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Weapon and Shield Style – This passive increases your Deflection and Reflex defense, helping to reduce the damage you take.ĭance of Death – This will grant you some Wounds immediately, but will allow you to gain them regularly as long as you are not struck. Lesser Wounds – This will allow you to build up Wounds faster, which allows you to increase your Might more quickly because of the Helwalker Subclass. You don’t really need this ability, but it’s a waste not to use it. Swift Strikes – Take this one during Character Creation to speed up your Casting and Attacking.
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However, these ones will be needed for this Build to work effectively.
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You are free to pick and choose which you want outside of these because everyone’s style of play is different and there is no perfect way. In this section we’re going to cover the “must have” Nature’s Cyclone Abilities for this Build. You can even Enchant it to heal you for 50% of the damage you deal 2x per rest if you need some emergency healing. Or you can use Deltro’s Cage which increases the Power Level of Electricity Spells by +2, further enhancing Nature’s Terror. Or you could use the Griffin’s Blade, which increases your damage with Spells for a more efficient Nature’s Terror.Īrmor-Wise you’ll want anything that increases your Engagements, such as: Contender’s Armor or Reckless Brigandine. For instance, Kapana Taga increases your Engagements by +1, which is a weakness for this Build, so is not a bad choice. You can use your Fist, which works exceptionally well in most cases, but look for One-Handed Weapons that enhance this style of play. What Weapon you wish to use is largely unimportant for this Build. Between Duality of Mortal Presence and this Subclass you’ll have good Range and great Damage. Since Blade Turning makes us virtually immune to melee damage, all we have to worry about is ranged attacks, negating much of the extra damage that Helwalkers would normally take. Since we want to hold as many Wounds as possible to increase the Radius of Nature’s Terror and Rooting Pain, this synergizes extremely well. Note that you don’t need to Spiritshift for this Build, and usually it’s not a good idea to since you lose access to your Shield, which helps protect you from Damage.įor Monk I chose Helwalker because it increases the Damage we deal with each Wound we have. This will help ensure Nature’s Terror Hits enemies and gets through their Armor. Ascetic Subclassesįor my Druid Subclass I chose Fury for the increased Penetration and Range with Druid Elements spells. You’ll have tons of Intellect and Might because of Duality of Mortal Presence, and the Helwalker Subclass, increasing the Range and Damage of your AoE. The idea here is that every round Nature’s Terror will deal massive AoE damage, while you are immune to melee attacks, only having to worry about ranged enemies. If not, once Cast move to Engage as many enemies as possible and then use Enduring Dance, Thunderous Blows and finally Blade Turning. The way this Build works is that when combat begins you’ll pop Nature’s Terror immediately, and hopefully be surrounded by the time you Cast it for best results. You won’t gain this ability until Level 13, but it’s a game changer.