Ok, first post, here goes. I've been experimenting with a lot of different groups [I've probably rolled a dozen and made it to Oskahold with ~6] and here is what I am currently going to be running with. Currently level five, so I'll describe my current setup and then what I'm planning on building him up to.
Vraes: I'm probably going to regret this, but I'm running a dex/light blades build for him. 3AP weapons are nice, but I've started getting accustomed to him with 1AP weapons. So, I'm going to putting most of his attribute points into Dex, with some in Int for extra sp. Phalanx Shield and Crushing Blow are going to be his go-to skills until he hits lv12, at which point he will be going Berserk. I can't wait for him to unload with seven attacks per turn with that extra damage and crit on some ratkin sod. Blades and Leadership are the skills he'll be focusing on.
Fyona: Easily my favorite character, she is an absolute beast on the battlefield. I let her talents do the talking with a nice one-two-three combo of lv 1 Zealous Strikes, a leveled Consecrated Defense, then a lv1 Hammer Blow. Blessed Aura, at lv3 heals ~100hp, is a must. She'll be leveling Shield of Cortias, then getting a lv2 Holy Strickening possibly depending on whether or not I have Vincent focus on Thundering Blades. She's sp intensive, so I increase her Int a lot, and maybe a point or two into Con. Hammers, Lore [up to 4], and a few points into Leadership. Righteous Fervor would be nice, but I think that she might be getting spread too thin to be effective if I'm not careful.
Vincent: Hardest character to decide what to focus on, hands down. For him to be really, truly effective, his skills [aside from Flash Freeze] need to be focused on and leveled higher than any other character. Thundering Blades has to contend with ever-increasing Resistance, and so would need leveled consistently. Frigid Air, his 2AP curse, of course has to contend with ridiculously high amounts of damage, and after reading through the Combat Mechanics thread several times, I'm still not sure exactly how it reduces damage. Does it reduce the size of the die roll? Does it reduce the damage of the die after it is rolled? The damage after soak? Whatever it is, you'll need to keep leveling it as the game progresses in order for it to have an effect. Lightning Spear, of course, would need to be leveled just due to the general difficulty of the monsters increasing through the game. I don't even know about Energy Storm, it seems like it would be a decent spell for when you can catch enough enemies in it, but with a range of 4 and the tendency for enemies to come out one or a few at a time, it seems like it would be too costly and situational at the same time. Again, you'd need to level it to keep up with the enemies. Flash Freeze is different, though. That can sit at lv2 and still be effective through the game, unless you feel like taking it up to 6 for that tasty tasty -2AP. With that all said, I'm probably going to roll with Thundering Blades, since I'm doing a 1AP weapon Vraes, in order to have the damage applied as many times as possible. It'll help boost his Lightning Spear's damage a bit, so I'll probably also be increasing Frigid Air in tandem with LS. Flash Freeze will sit at lv2 to keep it as cost effective as possible, and it will work well with Selen's PS once that hits lv4 [when the -1AP kicks in].
Selen: I'm running her as a ranged curse machine, so I'm pumping her Int, Bows, and of course, Pinning Shot. She'll get a few levels in the necessary utility skills: Sly Look and Precision Pick both need to be at lv2, at least, before upping PS from lv2 to lv4. Masterful Disarm lv3 seems pretty nice, since I hate traps, but probably won't happen for a while. With the lowered level requirements for Dance of Shadows, she'll snag a few levels in that to make her extra nimble at picking off foes from a distance.
So, that's my current team. Let me know what you think, and if there could be any clarification on how, exactly, Frigid Air works, that would be great.
-edit- One thing I forgot to mention is that this team lacks a way to get -Armor on enemies aside from Selen eventually trying to work some melee into her skillset. I'm really, really hoping that doesn't become an issue further down the line, but it probably will. My other main team consists of Vraes, Kjartan, Tamlin, and Fyona. That one has pretty much rolled over everything in E1A1, but it lacks a -AP skill, which I know I'll sorely miss down the line.
Last Edit: May 9, 2014 12:35:48 GMT -5 by kbprinceo
My first and immediate reaction is “Wow! A DEX-based Vraes? Cool!!!” But, then again, I’m a bit of a sucker for non-conventional builds. Based on your description, you’re not only going for a DEX Vraes, but you’re going to focus on single-wield 1AP light blades? Very interesting. I have to agree with your logic that for this to work, he needs both Crushing Blow and Berserk to generate enough damage from a 1AP weapon to punch through enemy soak. The other thing that could really help here is to have Selen build up Punishing Blades in order to debuff enemy armor, but it looks like you have Selen going in another direction.
Otherwise, it sounds like an interesting group and I hope that you’re finding great success with it!
Post by johndramey on May 12, 2014 17:33:18 GMT -5
kbprinceo - Very, very interesting build. If I might ask, and I don't mean this in an elitist way at all, but what difficulty level are you playing on? The only reason I ask is, like hobiecat, I'm a little worried about the lack of punch your team will have in the long term. You'll really want to focus on punishing blades with Selen because some of the more advanced enemies have gobs and gobs of armor. Another option might be using Fyona's level 18 talent (I can't remember its name right at the moment :S) because it also is a curse attack which can help Vraes punch through armor.
I'd be very interested in hearing how the build turns out for you. Since it's such an unconventional build it really could go either way, total success or total failure. Either way I'm sure it'll be fun!
My party (which I posted up in the OP) is still going strong. I've not been putting a huge amount of time into them, but I've gotten up to about the end of Episode 1. I actually have totally forgone Righteous Fervor on Fyona in favor of just pumping up Zealous Strikes and Consecrated Defense more. She's actually doing very well in the damage dealing department, although her defense isn't as high as I'd like it to be. I'm thinking of either dumping the next level or two into Shield of Cortias or maybe jumping in with Righteous Fervor, just to increase here dodge/parry/armor as much as possible.
I've also been focusing on pushing up Fyona's constitution instead of her Strength. Extra HP = extra tanking, and the boosted toughness might be helpful long term.
Thanks to everyone for posting in the thread, it's quite fun to sit down and read everyone's ideas!
Just wanted to post an update on where my party is currently at too. I haven’t had a chance to play as much as I like to, so my party has just reached Riven Field from Oskahold and are all sitting at Level 14. Here’s where everyone’s Talents are at:
• Crushing Blow 2
• Savage Sweep 1
• Stone Skin 1
• Natural Mastery 8
• Zealous Strikes 2
• Hammer Blow 1
• Blessed Aura 2
• Shield of Cortias 5
• Righteous Fervor 2
• Aimed Shot 1
• Silent Stalker 1
• Farsight 2
• Disarming Touch 1
• Deadly Intuition 4
• Blacknight 2
• Precision Pick 1
• Firebolt = 1
• Choking Ash = 5
• Burning Blades = 5
• Pureflame Shield = 1
In general, I’m very happy with this build. To your point En1gma, the lack of -AP curses is quite noticeable, but the 2-tank model has definitely been mitigating it. The key is keeping Vraes and Fyona together like a pair of Siamese twins and forcing the enemy the split their attacks between the two of them. As long as all of the enemies aren’t focused on only one of them, neither of them are taking enough hits to be significantly threatened. I have learned this the hard way as I’ve died twice – both times by not following this strategy. The first was when I first encountered the Deathkin (when the Great Shaman ducks down the stairs) and the 2nd was the very next battle when I was ambushed at the first Ratkin encampment down those very stairs. Both times, I split Vraes and Fyona up and paid for it. The first time, I sent Vraes out to attack a shaman that was sitting off on one side and annoying me, which meant all of the bowrats decided to focus exclusively on Fyona and turned her into a pincushion. The second time, it was a similar situation except this time Vraes got singled out and shredded. Since then, I’ve been very deliberate with their positioning and haven’t had any concerning moments.
Damage-wise, I’m also very happy with the results. Karj’s focus on the Burning Blades/Choking Ash combo is definitely paying off as my party’s damage-dealing hasn’t tailed off any despite all of their direct attack talents being only at Level 1 or 2.
Lastly, I’ve been very pleasantly surprised with a stealth-oriented Tami and Silent Stalker. In fact, in the Great Shaman boss battle, I never realized this before, but the Great Shaman actually starts near bow range of Tami! My 2nd Silent Stalker strike on him did a Stealth Critical of 71 points of damage! I had a really stupid grin on my face when that happened. Even outside of stealth, I’ve been using Silent Stalker as a (very) poor man’s –AP curse replacement. I make sure that Tami hits every ranged attacker threatening the party with Silent Stalker to curse their accuracy. Definitely NOT the same as a -1 AP, but it does increase the odds of everyone dodging the incoming fire and, in this party build, every little bit helps.
I've been running all of my games on Normal thus far, and I hate to say it but I haven't made much progress with that group, as I just started another group which I'm going to run with to the end of the game, at least until the next character comes out.
I'm definitely going to come back to it, but I have a feeling that I am going to take a massive beating since I have no reliable method of reducing armor. Swapping Kjartan for Vincent would have solved that problem, and would probably let a light-blade Vraes clean house. ATM, though, it is a _very_ SP intensive group, especially considering that Vraes wouldn't be getting nearly as many Int boosts as I normally give him.
I really do have to say that moving four spaces and still getting three attacks is nice, but unless you've got some heavy support that won't do much good later in the game. Dual-wielding is out of the question for him, as well, since he'll be using Phalanx Shield. Though, once he gets to a high enough level he'll start banking points to immediately dump them all in to Berserk, which is where he'll start to shine. Too bad lv12 is a decent trek for them still.
I just started a build similar to the juggervraes build but I'm using slightly different tactics vraes is going to act more like a heavy armored offtank with selen, fyona will end up tanking for me and kjartan is putting points into choking ash to lower armorial that punishing blades doesn't get to
This is my "Travelers" build--intended to be able to be able travel far without needing to replenish as camp sites and minimal use of potions. The build focuses on buffs/curses, efficient use of SP, and ability to hit without empowered attacks. Playing on Hard we’ve reached Oskahold, found the lost caravan and just cleared the fort North of town. This group is working well. Vraes has a lot of hit points and isn’t so easy to hit. K & K provide group buffs to harden the heroes and curses to soften the enemies—once they've done that they deal damage. Tamilin keeps it sneaky and is able to deal damage far and wide.
Vraes: Tank (duh). Pump points into Lore and Lore talents. The original idea was completely avoid Leadership. Attributes: S 7, D 4, C 8, W 5, I 4, K 3. Primary Con for toughness. Secondary Str and Int. (Polearms is better than Str b/c it improves offense and defense. Intelligent well-trained Vraes? ) Tertiary Wil. Skills: Bl 3, Ham 3, Pol 5, Lea 1, Lor 5 Talents: Crush 2, Savage 1, Natural 3, Stone 2 Currently wielding a 2-Handed Spear. This works well and he hits consistently as long as NaturalM is on. One hit a Ratkin not long after picking up the Double Spear in Oskahold. May pick up Burst of Speed next, the extra movement point will help offset the 3 AP weapon. Questions: Can I get away with no Leadership? I continue to be tempted by Berserk to up damage. Can I replace it with Crush, Ferocity, Jugger? What level of Strength is required to use all 2-Handed Spears and when, if ever, do spears with Strength requirements begin to show up?
Kyera: Off-tank, healer, curse/buff. I’m asking her to do a lot. We’ll see if she’s up to it. No Invocation or related talents. Attributes: S 4, D 3, C 7, S 4, I 7, K 6. Primary Con & Int. Secondary Str. Tertiary Wil. Skills: Ham 7, Pol 2, Inv 3, Conj 3, Lor 2. Conjure of 3, but Warders Shield covers all 4 heroes. Talents: Smiting 2, Myshana’s 2, Ethereal 1, Warder’s 2, Purifying 1. Curses are great, but I really like the efficiency of AoE buffs because you can buff all 4 heroes every time. The only other Talent she plans to acquire is Piety Ward. As long as enemies are cursed, she hits pretty consistently. I’m a bit concerned about maintaining that late game.
Tamilin: Ranged damage dealer, stealth, locks/traps. Attributes: S 5, D 9, C 5, W 4, I 4, K 4. Primary Dex. Secondary Con & Int, Tertiary Will. Skills: Blade 1, Bow 5, Lore 4, Secur 3, Stealth 4. Primary Bow and Lore. Secondary Stealth. Talents: Aimed 1, Farsight 2, Precision 1, Disarm 1, Deadly 1, Black 2. Tamilin is working towards effective use of Silent Stalker and Ranged Onslaught. I gotta figure out how much Lore Tam needs.
Kjartan: Buff/Curse, ranged damage dealer. Attributes: S 3, D 4, C 4, W 7, I 6, K 7. Skills: Pole 2, Sorcery 6, Conj 4, Lore 2. Sorcery & conjuration. Talents: Firebolt 2, Choking 1, Pureflame 2, BurningB 3 I had a bad time with Immolation on my last build, not sure if I want to try that again.
Last Edit: Aug 11, 2014 8:29:39 GMT -5 by tenbsmith
Personally I think that using any attack other than SSw almost requires doing everything you can to keep them hitting, so personally I wouldn't skimp on the strength, every die cast helps you connect better... So definitely invest in Choking Ash if you go that route. I have a love affair with the concept of Juggernaut and Burst of Speed being used together, and my current build is going the way of being super accurate, as opposed to cursing dodge and parry by using heavy NM (and str and spears) and working into a massive dice pool to roll into Juggernaut. But CB could be good for this one, cheap and effective... Ferocity I think works well with CB as a kill switch for tough mobs, personally and I think it adds flexibility to have the two... Juggernaut requires a few things in order for it to be at its fullest potential- AoE damage and curse/buff support to get a crowd of near dead mobs to wade into and get all those juicy bonuses- killing just one or two per turn with a talent so inclusive just isn't worth it for me.
Hey gang, new group I'm starting- feel free to critique as needed =)
The premise for this build came to me once Fyona came out. My first play through used Tamilin alongside KJ in order to deal as much damage as possible to incoming enemies before they broke upon my wall of dual shield Fyona and Vraes. This first rendition suffered badly from not having a -AP curse, and wasn't viable past the Krellin Underdeep, so I stopped playing it. I have been thinking hard about this group and I believe I have a much more viable group plan now. Vraes and Fyona will be my unbreakable rock, upon which wave after wave of enemies shall break themselves. KJ and Selen will act as my defense system, KJ cursing with CA, and obliterating everything in sight with Firebolt. Selen will be AoE damage with -AP capabilities by investing heavily into Pinning Shot. Group buildout as follows:
Iron Curtain (V2)
Vraes will be full blown defensive, wielding the heaviest Shield and Mace he can carry. Talents will be focused heavily into Phalanx Shield, SSk, and Natural Mastery. Main attacks will likely be CB and FEROCITY (always in caps =) and will connect because of effective cursing from both KJ and Selen, as well as a high NM. I don't usually pick both Leadership talents alongside Lore talents, but it is necessary here. Heavy pointage into Constitution and Str, with supporting points into INT to pay for his talents.
Fyona will be shoulder to shoulder with Vraes and will also be defensively minded. She too will be carrying a shield and 1h mace, in order to have the highest Parry she can obtain. Main Talents will include Shield of Cortias for added defensive for both her and Vraes (the main reason Vraes is also investing heavily into Phalanx is so he can have the most jacked up parry he can have as a character) and depending on if Righteous Fervor gets improved, she will be investing in that, as well. Main attacks will be keeping Vealous Strikes and Consecrated Defense at a 1:2 ratio, with focus on CD in order to further improve her already impressive defensive capabilities. points will be focused into both Constitution and Willpower, while keeping up on STR.
KJ will be focusing on leveling CA and FB pretty much the same level, maybe a point or two more into FB eventually. He will also level Pureflame Shield to bolster both armor and resistance (I'm sensing a theme here!) I had been thinking about Burning Blades, but in order to keep him focused, I will most likely forgo it to keep FB and CA running strong. Goals in combat are to curse everything in sight, then to mop up with a high level FB- he and Selen are the main damage desalers before they get to my shield walls, so he needs to be highly effective- whatever he cant kill he will be cursing into uselessness.
Selen will be focused on 3ap bows in order to reach out and curse someone. She is focused only on raising Bows and PS. Once Dance of Shadows becomes available, she will invest until she gets an extra 2mp. She will also put some points into Sly Look- no use being able to hit enemies 9 spaces away on the first turn if you cant see them! Once she is able to hit an entire group and strip them of their AP, she will be in great shape. With both her and KJ stripping Dodge and Parry, everything that they cant kill will be childishly easy for a fully buffed Fyona and Vraes to both withstand, and then decimate.
Please feel free to critique, and I hope you enjoyed the read!
En1gma - I like this new group of yours and its actually identical to one that I've been contemplating since I just completed E2A1 with my Vraes, Fyona, Tamilin and Kjartan group (i.e., the one that I posted about earlier in this thread). It does sound like we had different experiences with this party (and it might be because I play on Normal) as I definitely got them well past Krellin Underdeep. I've been slowly writing up a recap of that group and will post it to this thread when I finally finish writing it.
In the meantime, your group! The Selen for Tami swap should definitely increase your party's early game effectiveness with the immediate focus on PS. I agree with your thoughts on Sly Look, but I probably would only put 1 point into it early (to get it to 2AP) and not invest more into it until later in the game. Level 2 Sly Look/Farsight is pretty effective to scout and you really will want those quick early points poured into PS and DoS. You might also be planning this too, but I would put some points in QD too if you're planning to lead with Selen (which you might do because DoS is going to up your Stealth anyway).
My only potential concern is for the late game since your team doesn't have any AoE damage capabilities (and, as awesome PS is, it still only caps at -1 AP). It looks like you'll be making up for it with Vraes' FEROCITY and KJ's Firebolt which should thin the mobs quickly, but you'll still be picking enemies off one at a time.
hobiecat don't forget that PS has an AoE effect! The entire idea of this build is to damageand curse everything that comes within range into childish ineffectiveness. These weakened mobs will then waste their lives upon my impenetrable shield wall. Reckoning will also come into play late game
Took me a while to write this, but I wanted to share an update on my party from earlier in this thread (Game name: Pratchett) now that they’ve finally reached the end of E2A1 and are just lounging around waiting for new content to show up. (Vraes, “Are any of the new roads open yet?” Kjartan, “No. Go Fish.”) I’ll start with a snapshot of my team and then go into my thoughts.
• Cuirass of Harrow, 46 Armor, -2 Evasion, +60 Max HP, +20 Max SP, +6 All Resists
• Mantle of the Guard (Cloak), +10 Max HP, +3 Parry, +3 Dodge
• Myshana’s Necklace (Amulet), +80 Max HP, +2 Holy Dmg
• Eightfold Tread (Boots), +65 Max HP, +65 Max SP, +4 Parry, +10 Armor, +16 Fire Resist
So far, I still really enjoy playing this party! Sure, they’ve died 32 times to get to this point (25 in the Underforge… 12 of those in one specific battle in the Underforge where I just got on a streak of really bad dice rolls), but they’ve always been fun and it never felt like a slog (even in that one battle).
In general, I feel that I’ve found some pretty good balance and synergies between the four of them and they really function well as a team now. In fact, instead of breaking them down individually, I’m going to try discussing them as a group across Attributes, Skills and Talents:
Accuracy was the focus across everybody. With the exception of Fyona, where I pumped 2 points into Constitution early to help with her early-game tanking, I basically pumped every single attribute point into the one attribute that contributed to their accuracy (e.g., Strength for Vraes and Fyona, Dexterity for Tami, and Knowledge for Kjar) until it hit 16. Once that was maxed, I’ve been focusing everyone’s Attributes toward Intelligence for more SP. However, for Vraes, I’ve also branched into Dexterity to help his dodge ability, especially as I now plan to make him into a Berserker and I want to further supplement his defense given the negatives that come with Berserk Rage. More on my evolving Vraes strategy in the Talents section below.
Like in Attributes, Accuracy was the focus across everyone here too. (Can you tell that I hate to miss?) With minor exceptions, I pumped the skill that governed each person’s attack immediately and exclusively until it hit 16. The minor exceptions were that I bumped Conjuring for Kjar early so that he could cover the entire party with one casting of each buff and I added a point (or 2, I can’t remember now) into Stealth for Tami so that I can ensure that I got initiative most of the time. Now that everyone’s main combat skill is maxed, I’ve been focusing on Conjuring for Kjar and Leadership/Lore for Vraes to help build the duration of their buffs. For Fyona, it has also been Leadership for prolonging her buffs, but I now have an eye for Invocation because I’m going to start investing her in Holy Strickening (more on that next). As for Tami, I’ve been lucky enough to find equipment that supplements Stealth and Security so I’ve been able to get away with putting only a few points in Stealth and none in Security. When she’s fully buffed/equipped, she has 20 Stealth and 12 Security and does quite fine in both. I’d say that she wins well over 90% of the initiative checks and has not met a lock/trap that she couldn’t bypass. I will probably still put points into Stealth for her because I like leading with her and getting the first round of any combat, but I’m also going to be bumping up her Lore so that her buffs last longer (especially Deadly Intuition, which has a particularly short lifespan).
To start, I just want to say that I officially LOVE Natural Mastery and am no longer sure that I can ever go back to doing a Vraes build where I’m not maxing that out first! Combine that with a focus on Strength and Blades, and Vraes virtually never misses with his sword. Ever. Even when using Crushing Blow with its very limited To Hit bonuses. Even when his enemies haven’t been cursed with Choking Ash. He swings, he hits. OK, he does miss once in a while, but it is fairly rare. As a secondary benefit, Natural Mastery also noticeably helps his melee defense, which is evidenced by the fact that both he and Fyona usually have around the same Parry bonuses, but Vraes gets hit significantly less.
Now that Vraes is maxed on Natural Mastery and focused on using a 1-H sword and shield, I’ve branched him into Phalanx Shield to take advantage of the bonuses there. I’ve also poured points into Crushing Blow so that it’s officially his primary attack. This has also gotten me to rethink my original plan of moving him down the Juggernaut path. While Juggernaut is pretty cool, it nullifies all of the investment that I’ve put into Crushing Blow since it’s a separate empowered attack. As such, I’ve decided that I’m going to start him down the Berserk Rage path instead. As a self-buff, Berserk Rage is a much better complement to Crushing Blow because it adds more damage and Crit % to each swing. I anticipate in the later episodes, my Vraes will be doing serious amounts of damage. Already, thanks to Burning Blades and his Stalking Widow ring, he’s got an 8% Crit chance (which currently equates to 200 – 300 points of damage when he Crits). As both his base damage and Crit chance go up, he’s just going to be annihilating anyone he meets.
To counteract the negatives of Berserk Rage, I’m planning to max out Phalanx Shield. However, since the armor bonuses of Phalanx Shield will not keep up with the armor negatives of higher levels of Berserk Rage, Kjar will also be maxing out Pureflame Shield to help keep Vraes’ armor at steady-state. I’ve already started down this path with Kjar in prep and he’s going to be alternating between Pureflame Shield, Firestorm and Choking Ash until they’re all eventually maxed out. In general, once I made the initial decision that his main attack will be Firestorm, Kjartan has been pretty simple and straightforward to build out. Once he got Firestorm, his Talent Points have been rotated between that, Choking Ash, and Pureflame Shield. I’ve consciously stopped upgrading Burning Blades at Level 7 since Level 8 is not at all cost effective as it only brings 2 additional points of fire damage. I’ll go back to Burning Blades once the other three Talents are maxed out.
In regards to focusing on Firestorm, I’m pretty happy with it (and definitely like it better than Immolation because it hits more with only a point in it). I find myself using it more to soften enemies up as opposed to it being the killing blow, but it has been quite effective in making mobs more manageable. Going forward, to help make Firestorm even more effective, as well as Burning Blades and Fyona’s Holy damage attacks, I’m going to begin focusing Fyona on Holy Strickening as a complementary power to Choking Ash. I didn’t see this when I did my initial party design, but the ability to combo stripping armor with stripping magical resistance is going to be integral to my mid- to late-game party design.
Beyond this new focus on Holy Strickening, I’m also going to have her max out Zealous Strikes (as her primary attack) and Shield of Cortias (as her primary party buff). She has Reckoning as a secondary attack, but with my decision to add Holy Strickening as a focus, I’ve decided to keep Reckoning at Level 1 instead of putting more points into it like I originally planned. My reasoning for this is that the self-buff benefits of Zealous Strikes will also help Reckoning. Also, I’ve re-thought my need for -AP curses, in that I’ve decided that killing enemies quickly is the best -AP curse and I can do that better with Zealous Strikes. Basically, I’ve realized that I’m constantly doing mental math when its Fyona’s turn to attack and deciding whether it is better to strike with Reckoning (and take 1AP away) or just double-down on Zealous Strikes and try to kill the enemy off in that turn (and thereby taking 2 or more AP away). More often than not, I find myself doing the second. Reckoning is still very useful (especially against boss monsters), but not enough for me to prioritize upgrading it over other Fyona Talents.
As for Fyona’s other Talents, I currently have Blessed Aura healing 105 points and I’m not sure if/when I’ll put more into it. My party is pretty potion dependent in fights as it is (mainly because I’d rather Fyona use her 3AP for attacking) and I’m not sure if that’s really going to change much even if I did drop a few more points into Blessed Aura. At this point, I basically use it as a party buff right after I cast Righteous Fervor and raise everyone’s HP to match their new max HP. As for Righteous Fervor, I have no complaints, but if I were to do this build again, I’d probably put only 1 point into it (to get the initial +4 Armor bonus) and not upgrade it further until much later in the game. Otherwise, Level 3 is a good place to stop because Level 4 is the least cost effective level as it brings only a measly +6 Max HP (along with the standard +2 Armor and +2 Unholy Resist).
Meanwhile, last but not least – Tamilin. I effectively consider Deadly Intuition to be her “Natural Mastery” talent and I cannot imagine ever doing a Tami build that doesn’t involve maxing this out as quickly as possible. It not only helps her general accuracy (because, as I’ve established, I hate to miss), but as TeeWee so well describes in this post, Deadly Intuition’s Crit % buff is the perfect complement to Ranged Onslaught. Add in Burning Blades and her Bone Finger Ring and she has a 36% chance for a Crit! If she hits 3 or more enemies with Ranged Onslaught, she’s almost guaranteed that she’s critical-ing at least one enemy. What that ultimately means is that Tami is the terminator. With just two shots of her bow, she can often wipe out mobs single-handedly. It’s actually gotten to the point where I will sometimes purposely NOT attack with Tami so that she doesn’t hog all of the experience point bonuses for making the killing blow. It’s also created an interesting conundrum with Silent Stalker. Prior to getting Ranged Onslaught and maxing out Deadly Initiative, when I won initiative, I would use Silent Stalker to attack the closest enemy. The thing is, even with a Crit, there’s still no guarantee of an insta-kill. And, even if it is an insta-kill, it’s still just one enemy at a time. Now, with Ranged Onslaught, I can literally wipe out, or severely wound, a whole mob before they even have a chance to react to my party’s presence. As such, I find myself using Silent Stalker much less now. I pretty much only use it when there’s just a lone enemy in range at the start of combat. Otherwise, I’m always firing Ranged Onslaught into the crowd.
Going forward, I plan to max out Ranged Onslaught for the reasons mentioned above. On the flip side, I’m deprioritizing Silent Stalker and probably won’t put any additional points into until the late game. Instead, I’m going to pump up Blacknight alongside Ranged Onslaught so that I can maintain my Stealth benefits and keep Tami hard to hit. As mentioned above in Skills, I’ve been lucky enough to find equipment that really pump up her Security, so I’ve had no reason to pump up either Disarming Touch or Precision Pick and I don’t see any reason to put any points into them anytime soon.
And… that’s it! (Until more content is released, of course!)