TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Jul 26, 2014 4:05:34 GMT -5
Well, we've taken the master bladesman out of the dungeons and into the Forgotten Waystation. And I must say, he's a blast and a very different beast compared to good old Vraes.
Where Vraes' modus operandi seemed to be Chaaaaaarge!!! Kincaid is much more thoughtful, tactical, sneaky even. He's not above using chokepoints and other terrain to his advantage.
Personality is also very different. I imagine Vraes to be a big veteran soldier who has always lived with other soldiers and helped new recruits survive a bit longer without actually taking a large leadership role. Down to earth but quietly confident in his abilities. Kincaid seems much more a loner, a Zorro-type hero who uses his extreme skills and his charm to get out of trouble. He's good at what he does and he knows it and is not beyond advertising his skills.
Skill wise, Kincaid is obviously not a tank like Vraes. Kincaid will be unable to absorb beatings like Vraes can. Kincaid can, however, simply stand around and not get hit at all. He barely needed Kyera coming out of Red Hill for healing. Sure Parry is a great skill to negate a melee hit (beware, it won't work against Ranged attacks!) and his thrown weapons are fun too.
Most of his skills have to do with finesse. Adding Dodge, Accuracy and Crit, rather than huge amounts of base damage. Also, at first look it seems like he has multiple skills that remove Dodge / Parry from opponents. I haven't given it serious thought yet, they may stack wonderfully or they may be too similar to warrant splitting points between them.
As for play style, I imagine it's useless to try and make him capable of absorbing large amounts of damage the way Vraes can. If you want Vraes, choose Vraes and not Kincaid. Kincaid will probably revolve much more around movement and avoiding damage. Not exactly by hit and run, retreating to safety (which is how I envision melee-Vincent), but much having a fluid front line with a long running battle, avoiding hits through Sure Parry and extreme Dodge. He probably cannot hold a front line by himself: Kincaid + Kjartan + Ranged Kyera + Tamilin is likely a doomed spec; Vraes would also have a very hard time, but I think he has a bit more chance to survive by himself.
All in all, Kincaid will be your finesse bladesman. He can be similar to Selen in that they both use accuracy and Crit% to kill and both rely on large amounts of Dodge, parry and mobility to survive rather than by absorbing damage. There are some differences in the curses, where Kincaid attacks Parry and Dodge and Selen attacks damage output and damage soak.
But Kincaid + Pinning Shot Selen + Ashes Kjartan should be able to make even a Deathkin clumsy! Coupled to Kincaid's +Acc party buff and gone are the days of a gazillion misses before connecting one blow on those vile creatures.
I'm looking forward to taking this character a little bit further to see how he plays out. For now, great work, it opens up really different play strategies and I'm already having fun!
|
|
|
Post by algesan on Jul 26, 2014 6:04:14 GMT -5
Kincaid looks to be the same kind of tank as Selen was before Vraes got the Phalanx Shield buff. IOW, you are good until the digital dice get a streak running and they do things like stab themselves with their swords, forget to take them out, etc. It will take some dedication, but you much pump Dodge above all things, make sure you have -AP and deal with the occasional messes the system gives you and keep playing. I know my higher level Selen works great as a tank...until, the inevitable and then virtually everything around 20 hits for more hit points than she has so we see if she gets lucky.
The questionable bit....why bother with wasting time throwing stuff? Sure, it's nice and all, perfect for further in the game and certain situations probably, but early on to knock down some parry & dodge? You do know (like Selen) that it's going to cost you two AP to keep swapping back and forth don't you? And you don't even have the advantage of range 6, right? Okay, if you used Tami, I guess that would make more sense, but if you are running with Selen, at least for the episodes released so far, let Selen do the ranged parry/dodge debuffing.
|
|
|
Post by fallen on Jul 26, 2014 10:31:25 GMT -5
TeeWee - great recap of how you see it and awesome positive energy! Glad you're enjoying the new character!
|
|
|
Post by Deleted on Jul 28, 2014 11:16:20 GMT -5
Well, we've taken the master bladesman out of the dungeons and into the Forgotten Waystation. And I must say, he's a blast and a very different beast compared to good old Vraes. I'm looking forward to taking this character a little bit further to see how he plays out. For now, great work, it opens up really different play strategies and I'm already having fun! TeeWee, thanks for your thoughts! Playing on Amazon, I always feel a little bit behind and love getting to read stuff like this. After a few days, I thought I'd add my two cents since it seems like I've been running slightly differently from your build-out. I hope that I don't include too many details below, but if you just want the summary skip down to the bottom couple paragraphs. I do want to add in my props to fallen for making Kincaid feel like a whole new story arc during Ep 1. For those of you who haven't gotten there yet, hustle over to save Korvain's Trench just for the Kincaid flashback scene. Whoa. Great job TB, some of your best work to date, right up there with Fyona in the excavation site. My take on Kincaid has been heavily influenced by the way I've played Selen and Vraes in trying to minimize my SP usage. I'm looking at Kincaid as a major damage dealer and, at least in Ep 1, I'm going to try to do it with a 1 AP blade. (as an aside to algesan, I hang on to my thrown weapons just so I can take advantage of using a 1 AP dagger) Just for clarification, this is a little experimental and I'm not sure how it will hold up moving forward, but it just fits the character for me to see Kincaid raining 7 strikes down on his enemies in a single turn. Now the big trade-offs that most people are familiar with on the 1 AP blades are the trouble they have with armor and the incredible SP drain that using empowered attacks brings to that build-out. My solutions to these involve using a combination of Kincaid's own talents and team buffs. For Kincaid personally, Cunning Footwork and Flashing Blades have gotten top-billing for my first run through while I work up to Sure Parry 4 eventually. Flashing Blades is just such an awesome talent for a 1 AP Kincaid. It's a buffing attack that lasts 3 turns. With 1 AP blades we're talking about a maximum of 20 attacks that get that bonus to accuracy and crit. Now while I'm usually killing things and having to move at some point, we're still looking in the neighborhood of 15 attacks that don't use any SP and all get that accuracy boost which you need so desperately since you can't be missing with a 1 AP often and still make it work. Piling on accuracy and the crit chance from Cunning Footwork doesn't hurt at all. Now I know many of you will read this and say what's the use of piling on 1 AP hits when such a huge percentage of that damage is getting absorbed by armor. Let me introduce you to Selen and Punishing Blades 2. I'm down in the Ratkin warrens now and only Shamans have armor left (at 2) when Selen gets done with them. Kincaid piles on hit after hit with his basic attack (boosted by +4 accuracy and a 6% crit chance) that each do 15-20 damage when those Ratkin have 0 armor. Additionally, I'm going with Fyona and Vincent who are both playing to Kincaid's strengths by adding (respectively) Shield of Cortias and Thundering Blades. I plan to boost Holy Strickening from Fyona as I progress to have the same benefit I'm gaining with the 1 AP and physical damage apply to my elemental damage coming off the 1AP. In summary, I love that Kincaid's talents lend him to specialization right off the bat. So many of his talents have overlapping bonuses that find into one another. Vincent has had this with Eye of the Storm and Thundering Blades but, in my mind, Kincaid is really in a class by himself with with all his talents moving in the same direction. Many people will like this but I imagine some would prefer the flexibility of the all of the different Vraes builds. There is definitely flexibility with Kincaid but I believe they'll feel much more similar than taking Vraes in all of his directions. Secondly, I just can't say enough about the added writing that has gone into Kincaid. That alone is worth the cost to me. It has added an incredible depth of replayability. For the first time, in adding a character, I'm not blowing through all the dialogue because the additions have me hooked enough to see what Kincaid will say and how everyone else will react to him. If I had to pick just one of the warrior characters, I think at this point I would have to stick with Vraes for my own personal play style, I foresee bigger issues for Kincaid as I move forward (or maybe bigger issues for me as a player but Kincaid is tons of fun and as an overall addition to the game is just right.
|
|
|
Post by fallen on Jul 28, 2014 11:54:32 GMT -5
@rearick - thanks. Y'all warm my heart. He was a ton of fun to create, and it is awesome to see the design of the game with all 8 characters fully realized. Now, for Episode 3!
|
|
|
Post by Gr8Scott on Jun 22, 2015 17:47:43 GMT -5
Now that most people have had a chance to play Kincaid, let me know how you have been building him. I haven't used him much and am not sure about usefulness of throwing daggers or sure parry. Don't you lose your Parry/Dodge buff after you have been hit? Cunning footwork seems to be a no brainer with added offense and defense. It looks like most use Kincaid with the "B Team" (Secondary characters to the originals: Vince, Fy, Selen). Let me know how he works with other characters as well. I tried using 1 AP throwing daggers with Vince, Fyona and Tami party since no one had any major parry/dodge curses. Caid ended up not doing much damage and Fyona couldn't handle the enemy archers out front.
Looking forward to your thoughts.
|
|
matrim
Star Hero
[ Patreon ]
Posts: 708
|
Post by matrim on Jun 22, 2015 19:03:40 GMT -5
He is personally my favourite tank. With Fyona he can tank with Sure Parry 1 and CfW 1. I try to save points to pump Flanking Unity to 8 at least (although 10 is worth it IMO as well) then I do CfW to 10 then Sure Parry to 4, flavour after that (I took 1 in storm of steel for AE and then started pumping his TK skill for harder to hit mobs. Also the TKs he can get in act 3 are better than the swords so he does a bit more damage with them single target) That should take you close to the end of act 3. Excellent build, especially on Nightmare Ironman, the guaranteed block makes for really consistent tanking.
|
|
|
Post by En1gma on Jun 22, 2015 19:29:47 GMT -5
Kincaid is best IMO one of three ways 1) Dodge Tank with SP, CFw, and LbtB 2) Pure Damage/Curse with CFw and Crippling Strikes/Storm of Steel (I prefer CS because of both the curse and the lower SP cost. 3) THROWING KNIVES!!!!! I love THROWING KNIVES so much that I took the time to do this writeup: startradersrpg.proboards.com/thread/11106/en1gmas-guide-throwing-knives
|
|
|
Post by Gr8Scott on Jun 22, 2015 19:57:20 GMT -5
Kincaid is best IMO one of three ways 1) Dodge Tank with SP, CFw, and LbtB 2) Pure Damage/Curse with CFw and Crippling Strikes/Storm of Steel (I prefer CS because of both the curse and the lower SP cost. 3) THROWING KNIVES!!!!! I love THROWING KNIVES so much that I took the time to do this writeup: startradersrpg.proboards.com/thread/11106/en1gmas-guide-throwing-knivesThanks for the TK tutorial. I hadn't thought about the mage's group buff to increase damage on them.
|
|