Crimson Rain Did the Plan Work ?
Jan 19, 2015 23:26:04 GMT -5
slayernz, johndramey, and 4 more like this
Post by John Robinson on Jan 19, 2015 23:26:04 GMT -5
Episode 3 is completed, everyone has taken a hot shower, or bath with scented candles and spa music (2 to a tub?). After grub and ale it's time to report in.
What can I say? This is the most successful group designed to date. The problem is you aren't able to see the Checklist exactly as it is today. Although the first 25 levels are pretty stable, I made some “on the fly” changes to the plan. Around the same time I was working on the new leveling table and the talent swapping version was released. I’m really grateful that the talent points were re balanced. Having a group level above 26 was undiscovered country and I never dreamed of reaching level 33. Result? My notes and team table became a mess!. I benefited greatly from raising everyone’s constitution by at least 2 points. Not because of the additional hit points the goal is to raise toughness, the un-cursed armor. The impact on the durability of the group was immediate. Finding or purchasing the right equipment is just as important as Talent points when reaching your goals. Sometimes you find something that seems made for a mage but fills the need of a fighter. Take a look at Vraes cloak, +4 Ranged he doesn't need but it would take a boat load of Intelligence points for him to get the extra 120 SP.
The group was designed for speed and maneuverability. It is a reconnaissance by fire team.
Crazy as it sounds winning the Stealth roll is avoided when possible unless the team is in perfect formation with Vincent close or one square ahead. With Vraes new Phalanx Shield the 4 tank staggered blitz formation can be used to advance upon suspected enemy controlled positions. Vraes is used like an armored reconnaissance vehicle. Takes point to trigger enemy contact. We want them to charge the team in mass, giving them the first move brings them closer in range for curses and spell damage. Selen and Vraes can penetrate further into their lines after they move closer, we don’t have to run as far to kill them. Speed allows the team to control the battlefield.
Kyera is the only one of the four who doesn’t have a talent to raise MP. It is crucial for Kyera to get a +1 or +2 MP item as soon as possible or she will drag down the group, her full destructive power can be brought to bear once the movement restriction is removed. Out of all three episodes for me the toughest battle in the game is Gholla Outlook. There is allot of open ground with no where to hide many of your opponents can move faster than you, so you better be able to run and gun! Tactically I think this was much tougher than big V’s throne room. The power brought against your group is stunning. The final Battle in EP-3 is also epic but the difficulty comes from a unique situation, if you’ve been there you already know.
Crimson Rain is the foundation for my next group with the Checklists taken beyond level 35 or 40. Now it’s time to review the characters development at the end of EP-3.
Selen Level 33 (XP 149968 / 150348)
She is my go to killer. The extra points in Constitution provided more HP but more importantly raised her Toughness to 10. She simply did not miss with Punishing Blades and Frenzied Blows due to the combined efforts of the group as a whole. I would have liked to have seen more critical hits. It felt like my dice rolls must have been coming up on the short side of her 30% chance. The % chance will continue to increase as she reaches D-Shad(10). This being her first outing into EP-3 I had no idea she would get to level 33. The most exciting event for Selen in the whole game is to go along the Braey’s family storyline to the city of the dead. The Braeyson Torc released her from the burden of high SP consumption. With the amount of damage she dealt the 15% SP attack drain often left her with a full SP bar at the end of combat. In turn this allows me to consider raising Frenzied Blows.
What would I do differently: First I wouldn’t left click Quicksilver accidentally raising it to level 2 when I meant to increase Dance of Shadows. This made me wait allot longer to get the +3 MP Bonus from D-Shad(7). When the v2.2.41 Talent swap changes went in, and I am very very happy it did. My group was pretty far along my printer checklist got messed up I got lazy and started writing leveling stats on the back of the page what a mess! This makes it tougher to tell you what happened. You will see her again in my new group with the “on the fly” changes, and extending the plan past lvl 33.
Stats:
Attributes: Strength(5). Dexterity(16). Constitution(10). Will(4) 20%. Intelligence(5). Knowledge(4). HP(702). SP(386).
Skills: Blades(16). Lore(16). Stealth(3).
Talents: Punishing Blades(6). Frenzied Blows(7). Dance of Shadows(7). Quicksilver(2)
Punishing Blades(6) 3 Turn Curse attack. 2AP 14 SP. +10 Accuracy: Curses with -18 Dmg. -22 Armor.
Dual wielding blades for 53 - 119 Dmg with 21% Critical +9 Lighting Dmg.
Accuracy = 10 + Weapon(7) + Blades(16) + Bonus(5)
Frenzied Blows(7) Base: 2AP/10 SP. +11 Accuracy. +24 Dmg. 10% Critical for Attack
Dual wielding blades for 53 - 143 Dmg with 31% Critical +9 Lighting Dmg.
Accuracy = 11 + Weapon(7) + Blades(16) + Bonus(5)
Active Buffs:
Quicksilver-Def(2) +4 Parry. +4 Dodge. (24 Turns).
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Dance of Shadows(7) +3 Move Point. 8% Critical. +8 Stealth (24 Turns)
Summary:
Stats Toughness(10): Dodge(12). Resistance(3).
Summary and Bonuses:
+5 Melee Accuracy. +3 Ranged Accuracy. 21% Critical. +44 Dmg Bonus. 9 Lightning Dmg.
91 Armor. +10 Dodge Bonus. +8 Parry Bonus.
Accuracy and Defense: Melee Accuracy = Weapon(7) + Blades(16) + Bonus(5)
Melee Defense = Parry(6) + Parry Bonus(8) + Blades(16) + Dodge(22)
Ranged / Spell Defense = Evasion(0) + Dodge(10 + 12) + Dex(16) / Knowledge(4)
Equipment:
Main Hand: Night Blade 1AP. 7 Accuracy. 3 Parry. 25 - 30 Dmg.
Off hand: Tulwar 1AP. 6 Accuracy. 7 Parry. 31 - 46 Dmg.
Scaled Leather Coat (Light). 87 Armor. -2 Stealth.
Braeyson Torque (Amulet) +30 HP. +60SP. +12 Dmg. +15% SP Drain.
Assassin’s Ring. +14 Dmg. 6% Critical.
Warrior’s Path (Boots). +2 Melee Accuracy. +18 Dmg. +4 Armor.
Vraes Level Level 33. (XP 139090 / 150348)
His “Death by a thousand cuts” design worked! When faced with the choice of more damage or more accuracy, I gave him the talent or equipment that enhanced accuracy first. As a result there were many moments when I couldn’t remember when the last time was he missed. So he didn’t get the testerone rage mood swing with a crushing 2-H hammer, he just kept plugging away with a 1-H hammer. One advantage is through most of the game he used a 2AP hammer this gives better control over when and how much damage he does. No more missing the 480 HP Wolf Lord with a 3AP weapon then hitting the 20 HP monster next to him for 120 Dmg. The big gamble I was taking with Vraes is going all the way with Phalanx Shield(10). This single change makes me feel like a new IAP character has been added to HoS. He can finally live his dream and “Charge!”. There are now some exceptional shields available that enhance the effects of the parry and auto-block of ranged hits. Where he once felt defeat archers taste his revenge. Juggernaut 2 was very helpful against boss monsters who surrounded themselves with living (or undead) shields. There were also “On the fly” changes made to his plan, you will see the effects in my new group
What would I do different? Take it with a grain of salt but. Vraes skill points are precious it is a waste for him to get 16 in two weapons. Since Kincaid arrived a larger variety of excellent swords have appeared in the game so sadly this will be his next weapon of choice. The 1-H hammers have not kept pace. The 1-H spear is losing the arms race completely. For a very long time I have a dream of Vraes being a 1-H spear / shield hoplite. But the damage a 1-H spear can do is not enough. Strange in view of what 300 Spartans were able to do so well.
Stats:
Attributes: Strength(12). Dexterity(4). Constitution(14). Will(5) 25%. Intel(6). Know(3).
HP(957) SP(449)
Skills: 16 Hammers(19). Leadership(10). Lore(7).
Talents: Savage Sweep(5). Burst of Speed(3). Phalanx Shield(10). Natural Master(2).
Stone Skin(1). Berserk Rage(1). Juggernaut(2).
Savage Sweep(5) 3 AP/ 6 SP. +8 Accuracy. +18 Dmg for Attack.
Wielding Morningstar and Shield for 61 - 164 Dmg with 10% Critical +9 Lightning Dmg.
Accuracy = 8 + Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Juggernaut(2) AP / 16 SP. On kill move forward gain MP/SP bonuses. +4 Accuracy. +14 Dmg for attack.
Wielding Morningstar and Shield or 61 - 160 Dmg with 10% Critical +9 Lightning Dmg
Accuracy = 4 + Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Active Buffs:
Burst of Speed(3) 10 Turns 1AP/ 26 SP. +2 MP. +3 Dodge.
Phalanx Shield(10) 16 Turns 3AP/48 SP Requires shield
Auto-blocks 52% of ranged hits. +13 Parry. +22 Armor.
Juggernaut(2) 3AP/16 SP On Kill move forward gain MP/SP +4 Acc +16 Dmg
Natural Mastery(2) 15 Turns 3AP/ 12 SP
Stone Skin(1) 15 Turns 3AP/ 8 SP +20HP. +2 Armor
Berserk Rage(1) 18 Turns 4AP/8 SP +4 Dmg. 3% Critical. -1 Parry. -3 Armor
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(17): Dodge(3). Resistance(5).
Summary and Bonuses:
+3 Melee Accuracy. +7 Ranged Accuracy. 10% Critical. +12 Dmg Bonus. 9 Lightning Dmg.
135 Armor. +9 Dodge Bonus. +20 Parry Bonus 16 Fire Res.
Accuracy and Defense:
Melee Accuracy = Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Melee Defense = Parry(15) + Parry Bonus(20) + Hammers(19) + Dodge(12)
Ranged / Spell Defense = Evasion(-2) + Dodge(9 + 1) + Dex(4) / Knowledge(3)
Equipment
Main Hand Morningstar (1-H Hammer) 3 AP. 8 Accuracy. 6 Parry. 61 - 134 Dmg.
Relliat Bone Plate (Heavy) Armor 104. Evasion -2.
Reflective Guard (Shield) +9 Parry. Auto-blocks 9% ranged hits.
Eightflold Tread (Boots) +65 HP. +65 SP. +4 Parry. +10 Armor. +16 Fire Resist
Dream Maker’s Cloak +120 SP. +4 Ranged Accuracy.
Untold Death (Ring) +8 Dmg. +7 % Critical.
Kyera Level 33 (XP 143840 / 150348)
Oh Gawd ah mighty did yall see what she went an done!! Battle after Battle Banishment turned the tide of war. Holy retribution never felt better, especially seeing how it makes a Deathkin fall to his knees beg for mercy not to live but to stop the torment, hard to speak when your intestines are boiling hot enough to cook an egg. I always try to launch her magic attacks after Vincent has cursed with Flash Freeze to drop the enemy dexterity by -7 to improve her already impressive accuracy.
Keep 1 Talent point in Ethereal Anguish was useful for the monsters that have 4 AP. Combined with Vincent’s -2 AP attack really makes them easier to handle. She is and probably always remain weak to missile fire another good reason to have Vinny around. She did have enough HP and I raised her toughness to take it and keep going.
What would I do differently? She too had never been past level 26. Now that I know that Druid Staff is out there. I think it would be great to raise Holy retribution and Banishment higher. Warder’s shield has a disappointing cap so I may not put any more points into it. Piety ward has always disappointed me, but maybe I should experiment with it again. Like Vincent thinking beyond level 33 calls for careful planning in the new group.
Stats:
Attributes: Strength(4). Dexterity(3). Constitution(8). Will(4) 20%. Intelligence(16). Knowledge(9). HP(571). SP(1,032).
Skills: Invocation(16). Conjuring(16). Lore(3)
Talents: Myshana’s(3). Holy Retribution(6). Banishment(7). Ethereal(1).
Warder’s Shield(6). Purifying Breeze(1)
Holy Retribution(6) 3AP/ 28 SP Range 6.
33 - 149 Dmg. 2% Critical. +9 Lightning Damage.
Accuracy = 15 + Invocation(16) + Knowledge(9) + Bonus(20)
Banishment(7) 4AP/ 70 SP Range 6 Cloud. (13 Targets)
59 - 196 Dmg. 2% Critical. +9 Lightning Dmg.
Accuracy = 17 + Invocatio(16) + Knowledge(9) + Bonus(20)
Active Buffs:
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(6): Dodge(2). Resistance(8).
Summary and Bonuses:
+16 Melee Accuracy. +20 Ranged Accuracy. 2% Critical. +36 Dmg Bonus. +26 Holy Damage. 9 Lightning Dmg. 50 Armor. +6 Dodge Bonus. +4 Parry Bonus.
Accuracy and Defense:
Melee Accuracy = Weapon(4) + Polearms(2) + Dex(3) + Bonus(16)
Melee Defense = Parry(8) + Parry Bonus(4) + Polearms(2) + Dodge(8)
Ranged / Spell Defense = Evasion(2) + Dodge(6 + 2) + Dex(3) / Knowledge(9)
Equipment:
Main Hand: Staff of Nahanna 2 AP relies on Dexterity 4 Accuracy. Parry.
31 - 56 Dmg. +40 HP. +280 SP. +4 Accuracy. +12 Dmg.
Robes of the Fifth Circle (Mage) 38 Armor. +2 Evasion. +5 Accuracy. +26 Dmg.
Snakescale Boots +1 MP. +4 Ranged Accuracy. +8 Dmg. 2% Critical. +8 Armor
Right Hand of Old (Bracers) +4 Accuracy. +14 Holy Dmg.
Piety Heart (Cloak) +72 SP. +12 Holy Dmg. +4 Armor.
Vincent Level 32 (XP 137050 / 137280)
Anybody remember the comic book character “The Flash”. That’s Vincent. He can move in and out of range launching crippling curses leaving the enemy underbelly ready to rip open or disintegrate with Holy mushroom clouds. He is the backbone of this team. His design is my favorite for the first 30 levels I can’t think of a good way to make him better but…
What would I do differently? After he has finished his primary goals of Flash Freeze(6) and Frigid Air(10) What now? I could have started building more skill points into Sorcery earlier as cursing with FF and FA for 23 turns was usually overkill in all but the last battle of EP-3. Thundering Blades(3) was only chosen to improve everyone’s accuracy the +9 lightning damage is irrelevant. TB(3) is also at it’s most cost effective level putting more points in it has diminishing returns. He currently has +2 MP boots along with Charged speed so does he need to be faster? The problem is all of his magic attacks have a maximum range of 4 it would be great if he had just one attack spell with the same range as his curses, This will take careful planning in the new group.
Stats:
Attributes: Strength(4). Dexterity(4). Constitution(10). Will(4) 20%. Intelligence(16). Knowledge(6). HP(582). SP(992).
Skills: Conjuring(16). Lore(15). Sorcery(4)
Talents: Charged Spd(2). Thundering Blades(3). Energy Storm(1). Flash Freeze(6)
Frigid Air(10).
Flash Freeze(6) 3AP/ 50 SP Range 6. Curses 23 turns (conjuring) 9 Targets. -2 AP. -7 Dodge.
Frigid Air(10) 2AP/ 42 SP. Curses 23 turns (conjuring) 13 Target Cloud Range 6. -13 Ranged Accuracy. -72 Dmg.
Active Buffs:
Charge Speed(2) +2 MP. Dodge +2. Lightning Resist +4.
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(7): Dodge(3). Resistance(8).
Summary and Bonuses:
+3 Melee Accuracy. +3 Ranged Accuracy. 9 Lightning Dmg. 40 Armor. +10 Dodge Bonus. +7 Parry Bonus. 14 Fire, 2 Ice, 6 Lightning, 2 Earth, 2 Unholy resistances.
Accuracy and Defense:
Melee Accuracy = Weapon(6) + Polearms(1) + Dex(4) + Bonus(3)
Melee Defense = Parry(5) + Parry Bonus(7) + Polearms(1) + Dodge(13)
Spell Accuracy = Talent + Sorcery(4) + Knowledge(6) + Bonus(3)
Ranged / Spell Defense = Evasion(2) + Dodge(10 + 3) + Dex(4) / Knowledge(6)
Equipment:
Main Hand: War Mage Staff 3AP relies on Dex 6 Accuracy. 5 Parry.
23-33 Dmg: +10 HP. +60 SP
Wizards’s Mantle (Mage) 30 Armor. +2 Evasion. +200 SP. +2 Resist all.
Torc of Witchery (Amulet) +124 SP.
Bellow’s Guard (Bracers) +3 Parry. +10 Armor. +12 Fire Resist.
Weaver’s Walk boots +2 MP. +2 Dodge.
What can I say? This is the most successful group designed to date. The problem is you aren't able to see the Checklist exactly as it is today. Although the first 25 levels are pretty stable, I made some “on the fly” changes to the plan. Around the same time I was working on the new leveling table and the talent swapping version was released. I’m really grateful that the talent points were re balanced. Having a group level above 26 was undiscovered country and I never dreamed of reaching level 33. Result? My notes and team table became a mess!. I benefited greatly from raising everyone’s constitution by at least 2 points. Not because of the additional hit points the goal is to raise toughness, the un-cursed armor. The impact on the durability of the group was immediate. Finding or purchasing the right equipment is just as important as Talent points when reaching your goals. Sometimes you find something that seems made for a mage but fills the need of a fighter. Take a look at Vraes cloak, +4 Ranged he doesn't need but it would take a boat load of Intelligence points for him to get the extra 120 SP.
The group was designed for speed and maneuverability. It is a reconnaissance by fire team.
Crazy as it sounds winning the Stealth roll is avoided when possible unless the team is in perfect formation with Vincent close or one square ahead. With Vraes new Phalanx Shield the 4 tank staggered blitz formation can be used to advance upon suspected enemy controlled positions. Vraes is used like an armored reconnaissance vehicle. Takes point to trigger enemy contact. We want them to charge the team in mass, giving them the first move brings them closer in range for curses and spell damage. Selen and Vraes can penetrate further into their lines after they move closer, we don’t have to run as far to kill them. Speed allows the team to control the battlefield.
Kyera is the only one of the four who doesn’t have a talent to raise MP. It is crucial for Kyera to get a +1 or +2 MP item as soon as possible or she will drag down the group, her full destructive power can be brought to bear once the movement restriction is removed. Out of all three episodes for me the toughest battle in the game is Gholla Outlook. There is allot of open ground with no where to hide many of your opponents can move faster than you, so you better be able to run and gun! Tactically I think this was much tougher than big V’s throne room. The power brought against your group is stunning. The final Battle in EP-3 is also epic but the difficulty comes from a unique situation, if you’ve been there you already know.
Crimson Rain is the foundation for my next group with the Checklists taken beyond level 35 or 40. Now it’s time to review the characters development at the end of EP-3.
Selen Level 33 (XP 149968 / 150348)
She is my go to killer. The extra points in Constitution provided more HP but more importantly raised her Toughness to 10. She simply did not miss with Punishing Blades and Frenzied Blows due to the combined efforts of the group as a whole. I would have liked to have seen more critical hits. It felt like my dice rolls must have been coming up on the short side of her 30% chance. The % chance will continue to increase as she reaches D-Shad(10). This being her first outing into EP-3 I had no idea she would get to level 33. The most exciting event for Selen in the whole game is to go along the Braey’s family storyline to the city of the dead. The Braeyson Torc released her from the burden of high SP consumption. With the amount of damage she dealt the 15% SP attack drain often left her with a full SP bar at the end of combat. In turn this allows me to consider raising Frenzied Blows.
What would I do differently: First I wouldn’t left click Quicksilver accidentally raising it to level 2 when I meant to increase Dance of Shadows. This made me wait allot longer to get the +3 MP Bonus from D-Shad(7). When the v2.2.41 Talent swap changes went in, and I am very very happy it did. My group was pretty far along my printer checklist got messed up I got lazy and started writing leveling stats on the back of the page what a mess! This makes it tougher to tell you what happened. You will see her again in my new group with the “on the fly” changes, and extending the plan past lvl 33.
Stats:
Attributes: Strength(5). Dexterity(16). Constitution(10). Will(4) 20%. Intelligence(5). Knowledge(4). HP(702). SP(386).
Skills: Blades(16). Lore(16). Stealth(3).
Talents: Punishing Blades(6). Frenzied Blows(7). Dance of Shadows(7). Quicksilver(2)
Punishing Blades(6) 3 Turn Curse attack. 2AP 14 SP. +10 Accuracy: Curses with -18 Dmg. -22 Armor.
Dual wielding blades for 53 - 119 Dmg with 21% Critical +9 Lighting Dmg.
Accuracy = 10 + Weapon(7) + Blades(16) + Bonus(5)
Frenzied Blows(7) Base: 2AP/10 SP. +11 Accuracy. +24 Dmg. 10% Critical for Attack
Dual wielding blades for 53 - 143 Dmg with 31% Critical +9 Lighting Dmg.
Accuracy = 11 + Weapon(7) + Blades(16) + Bonus(5)
Active Buffs:
Quicksilver-Def(2) +4 Parry. +4 Dodge. (24 Turns).
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Dance of Shadows(7) +3 Move Point. 8% Critical. +8 Stealth (24 Turns)
Summary:
Stats Toughness(10): Dodge(12). Resistance(3).
Summary and Bonuses:
+5 Melee Accuracy. +3 Ranged Accuracy. 21% Critical. +44 Dmg Bonus. 9 Lightning Dmg.
91 Armor. +10 Dodge Bonus. +8 Parry Bonus.
Accuracy and Defense: Melee Accuracy = Weapon(7) + Blades(16) + Bonus(5)
Melee Defense = Parry(6) + Parry Bonus(8) + Blades(16) + Dodge(22)
Ranged / Spell Defense = Evasion(0) + Dodge(10 + 12) + Dex(16) / Knowledge(4)
Equipment:
Main Hand: Night Blade 1AP. 7 Accuracy. 3 Parry. 25 - 30 Dmg.
Off hand: Tulwar 1AP. 6 Accuracy. 7 Parry. 31 - 46 Dmg.
Scaled Leather Coat (Light). 87 Armor. -2 Stealth.
Braeyson Torque (Amulet) +30 HP. +60SP. +12 Dmg. +15% SP Drain.
Assassin’s Ring. +14 Dmg. 6% Critical.
Warrior’s Path (Boots). +2 Melee Accuracy. +18 Dmg. +4 Armor.
Vraes Level Level 33. (XP 139090 / 150348)
His “Death by a thousand cuts” design worked! When faced with the choice of more damage or more accuracy, I gave him the talent or equipment that enhanced accuracy first. As a result there were many moments when I couldn’t remember when the last time was he missed. So he didn’t get the testerone rage mood swing with a crushing 2-H hammer, he just kept plugging away with a 1-H hammer. One advantage is through most of the game he used a 2AP hammer this gives better control over when and how much damage he does. No more missing the 480 HP Wolf Lord with a 3AP weapon then hitting the 20 HP monster next to him for 120 Dmg. The big gamble I was taking with Vraes is going all the way with Phalanx Shield(10). This single change makes me feel like a new IAP character has been added to HoS. He can finally live his dream and “Charge!”. There are now some exceptional shields available that enhance the effects of the parry and auto-block of ranged hits. Where he once felt defeat archers taste his revenge. Juggernaut 2 was very helpful against boss monsters who surrounded themselves with living (or undead) shields. There were also “On the fly” changes made to his plan, you will see the effects in my new group
What would I do different? Take it with a grain of salt but. Vraes skill points are precious it is a waste for him to get 16 in two weapons. Since Kincaid arrived a larger variety of excellent swords have appeared in the game so sadly this will be his next weapon of choice. The 1-H hammers have not kept pace. The 1-H spear is losing the arms race completely. For a very long time I have a dream of Vraes being a 1-H spear / shield hoplite. But the damage a 1-H spear can do is not enough. Strange in view of what 300 Spartans were able to do so well.
Stats:
Attributes: Strength(12). Dexterity(4). Constitution(14). Will(5) 25%. Intel(6). Know(3).
HP(957) SP(449)
Skills: 16 Hammers(19). Leadership(10). Lore(7).
Talents: Savage Sweep(5). Burst of Speed(3). Phalanx Shield(10). Natural Master(2).
Stone Skin(1). Berserk Rage(1). Juggernaut(2).
Savage Sweep(5) 3 AP/ 6 SP. +8 Accuracy. +18 Dmg for Attack.
Wielding Morningstar and Shield for 61 - 164 Dmg with 10% Critical +9 Lightning Dmg.
Accuracy = 8 + Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Juggernaut(2) AP / 16 SP. On kill move forward gain MP/SP bonuses. +4 Accuracy. +14 Dmg for attack.
Wielding Morningstar and Shield or 61 - 160 Dmg with 10% Critical +9 Lightning Dmg
Accuracy = 4 + Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Active Buffs:
Burst of Speed(3) 10 Turns 1AP/ 26 SP. +2 MP. +3 Dodge.
Phalanx Shield(10) 16 Turns 3AP/48 SP Requires shield
Auto-blocks 52% of ranged hits. +13 Parry. +22 Armor.
Juggernaut(2) 3AP/16 SP On Kill move forward gain MP/SP +4 Acc +16 Dmg
Natural Mastery(2) 15 Turns 3AP/ 12 SP
Stone Skin(1) 15 Turns 3AP/ 8 SP +20HP. +2 Armor
Berserk Rage(1) 18 Turns 4AP/8 SP +4 Dmg. 3% Critical. -1 Parry. -3 Armor
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(17): Dodge(3). Resistance(5).
Summary and Bonuses:
+3 Melee Accuracy. +7 Ranged Accuracy. 10% Critical. +12 Dmg Bonus. 9 Lightning Dmg.
135 Armor. +9 Dodge Bonus. +20 Parry Bonus 16 Fire Res.
Accuracy and Defense:
Melee Accuracy = Weapon(8) + Hammers(19) + Str(12) + Bonus(3)
Melee Defense = Parry(15) + Parry Bonus(20) + Hammers(19) + Dodge(12)
Ranged / Spell Defense = Evasion(-2) + Dodge(9 + 1) + Dex(4) / Knowledge(3)
Equipment
Main Hand Morningstar (1-H Hammer) 3 AP. 8 Accuracy. 6 Parry. 61 - 134 Dmg.
Relliat Bone Plate (Heavy) Armor 104. Evasion -2.
Reflective Guard (Shield) +9 Parry. Auto-blocks 9% ranged hits.
Eightflold Tread (Boots) +65 HP. +65 SP. +4 Parry. +10 Armor. +16 Fire Resist
Dream Maker’s Cloak +120 SP. +4 Ranged Accuracy.
Untold Death (Ring) +8 Dmg. +7 % Critical.
Kyera Level 33 (XP 143840 / 150348)
Oh Gawd ah mighty did yall see what she went an done!! Battle after Battle Banishment turned the tide of war. Holy retribution never felt better, especially seeing how it makes a Deathkin fall to his knees beg for mercy not to live but to stop the torment, hard to speak when your intestines are boiling hot enough to cook an egg. I always try to launch her magic attacks after Vincent has cursed with Flash Freeze to drop the enemy dexterity by -7 to improve her already impressive accuracy.
Keep 1 Talent point in Ethereal Anguish was useful for the monsters that have 4 AP. Combined with Vincent’s -2 AP attack really makes them easier to handle. She is and probably always remain weak to missile fire another good reason to have Vinny around. She did have enough HP and I raised her toughness to take it and keep going.
What would I do differently? She too had never been past level 26. Now that I know that Druid Staff is out there. I think it would be great to raise Holy retribution and Banishment higher. Warder’s shield has a disappointing cap so I may not put any more points into it. Piety ward has always disappointed me, but maybe I should experiment with it again. Like Vincent thinking beyond level 33 calls for careful planning in the new group.
Stats:
Attributes: Strength(4). Dexterity(3). Constitution(8). Will(4) 20%. Intelligence(16). Knowledge(9). HP(571). SP(1,032).
Skills: Invocation(16). Conjuring(16). Lore(3)
Talents: Myshana’s(3). Holy Retribution(6). Banishment(7). Ethereal(1).
Warder’s Shield(6). Purifying Breeze(1)
Holy Retribution(6) 3AP/ 28 SP Range 6.
33 - 149 Dmg. 2% Critical. +9 Lightning Damage.
Accuracy = 15 + Invocation(16) + Knowledge(9) + Bonus(20)
Banishment(7) 4AP/ 70 SP Range 6 Cloud. (13 Targets)
59 - 196 Dmg. 2% Critical. +9 Lightning Dmg.
Accuracy = 17 + Invocatio(16) + Knowledge(9) + Bonus(20)
Active Buffs:
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(6): Dodge(2). Resistance(8).
Summary and Bonuses:
+16 Melee Accuracy. +20 Ranged Accuracy. 2% Critical. +36 Dmg Bonus. +26 Holy Damage. 9 Lightning Dmg. 50 Armor. +6 Dodge Bonus. +4 Parry Bonus.
Accuracy and Defense:
Melee Accuracy = Weapon(4) + Polearms(2) + Dex(3) + Bonus(16)
Melee Defense = Parry(8) + Parry Bonus(4) + Polearms(2) + Dodge(8)
Ranged / Spell Defense = Evasion(2) + Dodge(6 + 2) + Dex(3) / Knowledge(9)
Equipment:
Main Hand: Staff of Nahanna 2 AP relies on Dexterity 4 Accuracy. Parry.
31 - 56 Dmg. +40 HP. +280 SP. +4 Accuracy. +12 Dmg.
Robes of the Fifth Circle (Mage) 38 Armor. +2 Evasion. +5 Accuracy. +26 Dmg.
Snakescale Boots +1 MP. +4 Ranged Accuracy. +8 Dmg. 2% Critical. +8 Armor
Right Hand of Old (Bracers) +4 Accuracy. +14 Holy Dmg.
Piety Heart (Cloak) +72 SP. +12 Holy Dmg. +4 Armor.
Vincent Level 32 (XP 137050 / 137280)
Anybody remember the comic book character “The Flash”. That’s Vincent. He can move in and out of range launching crippling curses leaving the enemy underbelly ready to rip open or disintegrate with Holy mushroom clouds. He is the backbone of this team. His design is my favorite for the first 30 levels I can’t think of a good way to make him better but…
What would I do differently? After he has finished his primary goals of Flash Freeze(6) and Frigid Air(10) What now? I could have started building more skill points into Sorcery earlier as cursing with FF and FA for 23 turns was usually overkill in all but the last battle of EP-3. Thundering Blades(3) was only chosen to improve everyone’s accuracy the +9 lightning damage is irrelevant. TB(3) is also at it’s most cost effective level putting more points in it has diminishing returns. He currently has +2 MP boots along with Charged speed so does he need to be faster? The problem is all of his magic attacks have a maximum range of 4 it would be great if he had just one attack spell with the same range as his curses, This will take careful planning in the new group.
Stats:
Attributes: Strength(4). Dexterity(4). Constitution(10). Will(4) 20%. Intelligence(16). Knowledge(6). HP(582). SP(992).
Skills: Conjuring(16). Lore(15). Sorcery(4)
Talents: Charged Spd(2). Thundering Blades(3). Energy Storm(1). Flash Freeze(6)
Frigid Air(10).
Flash Freeze(6) 3AP/ 50 SP Range 6. Curses 23 turns (conjuring) 9 Targets. -2 AP. -7 Dodge.
Frigid Air(10) 2AP/ 42 SP. Curses 23 turns (conjuring) 13 Target Cloud Range 6. -13 Ranged Accuracy. -72 Dmg.
Active Buffs:
Charge Speed(2) +2 MP. Dodge +2. Lightning Resist +4.
Warder’s Shield(6) +4 Parry. +6 Dodge. (24 Turns).
Thundering Blades(3) +3 Accuracy. +9 Lightning Dmg. (Turns 23).
Summary:
Stats Toughness(7): Dodge(3). Resistance(8).
Summary and Bonuses:
+3 Melee Accuracy. +3 Ranged Accuracy. 9 Lightning Dmg. 40 Armor. +10 Dodge Bonus. +7 Parry Bonus. 14 Fire, 2 Ice, 6 Lightning, 2 Earth, 2 Unholy resistances.
Accuracy and Defense:
Melee Accuracy = Weapon(6) + Polearms(1) + Dex(4) + Bonus(3)
Melee Defense = Parry(5) + Parry Bonus(7) + Polearms(1) + Dodge(13)
Spell Accuracy = Talent + Sorcery(4) + Knowledge(6) + Bonus(3)
Ranged / Spell Defense = Evasion(2) + Dodge(10 + 3) + Dex(4) / Knowledge(6)
Equipment:
Main Hand: War Mage Staff 3AP relies on Dex 6 Accuracy. 5 Parry.
23-33 Dmg: +10 HP. +60 SP
Wizards’s Mantle (Mage) 30 Armor. +2 Evasion. +200 SP. +2 Resist all.
Torc of Witchery (Amulet) +124 SP.
Bellow’s Guard (Bracers) +3 Parry. +10 Armor. +12 Fire Resist.
Weaver’s Walk boots +2 MP. +2 Dodge.