Pillars Of Eternity POTD my build list created in 2024. Also about attributes (2024)

Hi it's my first guide/build topic here i mainly created my account to share my builds. I will mini-max my build also i was playing with mod that allowed me ro respec my companions so instead of creating plain fighter i could just respec Eder and have my perfect mini-maxed character and also i could enjoy his story.First of all, I would like to say that English is not my native language, so I may make mistakes. I will say not everything if someone need more info just go and look on wiki

Endurance=end (in short)

At the begining i want to talk about attributes.

Might -every point give you bonus +2 toFortitude and also +3% to damage and healing it's important it will increase amount healingprovided not received. It means that you cast a healing spell that base is 100end then let's say you got 20 might so we got +30% bonus to healing so we will heal 100end+30%=130end. So as we can see might is very important for every healers and character that gotreasonable amount of self healing. at the end of info its worth to tell that bonus from might is additive not multiplicative so even if 30% bonus to dmg look strong or even op it's not that good because in game we can get multiple source of additional dmg like weapons enchantment, passives skills like rogue sneak attack etc. Might is also important for dps and as i said every point give +2 to Fortitude and this stats is mandatory because the strongest debuff/stuns/and other cc are targeting ourFortitude. That's why in my opinion evert tank need it without it our tank will be cc'ed and he will not be able to tank for long. As for dps might is handy also for casters who are dealing dmg with spell because in game there is much less bonues to spell dmg than weapon dmg. So might could be the only bonus to dmg that you will get. As for the dialoge might will allow you to do things likebend metal bars, throw people while intimidating, opponents may hesitate if you tell them how powerful you are, so you can avoid some fights this way .TL;DR. Might is very important for every melee character tanks healers dps (might is kinda like pizza everybody want it xd)

Constitution -every point give youbonus +2 toFortitude and also +5% bonues to hp and endurance. This will be a little shorter and simplier most of tanks will want max con because it gives them endurance and hp tanks are not your dps so i see no reason to go lower than 14 con for them i prefer just to max it. it is worth noting that items that give you like +30 endurance will not scale with you con bonus so +30end amulet will srill give you +30end even if got 1000000con. con will be high for tanks, barbarians prefers con over resolve because barbarians got the highest base hp and endurance from all classes so if their base hp and end are high then every % from it will be also huge. Also monks like con over resolve because they need high end pool to sustain wounds and nit die in fight. As for the others like mages priests and rangers you can go 3 con yes BUT i dont recomende it ofc if your mage get focused by 3 enemies then even 20 con will not help him i prefer to have con just to not die from crossfire or to be able to use stunthat allow my backlane tomove away from danger. So i prefer to go for 8-10 con forfor my more delicate characters, because high con will not give us as much hp as for other classes also in game we can find items or foods that boost our con and boost our endurance so lower con at the start of the game is not a bjg deal. Having amulet that give you +15 end in early game is nice to have it allow your healer to heal mages before they die. In dialogue con is very rare and if we got 8 con we can boost our contemporarily with sleeping bonus food bonus armor bonus and weapon bonus so we can pass most of the dialogue if we want.

Dexterity -every point give you bonus +2 to reflex and +3% increased action speed. At the start i will say that i dont like reflex much most cc from it are not thatdangerous most of reflex attack will deal only dmg there is plenty of way to restore your endurance. Increased action speed is nice for casters and for dps not much for tanks we get so much reflex after we take passive Weapon and Shield Style. In calculations dex is always at the end so increased action speed will always work good even if you got recovery time buff or sth. Do not mistake dex bonus and recovery time they are both different. It's a shame that most melee characters often got not enough points to rise this stat up. As far i know chanters doenst benefit from dex much im talking about chants so i still think that dex is mainly for dps and casters. For tanks and non dps chanters lower as much as you can. for others put in to dex you spare points after taking your most mandatory stats. because why not?

Perception -every point give you bonus +2 to reflex, +3 to interrupt and +1 to accuracy. At the start i will tell my opinion aboutinterrupt i think it's better to just cast aoe lvl1 spell mage slicken or any other cc if you need to stop casters or running enemy.interrupt is not bad but still why not just use cc? As for accuracy omg every spellcacter need max per. the only spellcaster that doenst need perceprion is priest withspecific build(you only use buff and heal spells so you dont need to have any accuracy) but for the others spellcasters just go for max. For tanks it depends but it's not your primary stats but still useful. For any dps you need accuracy so per is also very good. It kinda depends what build you are going but mostly dps will in high perc. Perc for dialogue is use often but in the early game we dont have much ways to increase it so i prefer to have perc maxed for dialogues.

Intellect -every point give you bonus +2 to will +5% to duration and +6% to AOE. If we got spell that can friedly fire then bonus aoe will not hit ally but it will hit enemy so for any casters interlect is must have max out and get as many int as you can. intellect doesnt increase food duration and duration of Figurines. High int is the best for MC bucause we get watcher skills maybe they are not game changers but still it's a nice touch.Remember the more int we got the bigger aoe is because we are increasing radius so area grows quadratically. Int is also good for many class but the problem is with how many points we have to spend on other attributes even if int is handy it doesnt mean that we will have enough skills and items to rly make it worth. Lets compare mage and fighter they both havr nice skills yes but mage depends fully on spells also his attack will deal aoe damage so for mage int is mandatory but for fighter who got like 3-5 skills + maybe items or scrolls not much. I dont like use muchconsumables sure most skills from items can be use again after rest but that is the problem you have a fighter yet you try to make him a idk mechanic/mage maybe priest? Is not better to have mage/priest in the first place? Int is kinda strange and hard to tell for casters yes must have but for any other classes it depends what role they will have. Also party strategy matters or even what enemy you will face. I played rogue with high per/int and it was funny my spells was better than casters but after half of the gamemanaging items scrolls was more anoying than fun. The good thing was that even if i maxed out int my rogue was still usefull but then i started a new game and i created my cipher (they were both MC). I think rogue was not bad i will say he was even good but playing cipher or even druid as MC make difference. Wow that was long story hehe. In the end i will say that will is 2nd best afterFortitude because in pillars less enemy will have mindcontrol/confusion abbility thanFortitude targetting cc. Still better have both stats as high as you can. Int for dialogue is often used if we want to pass most check 13 int is needed

Resolve -every point give you bonus +2 to will+3 toConcentration and +1 toDeflection. Resolve is the most important stats for most dialogues if we want to play charismatic pacefull leader. I will talk aboutConcentration first in my opinionConcentration is usefull for everyone but noone want to spend any resource on it.Concentration is good for spellcasters so they can finish casting spells but to getinterrupted you need to be hit you know what i mean? Most casters stay at the back so they will not get hit that's why they dont needConcentration if you know how toposition them.Concentration is only good for tanks because tanks got hit a lot by a lot of attack so highConcentration allow them to do something in fight. For tanks i prefer resolve over dex because dex sure increase our acrion speed but it will not matter if enemy will keepinterrupting our actions. Now i will talk aboutDeflection this stat is better the more you have it also baseDeflection matters because without any buff mage always will be less tanky than fighter. AlsoDeflection is good because some attack need to hit first to get on hit effect like stun so if we dont get hit we will not suffer from cc. I saw a lot of people talking about resolve that this stat is useless for everyone even tank. I think for tanks who have high base need resolve to get hit as little as possible the best defence is not being hit at the pirst place. Even is we need to spend our points to get 1 Deflection pre point its worth because we will stackDeflection. Resolve is mandatory for TANKS like fighter paladin chanter(yes chanter is good tank) even monk. It's worth to tell that if we get graze by cc then duration will be lower by 50% and if we get crited by cc duration will be 150%. For any other character resolve is first stat that we dump to get points.

Edited by Nater
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Pillars Of Eternity POTD my build list created in 2024. Also about attributes (2024)
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