phaze
Exemplar
Posts: 368
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Post by phaze on May 19, 2015 6:55:28 GMT -5
While one can find items from chests, it is not a gaurentee. Chests can be stingy and playthroughs can be very different depending on loot.
Wyatt is a great way to fill in gaps and bad loot rolls.
I have never found a comparable item to 6 ac, 6 parry, and 6 dodge. Only items that have parry and dodge. The ac puts it over the top and I can't resist that item for an off-tank that needs the ac boost.
Yes, there is a whole episode left and more shops with better equipment. But there will be more loot anyways that replaces old equipment or provides gold in sales.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 15, 2015 5:59:24 GMT -5
A few deaths is not acceptable for ironman groups unfortunately.
I had the same experience with that battle. Enemy levels jump in some areas, leaving people totally unprepared.
I've run into enemies that are 6 levels higher and are utterly deadly, even if a trash mob like spiders. The ratkin group made me backpedal due to the outrageous accuracy and damage. Even spiders can reduce an avoidance Kincaid with high sure parry to dust, having seen 4-6 consecutive hits despite parry in the 20s and dodge in the upper 30s.
In any new level, I've learned to check enemy level all the time as the danger fluctuates.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 11, 2015 4:45:20 GMT -5
Thanks! I'll keep looking. I've now played through these levels multiple times and only ever find 9 and 8 secret doors. Maybe I consistently miss the same secret door each time?
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phaze
Exemplar
Posts: 368
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Post by phaze on May 10, 2015 14:34:16 GMT -5
Can anyone verify the number of secret doors in the smiths hoard and arachnid temple? I only ever find 9 and 8 respectively, one less than the map shows.
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phaze
Exemplar
Posts: 368
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Post by phaze on Apr 18, 2015 20:39:20 GMT -5
Using version 2.2.13, I recently ran across the Darkmoon Blossom in the Darkmoss area. Not finding any mention of this in the updates or other threads, is this a bug or something implemented but lacking functionality?
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phaze
Exemplar
Posts: 368
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Post by phaze on Apr 15, 2015 21:37:25 GMT -5
Nope. Never ever seen one of those that I recall. I watch the effects pretty closely. Playing nightmare and running the ladders means attention to detail is paramount at every single moment. Edit - also given my vocal statement about the Orc shamans curse at the hunting lodge, i've learned to be quick with curse removal
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phaze
Exemplar
Posts: 368
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Post by phaze on Apr 15, 2015 21:12:21 GMT -5
Necromancers curse? To date with two play through in CoD, I cannot recall a single curse ever from them including the seer lords.
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phaze
Exemplar
Posts: 368
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Post by phaze on Apr 7, 2015 10:55:19 GMT -5
Just some personal comments on my play through a with nightmare and stealth. I've had similar issues with losing stealth and dying. Episode 2 is deadly due to the storerooms and Krete. Those enemies are better at breaking stealth.
One can either forego stealth, lead with stealth and make a defensive character with buffs/hp, or max out stealth.
I've lost Selen too many times as buffs and equipment,especially early in episode 2, are not godly enough to mitigate risk. My last two parties dominated by maxing stealth. If you do the store rooms with 27 stealth or more, losing stealth becomes a non-issue for all of episode 2 and 3. It happens once in a blue moon to be fair, but I largely forget it ever happens. 27 stealth is pretty common with equipment, skills, and talents. Go higher for extra safety.
With Selen, and even moreso for Tamilin, double down on stealth first to survive the storerooms and other deadly ranged surprises. Positioning is the only sure way to survive SHI and other like enemies.
As your equipment becomes better, dialing down stealth is possible. Episode 3 is fine low 20s stealth as the undead seem to have low spot dice.
This is one solution that worked for me after many Selen deaths in the storerooms.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 26, 2015 5:37:49 GMT -5
I have to agree with this so much. I liked played Fyona for a long time and went back to Kyera for a -2 AP blast. So much fun. Mix in Pinning shot, and enemies start hitting a lot less harder.
I feel your pain on ironman. I recently lost my party on nightmare ironman (and the second highest score on Apple) in the very last battle of the City of the Dead due to Rasp and an archer 2-tapping Kyera. Long range damage is the second most dangerous thing in the game. I totally messed the battle up and misplaced Kyera. In all fairness I should not have played while hung over after my bachelor's party. Inattention is the most dangerous thing for ironman parties.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 13, 2015 20:37:06 GMT -5
Boring? Sounds like a grand time to use less buffs, optimize sp usage, and make a quick go of it with rapid fire battles. Rather like an achievement or challenge waiting to happen. Also, xp is always worth it and adds to the score.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 6, 2015 15:23:42 GMT -5
Ohhhh! Now I feel dense. Also, really curious now to play that side under different scenarios.
And also meet with Koda in episode 4 for a follow-up conversation.
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phaze
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Posts: 368
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Post by phaze on Mar 6, 2015 13:19:15 GMT -5
After running two groups through, one on each side, I was curious what experiences people have had.
I worry that I missed a story element in the Cursed Mines with the cultists. Was there more than the two crystals to smash? After the ominous build-up of Koda working cultists, the story thread seemed to fizzle.
I much preferred the Braey's side as the Crypts had really neat story development that set-up the experience well. Additionally, it seemed like there were extra observations from the party about the Surface than I experienced on the Koda's side. I really hope the story arc with the Kodas picks up after the city of the dead. We get so much more exposure to the Braeys through the plot.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 4, 2015 14:04:26 GMT -5
Interesting. My experience mirrors yours but find that the latter parts of city of the dead and fang quest to break the dodge model. My recent near death with Kincaid involved flame/storm spiders that landed 5/6 consecutive hits in a row, blasting sure parry and doing enouugh damage to take him low. In some battles with heavy Necromancer population, the ranged damage is successful enough despite a high dodge that it is less reliable than I prefer.
Additionally, with curses that can strip 10 dodge and parry, Kincaid becomes squishy if he doesn't resist.
I've played with meteoric shockwave for -acc and loved it, but found the lack of offensive power from kjartan to be an issue. A bit more offense through burning blades and firestorm made the party work better.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 4, 2015 10:13:40 GMT -5
Also, in the later game, enemy level is something to pay attention to.
I just nearly lost Kincaid to storm/flame spiders. At 6 levels ahead of my group, I did not anticipate how much their accuracy and dodge would increase. Be careful when exploring a map for completeness and random trash mobs appear. They can be deadly when much higher level.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 4, 2015 10:09:56 GMT -5
I second the random comment. Having just completed the Fang quest and most of the City of the Dead, ranged attacks are flying everywhere and Kartjan will take a hit now and then. If an enemy can do 400+ damage, you really need him to survive one hit and ideally two.
Lurker and I play similarly I think. I actually switched Kincaid from max dodge to slightly less evasion and higher armor/ or with added hp if possible. Some enemies just cannot be dodged reliably and the better armor translated into survivabity I find. Necromancers and wolken shaman make me worry every fight.
Completely agree with choking ash being integral on nightmare. I've tried and tried Vincent but crumple in frustration during the Red Hill Escape if I meet a group of giant spiders or heavy armor soldier. It is just not fun for
Edited to change reference to Lurker
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