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Pillars of Eternity 2 Online Walkthrough by David Milward |
FASSINA, F HUMAN SORCERESS (ANIMIST / CONJURER)
Stats
Abilities
1st Level - Vile Thorns: A starting ability by default.
Concelhaut's Parasitic Staff: A starting ability by default.
2nd Level - Kalakoth's Sunless Grasp: A Conjuration spell that inflicts Freezing Damage and a -10 Accuracy penalty to a single target.
3rd Level - Ghost Blades: It's a Conjuration spell that inflicts Piercing or Slashing Damage to enemies only in a cone, and it also gives the Hobbled (-5 Dexterity, reduced Stride) Affliction.
4th Level - The Moon's Light: Automatically gained on the 4th level-up.
Two-Handed Style: The bonus to Damage will apply to when she's fighting with a Quarterstaff, whether that's when she summons Concelhaut's Parasitic Staff or when she's using The Spine of Thicket Green.
Arcane Veil: It provides a +50 bonus to Deflection, although that bonus is ignored by firearms and Veil-Piercing Attacks from Spirits. It is a Conjuration spell, so its duration will be extended both by Fassina's Intellect and the +2 bonus Power Levels for being a Conjurer when using a Conjuration spell.
5th Level - Necrotic Lance: A Conjuration spell that inflicts Corrosive Damage on a single target, and continues to apply Corrosive Damage over a short period of time.
6th Level - Two Weapon Style: The -15% reduction in Recovery Time will come into play when she summons Nannasin's Cobra Strike through the Snakeskin Grimoire.
7th Level - Returning Storm: Automatically acquired on the 7th level-up. A bolt of lightning will hit a single target and Stun it, every 6 sec for at least 20 sec.
Nature's Balm: Applies the Robust Inspiration to all allies, but within a very small radius. The Robust Inspiration provides both +2 Armor Rating and +10 Health every 3 seconds.
Combat Focus: It adds +1 Concentration at the start of combat. It's a natural choice for a character who frequentty uses spells with significant casting times.
8th Level - Wildstrike Corrode: She sometimes goes into Wolf Spiritshift during ship battles, so this passive provides a 15% Corrosive Damage bonus when she's Spiritshifted. The Corrode choice is a thematic one, as it also fits with a lot of the spells she uses.
9th Level - Purge of Toxins: It provides a single ally with complete immunity to any diseases or poisons for at least 30 sec. Its duration will be extended by her Rejuvenation Power Levels.
10th Level - Conjure Blight: Automatically gained on her 10th level-up.
Moonwell: Adds +10 to all Defenses and regenerates Health over time for all party members within its area-of-effect. It will benefit from her bonus Rejuvenation Power Levels provided by The Spine of Thicket Green.
Spirit of Decay: It's a natural choice as several of her Druid and Wizard spells cause Corrosive Damage.
11th Level - Greater Wildstrike Corrode: It will add +25% Corrosive Damage when she spiritshifts into Wolf form.
12th Level - Spell Shaping: It gives her the option of either expanding the area-of-effect of her spells in exchange for a penalty to Power Levels, or shrinking the area-of-effect in exchange for a bonus to Power Levels. It's a sensible choice as her build is dependent on bonuses to Power Levels for certain types of spells, especially if the computer A.I. uses the shrink option during ship combats. And if a small area-of-effect means less likely to hit allies, so much the better.
13th Level - Insect Plague: Automatically gained as an Animist. It can be a very useful spell, especially against multiple enemies that use activated abilities. It scores Raw Damage over time to multiple areas in a large 5m radius, and Sickens (-5 Constitution, -25% Healing Received) them, and nullifies their ability to use Concentration to avoid Interrupts when attempting to use activated abilities.
Relentless Storm: Hits enemies in a 5m radius around the caster with bolts of electricity that both inflict Shocking Damage and briefly Stun (-5 Might, Cannot Engage, Cannot take any actions, -4 Penetration) their targets, every 3 sec for 15 sec. Offensive damage and crowd-control rolled into one.
Wall of Force: It inflicts Raw Damage as well as Hobbled (-5 Dexterity, reduced Stride) only on enemies, so it can be planted right in the thick of battle with little fear for party members. It also benefits from Fassina's bonus Conjuration Power Levels.
14th Level - Rapid Casting: It increases Action Speed by 10% when casting spells.
14th Level - Tough: More Health is always a good thing. And in this instance, it helps a glass cannon be a little less fragile.
15th Level - Practiced Healer: It will add +15% Healing to spells like Nature's Balm, Moonwell and Garden of Life (once she gets it).
16th Level - Sunlance: Automatically gained as an Animist. It can be an effective single target strike spell that can be used at very long distance.
Garden of Life: It can become a powerful source of healing for the particular situation of where you've already managed to pile up some dead bodies. Casting the spell over those dead bodies turns each of them into sources of healing pulses that tick every 3 seconds. And it can make itself felt if Fassina casts it partway through a very crowded ship battle. It will also benefit from the bonus Power Levels to spells with the Plant keyword provided by The Spine of Thicket Green, and Fassina's bonuses to Healing.
Improved Critical: It improves Critical Hit Damage by 10%, including for offensive spells.
17th Level - Venombloom: It creates a field of at least 2.5m radius and lasting at least 8 sec that inflicts 8-12 Raw Damage every 3 sec, inflicts Weakened (-5 Constitution, -50% healing received) every 3 sec, and inflicts Frightened (-5 Resolve, cannot used activated abilities) every 3 sec. It has the Plant keyword, so The Spine of Thicket Green will give it bonus Power Levels.
18th Level - Spell Resistance: It provides a 10% chance of avoiding the effects of any spell.
19th Level - Lashing Vine: Automatically gained as an Animist. And it does make its presence felt when she summons it during ship battles.
Quick Summoning: She also gets Quick Summoning. It helps her get her castings off faster when she summons Blights or the Lashing Vine and such.
Wall of Draining: A wall that drains enemies of their beneficial effects, and adds the equivalent amount of time to extend the caster's beneficial effects. A well-placed Wall of Draining can extend Fassina's buffs to easily last the whole fight.
20th Level - Martial Summoning: It helps her summon Nannasin's Cobra Strike a little faster.
Inventory
The Spine of Thicket Green: Stolen from a weapon rack at #7 in The Dark Cupboard. I plan to add the Empowering Lifeblood enchantment, which will add +2 Plant Power Levels and +2 Restoration and Rejuvenation Power Levels. The former will increase the power of some of her offensive spells, while the latter will increase the Health recovered by some of her healing spells. The Garden of Life spell, which she will learn, will benefit from both bonuses.
Snakeskin Grimoire: Purchased from Sanza at #20 in Queen's Berth. It includes a couple of spells that will benefit from the bonus Poison Power Levels that Fassina will acquire, Noxious Burst and Malignant Cloud. These spells can hurt party members too, and I am normally hesitant to confer abilities to ship combatants that can hurt the party as well. But I reason that the good party will have enough healing and regenerative capabilities so that I can live with that, especially as Fassina will provide a lot of that healing herself as a counter balance. It also uses the unique weapon summoning spell, Nannasin's Cobra Strike. It turns the caster's arms into a pair of snakes that inflict Piercing Damage, amount to two weapons for purposes of Full Attack and Two Weapon Style, and attack from an extended range similar to a Pike or Quarterstaff. It also inflicts poisoning that causes Raw Damage over time. The bonus Poison Power Levels that Fassina will acquire will not increase the Piercing Damage of the initial strike, but they will increase the Raw Damage caused by the poisoning.
Mask of the Grotto Deep: Obtained after defeating the Kraken at #4 in the entrance to Cignath Mor. The +2 Intellect is one of the obvious benefits for a spellcaster. The +1 Poison Power Levels will enhance spells like Noxious Fumes and Malignant Cloud. It will also increase the Raw Damage over time caused by Nannasin's Cobra Strike. Melee attacks from Stealth also cause Raw Damage over time, which can come into play through the Slippers of the Assassin.
Strand of Favor: Obtained by killing Suugan in the Lighthouse. The +1 Intellect is welcome for any Wizard. The bonus to beneficial effect duration will prolong buffs like Infuse with Vital Essence, Arcane Veil, Nature's Balm and Moonwell. The decrease in duration of hostile effects is a welcome benefit as well.
Shroud of the Phantasm: In a debris pile at #3 in Bekarna's Observatory. The cloak has a 1% chance of triggering the Brilliant Inspiration (+5 Intellect, +1 Power Levels, +1 Class Resource per 6 sec) whenever she takes Damage. She'll also get another item in the future that can trigger the Acute Inspiration (+5 Intellect, +1 Power Levels). If either happens it will trigger the +10% Action Speed with spells provided by this cloak whenever the wearer is under an Intellect Inspiration.
Spider Silk Robe: Obtained after defeating Mezzango in the Glowing Outcrop. The Robe itself has some impressive features, such as +3 to Slashing Armor Rating and immunity to Dexterity Afflictions. The real point is to add Poison Master, which adds another +2 Poison Power Levels to augment spells like Malignant Cloud and Noxious Burst and Nannasin's Cobra Strike. I also spend an Adra Ban to add Spider Blooded, which provides immunity to all poison-based attacks.
Gauntlets of Ogre Might: Purchased from the Orlan Peddler at #9 in the Brass Citadel. The +2 bonus to Might will augment both her damaging spells and her healing spells.
Whispers from the Depths: Looted from a crate at #8 in The Enclosures. It has a 30% chance on scoring a killing blow to provide Acute (+5 Intellect, +1 Power Levels) for 8 seconds. It's an alternative item and possibility for gaining an Intellect Inspiration in addition to the Shroud of the Phantasm. And that is to say that both items together maximize the probability of Fassina gaining at least +5 Intellect and +1 Power Levels during ship combat.
Ring of Overseeing: Obtained by defeating Chief Echoing-Strike in the Boa Hika Pass at #7 on Tikawara Island. It will expand the area-of-effect of many of her spells.
Girdle of Mortal Protection: A reward for completing the Eulogy for the Dead Quest. The +2 bonus to Constitution, and 15% chance to reduce Critical Hits to Hits, will improve her resiliency somewhat.
Slippers of the Assassin: Purchased from Captain Thaenic at #5 in the Deck of Many Things as it nears Neketaka Island. The wearer will turn Invisible for at least 5 sec upon scoring a killing blow. I normally concern myself with Invisibility for Rogues and not Wizards. But it may help her take advantage of a particular feature of Mask of the Grotto Deep, one that inflicts Raw Damage over time after an Attack made from Stealth. Not exactly a game-breaker, but I don't mind when it comes to a ship combatant.
Possible Spellcasting Alternatives: There are plenty of other possibilities with spellcaster multi-classes. For example, a Priest of Magran combined with either a Blood Mage or an Evoker can emphasize fire spells. And there are items in the game that provide bonuses to Fire Power Levels.
Another possibility is a Fury (Druid subclass) and Wizard that emphasizes electrical spells. The Fury's Storm Blight form could enhance spells on both sides of the multi-class like Chain Lightning, Crackling Bolt, Dancing Bolts and Relentless Storms.
Possible Loremaster Alternative: A distinct possibility for a Wizard / Bard multi-class centers around the Soulbound Arquebus called Blightheart. Binding it to the Wizard class means one of its powers will add a bonus 10% Corrosive Damage to all attacks made, including Wizard damaging spells. The Bard's Phrase, Sure-Handed Ila Nocked Her Arrow With Speed, will substantially reduce the Recovery Time after firing the gun. The reason I didn't is that its last upgrade requires making 10 Empowered Attacks, which makes it a no go for a no rest run. Would be great in a rest run though.