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Pillars of Eternity 2 Video-Based Walkthrough by David Milward |
XOTI, F HUMAN SISTER OF THE REAPING MOON
Stats
Abilities
1st Level - Swift Strikes: A starting ability by default. The boosts to Action Speed are valuable, as they allow Xoti to get off spell after spell in rapid succession. And it's a buff that can get prolonged indefinitely through the use of Salvation of Time plus the Brilliant Inspiration.
2nd Level - Lesser Wounds: A staple for any Monk to acquire Wounds as rapidly as possible.
3rd Level - Mortification of the Soul: It allows her to self-inflict enough Raw Damage to gain two Wounds, and it doesn't cost any Mortification to do so. Can be useful if I need her to build up enough Wounds in a pinch in order to use one of the activated abilities she will acquire.
Two Weapon Style: I take this now, as she will spend a lot of time fighting with her Monk fists until she gets Twin Eels.
4th Level - Two-Handed Style: The +15% Damage with two-handed weapons will come into play when she starts wielding Twin Eels.
5th Level - Swift Flurry: It raises Dexterity by +5 and Action Speed by +15%. It also provides a 33% chance of an instant extra Attack when the Monk lands a Critical Hit. Swift Flurries, as long as you ensure a good probability of Critical Hits, is an easy choice over Lightning Strikes for a Monk who is engaged in Melee Combat.
Torment's Reach: It is a formidable ability, as it makes a Primary Attack on the initial target, but then scores Crushing Damage along with Staggered (-5 Might, cannot Engage) on enemies behind the initial target. Using the full breadth of a Monk's activated abilities to their best advantage requires a LOT of micro-management. I tend to prefer that Monks in my core parties enjoy the passive bonuses that come with the Duality of Mortal Presence without expending Wounds, most of the time that is. But I don't mind taking these kinds of activated abilities for a Monk whose participation in ship combat is going to be managed by the computer's A.I.
6th Level - Dance of Death: It helps build up her Accuracy by +3 every few seconds to a maximum of 12, and will also passively replenish a Wound every few seconds. Its benefits stop should she get Hit. If her A.I. has her activate it during ship combat, the bonus to Accuracy can help her overcome the Accuracy penalty involved with using the Savage Attack modal with a Great Sword that I'll get for her during the later parts of the game. There are also some battles where I do have her as part of the core party, and where a key strategy will be to have her passively recoup Wounds at a distance and on an ongoing basis.
7th Level - Duality of Mortal Presence: I will activate the modal that provides +1 Intellect for each Wound. The Intellect bonus may extend the temporal duration of any buffs she uses, and it may expand the area-of-effect of certain powers she will acquire. One of them will be Rooting Pain. The other will be a healing power from a Great Sword she will eventually acquire.
Thundering Blow: It spends some Wounds in order to temporarily give her the Tenacious (+5 Might, +2 Penetration) Inspiration. The boost to Might will help both her Melee Attack Damage, and her healing powers that she will acquire over time.
8th Level - Combat Focus: Her Holy Meditation spell will help both Tekehu and herself accumulate Concentration over the course of a fight. But sometimes it's helpful to have at least one point of Concentration in place at the start of the fight, especially when they need to start the fight off with their buff spells and before Holy Meditation can really make itself felt.
9th Level - Enervating Blows: Critical Hits will put the Weakened (-5 Constitution, -50% Healing Received) Affliction on her targets.
10th Level - Rooting Pain: It generates a shockwave in a 1.5m radius that inflicts 4-8 Crushing Damage and Interrupts nearby enemies. I would be reluctant to take this ability for a Monk build that wants to keep its Intellect or Constitution bonus maxed out to +10 through Duality of Mortal Presence and that avoid expending Wounds on activated abilities. But it makes sense when the computer AI is going to spam Wound-based activated abilities every chance it gets during ship combat.
11th Level - Turning Wheel: It upgrades the Intellect modal of Duality of Mortal Presence so that her attacks will inflict an additional +2% Burning Damage for each Wound that she has at the moment of Attack.
Improved Critical: It improves the Damage scored by Critical Hits by 10%. It's a logical choice for any warrior, but especially for a Monk who has several abilities that are more fully realized on scoring Critical Hits.
12th Level - Flegallant's Path: It allows her to make a Full Attack against a single target up to 10m away. And it inflicts Crushing Damage on any enemies in a line in between the Monk's starting point and the target enemy's location. It provides an option that spends Mortification for her computer A.I. to use during ship battles.
13th Level - The Dichotomous Soul: It summons two replicas of herself, one made of fire and the other of ice. They inherit her armor and accessories, but use unarmed attacks with one scoring bonus Burning Damage and the other scoring bonus Freezing Damage. There are some fights where bringing lots of summons can be helpful. And there are some fights where I want to summon the Dichotomous Souls non-stop, with Enduring Dance passively replenishing the needed Wounds.
Heartbeat Drumming: It provides a 25% chance of an extra attack upon scoring a Critical Hit. Xoti by this point has everything she needs to be effective in what I need her for, so this amounts to sugar on top.
14th Level - Spell Resistance: It provides a 10% chance to avoid the effects of any spell outright, which makes it a good passive for any character regardless of class.
15th Level - Tough: More Health is always a good thing for any character, but especially a Monk who needs to take Damage to gain Wounds.
16th Level - Resonance: This ability allows a Monk to add Resonance to a creature on each strike landed on that creature. The Monk may unleash that Resonance at a time of his or her own choosing, resulting in 15 points of Raw Damage per Resonance. It is a game changer against very powerful bosses.
Razor's Edge: It's a passive that adds +1 Accuracy for each Wound that the Monk has.
17th Level - Launching Kick: It upgrades Flegallent's Path so that any enemies caught in its path will also be launched up into the air, and then left Prone on the ground.
18th Level - Uncanny Luck: It provides a 5% chance to avoid any Attack. It also provides a 5% chance to convert a Hit into a Critical Hit, and that means improving even if slightly the odds of another Attack through either Swift Flurry or Heartbeat Drumming.
19th Level - Prestige: Adds +1 to her Power Levels, which may be helpful for the odd time I want her to go back to fighting with her fists. It will also help increase the duration of some of her buffs.
Whispers of the Wind: She spends 6 Wounds and flashes around to multiple targets, up to five in addition to the initial target. And she makes a Full Attack on each of them in an instant. It will become even more powerful once she acquires a potent cloak in the not too distant future.
20th Level - Inner Death: It spends 3 Mortification to launch an attack that does 20-80 Crushing Damage to a single target. The attack will do +300% Damage if it lands a Critical Hit. It's another activated option for when she participates in ship combat.
Inventory
The Twin Eels: Obtained from a sarcophagus at #8 in The Sunken Crown. Landing a killing blow with it unleashes healing for the wielder and all nearby allies. That ability now benefits from the 50% bonus to healing that comes with The Dawnstar's Blessing she received during his personal Quest, The Lantern of Gaun. It also has a chance to convert Hits to Critical Hits. Both powers scale according to the wielder's Religion skill. Xoti has been pumping that skill on every level-up, in addition to the class bonus for being a Monk, the +2 bonus for using a Luminous Adra Potion, the +1 bonus from Heaven's Cacophony, and the +2 bonus for The Dawnstar's Blessing. I also have her use the Savage Attack modal, which increases Damage with Great Swords by 50%. That does result in a -15 Accuracy penalty, but I figure the chance to convert Hits to Critical Hits from the weapon itself, and another item I'll soon get for her, will help overcome that.
Kitchen Stove: Received from Dereo the Lean in his Lair as a reward for completing The Cornett's Call Quest. This Blunderbuss, launching 6 projectiles with each attack, and with a -15% reduction of Recovery Time, is already the best weapon there is for a Monk to build up Resonance with. And that Recovery Time reduction is increased to -25% once I add the Frantic Reload enchantment.
Heaven's Cacophony: Purchased from Wanika at #11 in Queen's Berth. The +2 Intellect will expand the area-of-effect of some of her activated powers. The +2 to Religion will enhance the power of Twin Eels once she gets it.
Bone Setter's Tarc: Obtained from a chest at #3 in the Pahowane Underground. I don't need the Sawbones power, which only has three charges. The 5% chance to convert Hits to Critical Hits will improve the chances of triggering extra attacks through abilities like Swift Flurry and Heartbeat Drumming. The 10% to Healing will improve the Healing she personally receives from several items she wears, as well as the area-of-effect Healing that triggers when she lands a killing blow with The Twin Eels.
Ajamuut's Stalking Cloak: Looted from an urn at #6 in the Lair of the Ancient. It's a priority for me to maximize her Deflection, both as an off-tank and a spellcaster. Getting hit less often means less chance of having her spells disrupted even as she occupies the front lines of battle. It adds +1 Perception and +2 Stealth. It also adds +5% Damage to Attacks made from Stealth, and +5 Accuracy to Attacks made from Stealth. Attacks made from Stealth also Stun their targets. The reason Xoti equips it is that a Monk will be Invisible while whisking from target to target during Whispers of the Wind. The Cloak makes Whispers of the Wind that much more powerful, especially as it amounts to an attack sequence that will rapidly Stun multiple enemies.
Fleshmender: Looted from Ikorno after defeating him on the island at #5 on the World Map, while pursuing a Bounty against him. It has a +3 bonus to Armor Rating that ends upon the wearer getting Hit, but will replenish itself over time. The key reason for having Xoti wear it is that it replenishes +5 Health every 12 sec. It becomes yet another item that provides Health Regeneration that gets augmented by her bonuses to Might and Healing.
Gauntlets of Accuracy: Obtained from the Woedican Agents that attack the party in Neketaka. It helps offset somewhat the Accuracy penalty for using the Savage Attack modal with a Great Sword. And she has multiple items and abilities that can convert Hits to Critical Hits for purposes of triggering extra Attacks through Swift Flurry or Heartbeat Drumming. So even improving the chances of a Hit through a bump to Accuracy is helpful.
Ring of Greater Regeneration: Looted from the Bog Wardens in the Boot-Suck Bog, at #2 on the Outcast's Respite. Its +3 Health every 6 sec will get boosted by her bonuses to Healing and bonuses to Might.
Ring of Overseeing: Purchased from Tiabo at #4 in The Sacred Stair. It will expand the area-of-effect of the healing aura provided by The Twin Eels.
Girdle of Mortal Protection: Obtained as 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 likewise improve her resiliency and survivability.
Boots of the White: Obtained from an Abandoned Village at #3 on the Cleft Island. The +2 to Freezing Armor Rating helps offset the penalty to the same that comes with wearing Fleshmender. The Resistance to Dexterity Afflictions and +1 Resolve are good benefits to have too.