Post by contributor on Dec 3, 2014 17:00:10 GMT -5
Inspired by John Robinson's team write-ups and a team of my own that is very fun to play I thought I might share this group with the forum. This team has what it takes to play well on Nightmare and I think even has what it takes be an ironman contender. The one death they have going into episode 2 was totally my fault, because I just hate backing up, even in the face of overwhelming archers. The main feature of the team is their ability to liberally apply curses and reduce the enemy to quivering sacks of meat just waiting to be skewered. When all curses are applied even Deathkin become easy to manage. I knew it was working when KJ killed Groth with a level 1 fireball. The team is also very melee heavy and could probably be exclusively a melee team.
Kincaid: Dodge-Tank 1, AoE damage dealer and curser
Kc is going to rush to become an AoE death and curse dealing monster. He may appear to be a little fragile at first but others are going to help him survive. He should dual-wield light blades.
Talents: First two go into Cunning Footwork. Then go straight to Crippling Strikes until you get it up to level 6 and AoE, putting a point into Live by the Blade somewhere to get extra MP. After that, switch back to building his defense. Bring Cunning Footwork up to 10 and after that consider bringing up Sure Parry or starting on Flanking Unity.
Attributes: Bring up Dexterity and Constitution. Maybe at a 3-to-2 ratio.
Skills: Straight up with blades, then whatever tickles your fancy.
Selen: Dodge-Tank 2, Light curser and critical specialist
Selly has the most flexibility on this team. To stick with the plan you should put points into punishing blades. Though it’s not strictly necessary, everybody needs to bring a curse to the table and she makes sure that Kyera can do some mean clean up. Otherwise focus on what you want. QsD for being very tanky and DoS and Frenzied Blows if you want to build for Crits. She will also dual-wield light blades.
Talents: Keep Punishing Blades and Quicksliver Defense one point ahead of Frenzied Blows and Dance of Shadows, bringing them all up together. In the beginning you might bring the attacks up first and then catch up with QsD
Attributes: Dexterity and Constitution at a 3:2 ration.
Skills: Blades and Stealth at a 2:1 ratio.
Kyera: Off-Tank, Curser and Dodge Buffer
In the second version of this team Kyera is going without any healing spells (What are pots for after all?). She will focus on Ethereal Anguish and Warder’s shield exclusively. With everyone else’s curses she will still be able to come in and do lots of damage with a good hammer, letting Selen and Kincaid rush ahead. She will also be a back-up tank who can take a few hits in a pinch to protect your mage. Keep her armor and shield upgraded.
Talents: Rush up to get cross-AoE for Ethereal Anguish and then bring Warder’s up. You may want to get EA up to 6 for the bosses at the end of episode 2.
Attributes: Bring up Strength, Constitution and Intelligence equally. Maybe skimping on intelligence here and there.
Skills: Bring up hammers and whatever else you need to take full advantage of EA’s AoE. Don’t worry much about lore.
Karjtan: Ranged Curser Par Excellence
Kj is all about sitting back and making everybody else look good. Though when enemies are fully cursed, he can still make a basic fireball good for a kill here and there. The original plan was to give him Firestorm going into episode 2. If you want to go all-melee you might switch over to pure-flame shield or just bring Choking Ash up to 10.
Talents: Bring Choking Ash straight up to 6 and then save your level 9 talent point. After killing the Shaman bring Meteoric Shockwave up to 6. After that do what you think is best. You might also put one point into Warding Words in order to open the nasty doors in the Storerooms.
Attributes: Constitution and intelligence, maybe around a 3:2 ratio. If you’re going to add Firestorm you might want to bring up knowledge as well. Maybe keep the three equal.
Skills: Conjuring and Sorcery (if planning on Firestorm) or Polearms (if you want to get him into the melee game). Conjuring should be raised to make sure you can hit the maximum number of targets for your curses. Though even when it gets beyond 9 you’re not likely to get that many mobs in a group anyways.
This team may seem like they’re going overkill on the cursing but the nice thing about them is that you don’t need to use them all, all the time. In a pinch though it is nice to have them. With other teams, there are times when I just can curse enemies fast enough, or decide whether I want offensive or defensive curses. With this team, you can really bring everyone down quickly one way or another. Getting Crippling Strikes up to 6 will really raise the damage output of your team significantly. It’s not so expensive that he can’t use it regularly and when he surrounded it’s amazing just to unleash his full fury, even if he’ll need some pots to keep him going. I generally always keep 2, 1-ap blades in the hands of Kincaid and Selen. Since Selen doesn’t have to curse people it’s not worth giving her just a 1 AP blade. She can still do one hit and them move on to let Kyera finish up behind her.
Kincaid: Dodge-Tank 1, AoE damage dealer and curser
Kc is going to rush to become an AoE death and curse dealing monster. He may appear to be a little fragile at first but others are going to help him survive. He should dual-wield light blades.
Talents: First two go into Cunning Footwork. Then go straight to Crippling Strikes until you get it up to level 6 and AoE, putting a point into Live by the Blade somewhere to get extra MP. After that, switch back to building his defense. Bring Cunning Footwork up to 10 and after that consider bringing up Sure Parry or starting on Flanking Unity.
Attributes: Bring up Dexterity and Constitution. Maybe at a 3-to-2 ratio.
Skills: Straight up with blades, then whatever tickles your fancy.
Selen: Dodge-Tank 2, Light curser and critical specialist
Selly has the most flexibility on this team. To stick with the plan you should put points into punishing blades. Though it’s not strictly necessary, everybody needs to bring a curse to the table and she makes sure that Kyera can do some mean clean up. Otherwise focus on what you want. QsD for being very tanky and DoS and Frenzied Blows if you want to build for Crits. She will also dual-wield light blades.
Talents: Keep Punishing Blades and Quicksliver Defense one point ahead of Frenzied Blows and Dance of Shadows, bringing them all up together. In the beginning you might bring the attacks up first and then catch up with QsD
Attributes: Dexterity and Constitution at a 3:2 ration.
Skills: Blades and Stealth at a 2:1 ratio.
Kyera: Off-Tank, Curser and Dodge Buffer
In the second version of this team Kyera is going without any healing spells (What are pots for after all?). She will focus on Ethereal Anguish and Warder’s shield exclusively. With everyone else’s curses she will still be able to come in and do lots of damage with a good hammer, letting Selen and Kincaid rush ahead. She will also be a back-up tank who can take a few hits in a pinch to protect your mage. Keep her armor and shield upgraded.
Talents: Rush up to get cross-AoE for Ethereal Anguish and then bring Warder’s up. You may want to get EA up to 6 for the bosses at the end of episode 2.
Attributes: Bring up Strength, Constitution and Intelligence equally. Maybe skimping on intelligence here and there.
Skills: Bring up hammers and whatever else you need to take full advantage of EA’s AoE. Don’t worry much about lore.
Karjtan: Ranged Curser Par Excellence
Kj is all about sitting back and making everybody else look good. Though when enemies are fully cursed, he can still make a basic fireball good for a kill here and there. The original plan was to give him Firestorm going into episode 2. If you want to go all-melee you might switch over to pure-flame shield or just bring Choking Ash up to 10.
Talents: Bring Choking Ash straight up to 6 and then save your level 9 talent point. After killing the Shaman bring Meteoric Shockwave up to 6. After that do what you think is best. You might also put one point into Warding Words in order to open the nasty doors in the Storerooms.
Attributes: Constitution and intelligence, maybe around a 3:2 ratio. If you’re going to add Firestorm you might want to bring up knowledge as well. Maybe keep the three equal.
Skills: Conjuring and Sorcery (if planning on Firestorm) or Polearms (if you want to get him into the melee game). Conjuring should be raised to make sure you can hit the maximum number of targets for your curses. Though even when it gets beyond 9 you’re not likely to get that many mobs in a group anyways.
This team may seem like they’re going overkill on the cursing but the nice thing about them is that you don’t need to use them all, all the time. In a pinch though it is nice to have them. With other teams, there are times when I just can curse enemies fast enough, or decide whether I want offensive or defensive curses. With this team, you can really bring everyone down quickly one way or another. Getting Crippling Strikes up to 6 will really raise the damage output of your team significantly. It’s not so expensive that he can’t use it regularly and when he surrounded it’s amazing just to unleash his full fury, even if he’ll need some pots to keep him going. I generally always keep 2, 1-ap blades in the hands of Kincaid and Selen. Since Selen doesn’t have to curse people it’s not worth giving her just a 1 AP blade. She can still do one hit and them move on to let Kyera finish up behind her.