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Pillars of eternity fighter abilities.Pillars Of Eternity 2 Deadfire Guide: Fighter

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Pillars of eternity fighter abilities.Fighter abilities


Navigation menu.Fighter | Pillars of Eternity 2 Wiki


Apr 13,  · Fighter Pillars of Eternity II: AT3): amazing abilities that help make the fighter an amazing multiclass option. Way better than PoE1 ability. As a reminder, the Aware inspiration from the base Disciplined Barrage benefits anything with attack rolls, not just weapon attacks. This means spells, bombs, and even traps (if you use this ability. 26 rows · Jun 24,  · The following is a list of fighter abilities in Pillars of Eternity. For more information. Most often, Fighters in Pillars of Eternity 2 can be found on the first line of a battle, where they create an impenetrable barrier. They specialize in powerful armors and close combat.


Pillars of eternity fighter abilities.Fighter – Official Pillars of Eternity Wiki

Fighter is the most versatile class available in the game, at least in close combat. He works perfectly as a warrior with shield, two-handed sword, two daggers or even spear. It is one of less complicated classes as well – learning to use him well takes least time. Apr 01,  · Wary Defender and Hold the Line are awesome and IMO must-haves for tanking. Weapon and Shield is also quite good. In fact, those are the three talents I’ve given him so far. Bonus Knockdown is generally overkill and not needed. Dec 31,  · Fighter is a class in Pillars of Eternity 2. Trained to use a wide variety of traditional melee weapons in combat. Fighters are extremely durable, reliable, and excel at holding positions. “Fighters form the front line of disciplined armies across the Eastern Reach. Though they are most commonly found in cultures with an organized martial structure, fighters can also be encountered as wandering .
Pillars of Eternity Fighter Class Guide – Stats, Spells, Abilities and Talents
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Fighter – Pillars of Eternity II: Deadfire Walkthrough & Guide – GameFAQs

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Fighter Skills – Pillars of Eternity Wiki Guide – IGN

Version: 1. Still hands down the tankiest of tanks amongst all the classes. You might be able to put together a more durable multiclass via some metagaming, but if you need someone who can soak up enemy hate while still doing something useful, a fighter is an easy place to start. Part of that is due to their inherent Constant Recovery effect, which gives them health generation for the start of a fight and is many ways incomparably good survivability compared to other martial classes.

The blackjacket is an intriguing subclass. For the downside of a worse Constant Recovery you get reduced weapon switch delay down to 1. This means you can pick up Quick Switch later down the line and further reduce your weapon switch delay to 0s, which means you can switch weapons without any consequence.

This might not sound like a lot, but many many years of game analysis has taught me that flexibility is a very potentially powerful benefit to have, and the blackjacket is no exception. You can use a blackjacket as a sort of weapons swiss army knife able to meet any AR situation, combine a lot of defense-debuffing weapon modals to support casters, or just barrel through a bunch of reloading weapons without having to reload imagine picking up Arms Bearer and have eight pistols equipped, one in each hand per weapon slot.

Blackjacket further rewards players with good metagame knowledge. Anyway, blackjacket is obviously a rich area for the creative metagamer. In contrast to that metagaming complexity, a devoted takes the opposite track and is for the player who says “ah screw it” and just wants to stick with one weapon. This is particularly relevant for a monk multiclass or for a devoted who picks up Monastic Unarmed Training. But for your explicit weapon pick, I would lean away from a weapon that only does piercing damage; piercing immunity is more common than others crush immunity is virtually unheard of so you’d be stuck with alternatives you’re worse with.

Unfortunately for would-be wardens druid multiclass , druid shapeshifting form uses special weapons that no one can be proficient with, so you’ll be a worse shapeshifter than if you weren’t a devoted. An unbroken gives you more of a defensive boost, at the cost of mobility and being more vulnerable to reflex attacks. Dual-wielders, for example, will normally have 0 engagement without the use of a spear modal, but an unbroken gives you a way to engage and keep your squishier classes safer without having to sacrifice offense by equipping a shield.

With 4. You get bonus accuracy and penetration against an enemy attacked by another ally, but if you get flanked, well, it’s awful become both Shaken and Confused. You also restore a discipline everytime you successfully interrupt an enemy action instead of just interrupting them generally , which makes the tactician a star performer when trying to keep a hard enemy locked down. However, the real gem is what happens if every enemy in combat is flanked while no ally is flanked: the tactician gains the Brilliant inspiration.

The Brilliant inspiration is extremely powerful and makes the tactician incredibly powerful for multiclassing; not only will you potentially gain lots of ways to interrupt, but you’ll get even more mileage out of the resource restoration of Brilliant. The real trick is getting into this enemy-flanked-and-no-allies-flanked situation. Smart multiclassing or party composition can help; e. At the very least the tactician is extremely good against single tough enemies, as it is then very likely that that enemy is flanked and no party member is flanked though watch out that some bosses come with Persistent Distraction which may automatically flank non-perception resistant allies.

There’s a bit of an anti-synergy with summons because with poor summon management you just end up creating more opportunities for someone on your side to get flanked.

The upshot is that the tactician really lives up to its name-to really maximize the subclass you’ll need to do a lot of pre-planning with your party composition and keep tabs on everything happening in actual fights. Disciplined Barrage and upgrades AT1, AT3 : amazing abilities that help make the fighter an amazing multiclass option.

Way better than PoE1 ability. As a reminder, the Aware inspiration from the base Disciplined Barrage benefits anything with attack rolls, not just weapon attacks. This means spells, bombs, and even traps if you use this ability before the trap is triggered will have the graze to hit conversion, even if consumables otherwise ignore your perception stat.

Unlike PoE1 you can spam this over and over, and in fact in many cases I recommend just setting up a script that will use this ability anytime you lack a perception inspiration.

The upgrades themselves are pretty good. Fighter Stances AT2 : there’s virtually no reason for any fighter to not take this, regardless of your build or theme. Do note that unlike most abilities that feature upgrades, you can actually take multiple upgrades, so even if you pick up e.

Conqueror Stance you can still pick up e. Mob Stance. Confident Aim AT2, passive : martial classes are better at weapon combat than caster classes not because of their active abilities per se but really because of all the passive and persistent effects available to them.

Confident Aim is probably a signature example of that. If an ally is about to land some powerful ability on the target, you’ll want to either delay it or the Mule Kick, because otherwise the ability will whiff. This is where metagame knowledge becomes really important.

Etc etc. Getting more than that is unlikely, since eventually there just isn’t enough room around your fighter to engage more enemies. Armored Grace AT5, passive : a really weird and obfuscated ability; the tooltip is basically completely wrong. The actual mechanics are a bit confusing refer to the “Details: Armor” section in the Umezawa build for the nitty gritty. The benefit therefore accrues in greater amounts to heavier armors, but anyone will benefit.

Probably one of the best all-around passives in the game and helps make the fighter multiclass real well. Unbending and upgrades AT5, AT7 : you can actually get a bit more healing than the tooltip lists. This means that if your fighter is under a lot of punishment and has a lot of Unbending healing effects stacked up, Salvation of Time can extend the duration of those effects well past the point that they nullify all the damage that has been done, possibly healing the fighter back to full health even in the face of more incoming damage.

If your fighter is remotely tanky, they’re going to be hit by enemies, and consequently you may get near-constant uptime from a single use of this ability. Ironically, extremely tanky fighters will get little benefit from this upgrade because this will push their defenses high enough that they won’t get hit at all, making it essentially no improvement and a waste of an ability point.

As a result, you should only take this when you have exhausted other sources of increasing your damage or accuracy; other small passives like Uncanny Luck will give you better bang-for-buck.

Sundering Blow AT9 : this is an ability that is great on PotD and gods’ challenges and lame everywhere else. The way Deadfire armor mechanics work, reducing a single enemy’s AR can be much more valuable than increasing even your entire party’s PEN. However, the reason why this ability is only good on PotD and up is because only on that difficulty with upscaling or challenges enabled will enemies even begin to accumulate the AR necessary to create a scenario like the above since by definition an AT9 ability comes at the end of the game.

On lower difficulties without upscaling, your weapons’ PEN values will already be blowing out enemy AR in a lot of cases. This fighter ability and its respective upgrades deserves a special call-out. They have rich metagaming potential due to their interaction with weapons, but Boeroer from the Obsidian forums explained it better than I ever could complete with image , so I’ve just simply reproduced it here almost verbatim only minor styling edits , with permission.

Difference only is that the barb yells have an AoE indicator. Why does Clear Out et al. I guess because this ability is executed with weapons. And weapons can have their own AoE indicator. So I think it’s just not there to prevent interference of AoE indicators.

The yells are not weapon attacks so it’s easy to show an AoE indicator for them. You can also manage to hit targets that are not in the original Clear Out AoE if they are not too far away because the AoE of the weapon may reach them.

This works with Whispers of the Endless Paths, Citzal’s Spirit Lance, Keeper of the Flame and Karaboru both sort of and also hand mortars unlock the use of Clear Out with a melee offhand weapon or a bashing shield – Clear Out will still use the main hand mortar.

This can even mean you hit enemies that are totally out of the original AoE of Clear Out since the jump with attached AoE will reach them.

This last thing is only doable with basic Clear Out though since the upgrades are PL8. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don’t have an account? Sign up for free! What do you need help on? Cancel X. LE Table of Contents.

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