a sense that, unlike with the basic tanks (whom enemies try to avoid), they will be absolutely drawn to this one. Rest of the stats is mostly about counter-attack efficiency – they need to be strong, precise and with big AoE. Dexterity is ignored as this build doesn't really need basic attacks – it's mostly about counters. This build loves to be teamed with st. Elcga paladin, btw, it'll make the early game much easier for it.
Active Skill of Choice: Athletics. Gotta stay alive, after all.
Weapon of Choice: duals. Eventually, you'll be doing full attacks on each crit and nothing works as well with Full Attacks as the duals. Early on, though, you may sport the poleaxe Wahai Poraga as it has some nice counter-attack properties.
Armor of Choice: heavy.
Level ups:
2: Blooded. This condition is easily reached and keep in mind that it's a global damage bonus, not only physical one.
3: Thick Skinned & Barbaric Yell. You plan on getting lots of crits so you don't want to get overpenetrated – quite the contrary, you want to survive through them to the best of your ability. And Yell is something that we take for the future.
4: Two-Handed Style. As I've said, early parts of the game you'll be spending with certain two-hander so we're just boosting its damage.
5: Bloodlust & Bloody Slaughter. It's a rather empty power tier for us so we just amplify our future killing capacities.
6: Bull's Will. Just so we're not as mentally vulnerable.
7: Savage Defiance & Unflinching. Defiance gives us at least a modicum of self-healing. Which is probably not enough so this build needs to have a dedicated party healer. Unflinching is more about general tankiness – might prevent a disable or two.
8: Barbaric Shout. Another pick for the future. Engagement doesn't really change anything here as the enemies won't be eager to disengage the ultra-low deflection barbie.
9: Tough & Barbaric Blow. With so much Constitution, Tough becomes quite a sweet option. And Blow will get good from the next level..
10: Barbaric Smash. It's a great way to finish an almost dead foe for free. Not so great with 3 Dexterity but still usable enough.
11: Snake's Reflexes & Wilder Hunter. More level ups in waiting...
12: Bear's Fortitude. Mind you, this is a bit of a midgame build, it's better hired then than leveled up from the scratch.
13: Blood Thirst & Stalwart Defiance. Thirst will get good once we eventually get going and Defiance just allows for some cheaper self-regeneration.
14: Wilder Hunter. This is another generic bonus so it will apply to your various on-crit received goodies.
15: Accurate Carnage. The final level in waiting...
16: Heart of Fury & Vengeful Defeat. Heart is expensive but it gives us a ton of damage and, most importantly, it is really, really fast. With recharging Empower we'll do three three of these through the battle and that'll count for a lot. And, if we're taken down, Defeat is pretty much another cast. Needless to say, this build loves resurrection effects (or just stealing unique armor from Eder). At this point, you switch for the duals.
17: Improved Critical. Frenzy gives you plenty of these so let's make them a bit more valuable.
18: One Stands Alone. There's a reason why we've delayed this one – we love having. our armor at the lowest possible level. So this thing can be somewhat detrimental, however weird can this sound. Now, though, it's probably alright to take it.
19: Barbaric Retaliation & Dazing Shout. Now the butterfly emerges from the coccoon. Retaliation is just that – the enemies will pay in blood for each crit. Well, thanks to the magic items, they've already did that, but those all have a chance of proccing whereas this hits every time. So now blood tax is unavoidable. And Dazing Shout is actually ridiculous – the damage within the desc__ription will not look like much, but thanks to power level and other bonuses the actual numbers are much more eye-pleasing. And the area is insane. While it costs only 1 rage. You can pretty much spam it through the majority of the battles and it's gonna be super efficient.
20: Prestige.
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