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I'm planning on starting over once the patch is released this week. Since I'll be rebuilding my fighter I'd like some feedback on the choices I made during character creation.

My current fighter build:

Race: Meadow Folk
Background: Aedyr - Mercenary

Might 14
Constitution 15
Dexterity 11
Perception 13
Intelligence 10
Resolve 15

I chose the knockout skill.

Should I re-distribute the attribute points next time or leaving things as is?

Thank you in advance for your input.
This question / problem has been solved by Krypsynimage
What role do you expect to fill in the party? Do you want to be more DPS or more Tank?

What you have there doesn't look like a half bad Tank build. As a DPS, I would probably reduce Constitution and raise Might.

The main thing would be to get a Weapon Focus and a Weapon Specialization PDQ. Other than that, this game is pretty forgiving when it comes to builds.

Edit:
Oh, one thing. I have noticed that many scripted events have 16 as their cut off value. I haven't seen, or heard of, many that are above this. It might be wise to raise one, or both, of the the Attributes you have at 15 to 16. It probably isn't a huge thing, though, since there are always multiple ways through any obstacle.
Post edited March 30, 2015 by Krypsyn
I think might=16 tends to be aggressive dialog options, in case that enhances or conflicts with your play style.
For better tanking, I'd make it 10-16-12-14-10-16. (Dex and Per contribute to defense, Con makes you character durable.)
For better DPS something like 16-12-14-12-10-14 (Mig raises damage directly, Dex increases attack speed.)
Those still go as balanced, you could still min/max them more - but you'd lose some dialogue options with lower Res/Per.
Post edited March 30, 2015 by M4xw0lf
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Krypsyn: What role do you expect to fill in the party? Do you want to be more DPS or more Tank?

What you have there doesn't look like a half bad Tank build. As a DPS, I would probably reduce Constitution and raise Might.

The main thing would be to get a Weapon Focus and a Weapon Specialization PDQ. Other than that, this game is pretty forgiving when it comes to builds.

Edit:
Oh, one thing. I have noticed that many scripted events have 16 as their cut off value. I haven't seen, or heard of, many that are above this. It might be wise to raise one, or both, of the the Attributes you have at 15 to 16. It probably isn't a huge thing, though, since there are always multiple ways through any obstacle.
I'm looking for a balance between the two roles. I want to be able to deal damage but also take a fair amount of punishment.

I normally take the good path when it comes to choices if that helps.
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auroraparadox: I'm looking for a balance between the two roles. I want to be able to deal damage but also take a fair amount of punishment.
I would max Might and leave Dexterity at 10. Both would increase your dps, but fewer, bigger hits overcomes damage reduction much better than more, smaller attacks. Attack speed/damage can be honed later to suit your needs by weapon choice and wielding style, but I think it is most important to have your upper limit as larger as possibly in case you need the extra punch.

Fighters already start out with a hefty endurance/health pool. While they also gain more per Constitution invested, they likely don't need it as much. For your defense, I would most likely split between Perception and Resolve (with perhaps higher weight to Perception for more interrupts), and leave Constitution at 10. If your are taking a lot of damage, I would switch wielding style to sword and board, and/or make sure the Survival skill is high enough to make good use of potions in an emergency.

Intelligence I would leave at 10, or even use it as a dump stat. It all depends how 'dumb' your want your character to be in terms of RPing it. Mechanically, I think a Fighter gets the least use out of this Attribute.

So, I would probably do something like this for Attributes:

Might: 18
Consitution: 10
Dexterity: 10
Perception: 16
Intelligence: 8
Resolve: 16

There is a huge amount of wiggle room there. It all depends on how you want to play your character (for example, I am not a huge fan of overusing dump stats). Most importantly, what sort of personality you want your character to have should play a huge part in how a character is designed.
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auroraparadox: I normally take the good path when it comes to choices if that helps.
While different Attributes and Skills will give you different dialogue options, there are usually several ways to deal with any situation. More important than mechanically min/maxing, in my opinion, is defining how you believe your character will interact with the world.

Edit:
Also, the difficulty level you are playing on might need factor in to your character design as well. On Normal, leaving Constitution at 10 should be easily doable. However, on Hard, you might get overwhelmed if not careful. I still think 10 Constitution is viable on Hard, but you will need to micro-manage your battles much more heavily. I think this is par for the course on Hard, regardless, but I just figured I would throw in this last warning to be sure. :)

My cipher has 10 Con on Hard mode, and, even when he pulls some aggro, it isn't usually too bad. He is not designed as a main tank by any stretch, but he can and does take a few hits on occasion. Just in case you are wondering, this is the Attribute distribution for my Wood Elf Cipher:

Might: 16
Constitution: 10
Dexterity: 13
Perception: 10
Intelligence: 19
Resolve: 10

Probably not the 'best' build, but it suited my needs and works well enough. I am sure it might be made a little better with more min/maxing. However, I was looking for a more bookish and introverted protagonist, so this seemed to work well enough. Most of my dialogue choices revolve around rational and stoic; I try to choose the most rational and most efficient solution to a problem or situation, regardless of 'ethics'. Only a few times have I been confronted with situation where none of the choices 'fit' my character, but I think that sort of thing is to be expected to some extent.
Post edited March 31, 2015 by Krypsyn
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auroraparadox: I'm looking for a balance between the two roles. I want to be able to deal damage but also take a fair amount of punishment.
avatar
Krypsyn: I would max Might and leave Dexterity at 10. Both would increase your dps, but fewer, bigger hits overcomes damage reduction much better than more, smaller attacks. Attack speed/damage can be honed later to suit your needs by weapon choice and wielding style, but I think it is most important to have your upper limit as larger as possibly in case you need the extra punch.

Fighters already start out with a hefty endurance/health pool. While they also gain more per Constitution invested, they likely don't need it as much. For your defense, I would most likely split between Perception and Resolve (with perhaps higher weight to Perception for more interrupts), and leave Constitution at 10. If your are taking a lot of damage, I would switch wielding style to sword and board, and/or make sure the Survival skill is high enough to make good use of potions in an emergency.

Intelligence I would leave at 10, or even use it as a dump stat. It all depends how 'dumb' your want your character to be in terms of RPing it. Mechanically, I think a Fighter gets the least use out of this Attribute.

So, I would probably do something like this for Attributes:

Might: 18
Consitution: 10
Dexterity: 10
Perception: 16
Intelligence: 8
Resolve: 16

There is a huge amount of wiggle room there. It all depends on how you want to play your character (for example, I am not a huge fan of overusing dump stats). Most importantly, what sort of personality you want your character to have should play a huge part in how a character is designed.
avatar
auroraparadox: I normally take the good path when it comes to choices if that helps.
avatar
Krypsyn: While different Attributes and Skills will give you different dialogue options, there are usually several ways to deal with any situation. More important than mechanically min/maxing, in my opinion, is defining how you believe your character will interact with the world.

Edit:
Also, the difficulty level you are playing on might need factor in to your character design as well. On Normal, leaving Constitution at 10 should be easily doable. However, on Hard, you might get overwhelmed if not careful. I still think 10 Constitution is viable on Hard, but you will need to micro-manage your battles much more heavily. I think this is par for the course on Hard, regardless, but I just figured I would throw in this last warning to be sure. :)

My cipher has 10 Con on Hard mode, and, even when he pulls some aggro, it isn't usually too bad. He is not designed as a main tank by any stretch, but he can and does take a few hits on occasion. Just in case you are wondering, this is the Attribute distribution for my Wood Elf Cipher:

Might: 16
Constitution: 10
Dexterity: 13
Perception: 10
Intelligence: 19
Resolve: 10

Probably not the 'best' build, but it suited my needs and works well enough. I am sure it might be made a little better with more min/maxing. However, I was looking for a more bookish and introverted protagonist, so this seemed to work well enough. Most of my dialogue choices revolve around rational and stoic; I try to choose the most rational and most efficient solution to a problem or situation, regardless of 'ethics'. Only a few times have I been confronted with situation where none of the choices 'fit' my character, but I think that sort of thing is to be expected to some extent.
Thanks for the highly detailed post. My only concern with the build you gave is the lower constitution. Granted Fighters are hard to take down but have a cushion is nice.

When it comes to dialogue choices I typically follow the good path or as close to good as possible. If there is no clear good choice I will go with honest and rational. I'm currently playing on easy and I'm debating on up the difficulty to Normal. However, the boss battle in Heritage Hill is very tough.

Are there any major down sides to making my fighter dumb as a rock?
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auroraparadox: Thanks for the highly detailed post. My only concern with the build you gave is the lower constitution. Granted Fighters are hard to take down but have a cushion is nice.
Deflection is more important, imho. Getting +8 deflection for raising Per or Res from 10 to 18 is a much bigger deal for me than gaining +24% Health/Endurance by raising Con from 10 to 18, for instance. Besides, by raising Per and/or Res you not only get deflection, but also increases your Reflex and/or Will, respectively.
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auroraparadox: Are there any major down sides to making my fighter dumb as a rock?
Your knockdown, and any other skill/talent with a duration, will be shorter. That's it, since larger AoEs don't really apply, and any Will you might lose you can just gain back by maxing out Res.

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The characters in this game really seem to benefit from min/maxing (which is ironic, since they were actively trying to avoid it through much of the design period). The Cipher build I am now currently going with for the new patch is:

Wood Elf Cipher, Old Vailian - Aristocrat

Mig 18
Con 8
Dex 19
Per 4
Int 19
Res 10
I'll start by saying I could be wrong as I kaven't made a fighter build yet, but the things I do know:

I would max out PER and RES as they both will give you the largest Deflection defense (the main one for melee and bow attacks), for a fight deflection needs to be as high as you can get it imo.

I would dump INT down to 3 for the extra points to put elsewhere. INT is mostly for spellcasters, however it will also lower your defense against Will attacks (charm and the like). It's a tradeoff to get a powerful fighter with high resistance to melee (the most common attacks a front liner should face), and I haven't looked ahead at spells available in this game - but if there is a "dispel" type spell, just have an npc ready to counter charm effects.

The last 3 are MIG, CON, and DEX.

DEX will determine how quickly you will be able to attack. Obviously, MIG gives you more powerful attacks and CON gives you higher health and Endurance. The main choice with these 3 will be if you want to take the front line without too much danger of being killed while your backline attacks from a safe distance (tank - higher CON and less MIG and DEX), or if you want a powerhouse fighter (higher MIG and DEX but less CON).

CON doesn't seem to make drastic changes if it's lowered, I would probably try to max MIG and raise DEX while lowering a bit of CON. The best way to find out is try creating different fighter builds messing with CON points (go highest once, and lowest next time, and see the difference in H/E between the 2 after a start).

I would go with a race choice that improves PER or RES, a background that does the same, and the next choice go with an option that has a + to athletics.


I made a thread for a different character type (New Character after patch ... advice?) that may help with attribute choices, even though its tailored towards a completely different creation. I went through character creation quite a few times to see the results of my choices and posted them. It might help you with some attribute decisions.
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auroraparadox: Thanks for the highly detailed post. My only concern with the build you gave is the lower constitution. Granted Fighters are hard to take down but have a cushion is nice.
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Krypsyn: Deflection is more important, imho. Getting +8 deflection for raising Per or Res from 10 to 18 is a much bigger deal for me than gaining +24% Health/Endurance by raising Con from 10 to 18, for instance. Besides, by raising Per and/or Res you not only get deflection, but also increases your Reflex and/or Will, respectively.
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auroraparadox: Are there any major down sides to making my fighter dumb as a rock?
avatar
Krypsyn: Your knockdown, and any other skill/talent with a duration, will be shorter. That's it, since larger AoEs don't really apply, and any Will you might lose you can just gain back by maxing out Res.

-------------------------------

The characters in this game really seem to benefit from min/maxing (which is ironic, since they were actively trying to avoid it through much of the design period). The Cipher build I am now currently going with for the new patch is:

Wood Elf Cipher, Old Vailian - Aristocrat

Mig 18
Con 8
Dex 19
Per 4
Int 19
Res 10
If I max might and choose a race with a might bonus will the bonus still count?

I'm not a fan of Godlike so the only other races that make sense are Meadow Folk or Aumaua.
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auroraparadox: If I max might and choose a race with a might bonus will the bonus still count?

I'm not a fan of Godlike so the only other races that make sense are Meadow Folk or Aumaua.
Yes. For example, as Aumaua you can max out Might at 20 (or even 21, if you pick a +1 Might background, like Living Lands). This works in reverse too, for races that have negatives to Attributes.
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auroraparadox: If I max might and choose a race with a might bonus will the bonus still count?

I'm not a fan of Godlike so the only other races that make sense are Meadow Folk or Aumaua.
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Krypsyn: Yes. For example, as Aumaua you can max out Might at 20 (or even 21, if you pick a +1 Might background, like Living Lands). This works in reverse too, for races that have negatives to Attributes.
I'll stick with Meadow Folk. That will net me one additional might and resolve. I'll have to look over the backgrounds later.

I'll try out the build you recommended and see how it goes. I'm debating on whether or not to start on normal difficulty from the beginning. Most battles I can breeze through on easy but I haven't mastered the combat system yet.
I don't like the Godlike class either, only because they can't wear helmets. And I suspect there will be at least a few good helmets to find in the game. The early one you find would be excellent for a fighter class - not so good for my mage though.

I read a loading screen tip which said Barbarians were very good taking on a swarm of enemies at once, but again I haven't built a fighter class so I'm not sure why that is. Just some food for thought.
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auroraparadox: I'll try out the build you recommended and see how it goes. I'm debating on whether or not to start on normal difficulty from the beginning. Most battles I can breeze through on easy but I haven't mastered the combat system yet.
Playing up to Gilded Vale is pretty fast, and should give you a decent impression of how the build will fare. You can take on the Temple of Eothas at level 3 with the two Gilded Vale companions as sort of a stress test too, if you feel like it (I don't know about other difficulties, but it was fairly brutal when I did this on Hard). Of course, late game is going to be different than the beginning, but you ought to be able to tell if you are going to hate it or not by this point.
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auroraparadox: I'll try out the build you recommended and see how it goes. I'm debating on whether or not to start on normal difficulty from the beginning. Most battles I can breeze through on easy but I haven't mastered the combat system yet.
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Krypsyn: Playing up to Gilded Vale is pretty fast, and should give you a decent impression of how the build will fare. You can take on the Temple of Eothas at level 3 with the two Gilded Vale companions as sort of a stress test too, if you feel like it (I don't know about other difficulties, but it was fairly brutal when I did this on Hard). Of course, late game is going to be different than the beginning, but you ought to be able to tell if you are going to hate it or not by this point.
I'll have to wait until after the holidays to try it. I might use the might and resolve bonus for meadow folk to shuffle a few points and up constitution.

Thanks for all your help Krypsyn.