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Post by wascalwywabbit on Feb 20, 2016 2:21:07 GMT -5
If you're using it, DS is great to get at least lvl 5 when it gains 3 wedge AoE. CS lvl 6 is a great AoE curse attack. Nerfs enemy ap AND dmg. Taking pressure of of Kyera for ap removal. Between this, MS and PB you can really nerf enemy dmg big time. CF is Kincaid's primary dodge AND crit talent, plus gives up to +6 acc and parry both. His best self buff imho. LbtB should be your next point inmo. It will really help maximize attack efficiency. FU really helps weak weapons like 1 ap blades and TKs of any type. If you're going both CA and PB to nerf armor it's nonessential, but still helps speed killing things. I like lvling this after I get DS or CS to AoE. Sure parry is probably good at 4 for a while until you really need that 3rd block. Don't forget to re-up it when he takes a melee hit or two cause it will weaken every melee hit he takes and completely expire once it has blocked its sure blocks iirc. Lunge is probably -never- worth lvling. His other talents are just better. Flashing blades is good, but I prefer CF, FU and his AoE attacks to maximize his and other's offense. CS is not as great offensively as the others, but it does provide good defense as well for the whole team. CdrPlatypus likes CF first since it gives decent defense and offense to Kincaid - more dodge style, followed by some LbtB, SP and at least a point of SoS for AoE. I go max con and cursing AoE and/or FU for team boosting. Both work out for nightmare.
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Post by wascalwywabbit on Feb 20, 2016 1:08:47 GMT -5
You can't apply NM to Jugg and not to CB. So, this is not a factor. But just to give you an example, level 1 CB vs. level 3 FEROCITY!!11one counts as ~1:1.7 (60-70 vs. 100-120 damage on same heavily cursed target.) CB 10 is +5 acc and juggernaut lvl 1 is +4 acc so comparable. Yes, NM would be for both's benefit, that's the point. It'd be super sp efficient.
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Post by wascalwywabbit on Feb 20, 2016 0:07:47 GMT -5
John RobinsonYou have +1 ap on the juggernaut lvl 3, it should be lvl 4 before a chance for +ap I think.
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Post by wascalwywabbit on Feb 19, 2016 23:56:10 GMT -5
At level 10 Juggernaut, the least you can sore is +1 MP and +16+17 SP, with a 33% chance of getting +1 AP and a 33% chance of getting +2 AP. Is that still a d17 (16+d17), or is it always max die of 17, no roll, at lvl 10?
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Post by wascalwywabbit on Feb 19, 2016 23:47:25 GMT -5
Low level Juggernaut against high level Crushing Blow is just not goint to cut it. Low damage, low accuracy. Heavily stack cursing on the enemies... PS Also don't forget NM, you can get 17 more acc dice at lvl 10 I think... even all std that's like 9 extra roll successes on avg. Not bad at all, especially since it helps melee parry too, though by just a bit better than 2/3 as much as acc.
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Post by wascalwywabbit on Feb 19, 2016 23:15:00 GMT -5
Pfffttt no wonder i was so confused when i tried it last year, that stuff isn't simple, but now i know, so thanks for the info! We like our layers It's like 3 different talents... I might even try using it low level just for the sp efficiency... Thump 'm hard with CB or ferocity then kill 'm with juggernaut.
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Post by wascalwywabbit on Feb 19, 2016 21:09:16 GMT -5
Looks super polished!
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Post by wascalwywabbit on Feb 19, 2016 14:17:05 GMT -5
What about these spells keeping the current percentage of the characters health? So if the character is at 100% health then it keeps it there but if they are at 20% then it also keeps it there (resulting in an 80% reduction of "healing" from the spell). This seems to do what people want, which is the top up when you cast the spell after a battle and full heal but takes out the possible abuse in using it as a heal if you are already low on health. That sounds pretty good and better than anything I've tried thinking up. Thumbs up!
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Post by wascalwywabbit on Feb 19, 2016 13:55:59 GMT -5
Um... It may not be elegant, but how about a confirmation dialog that displays the exact sp cost and how much sp the healer has? Maybe display how much sp will be left for those not doing the math in their heads.
As long as you can heal the current norm too.
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Post by wascalwywabbit on Feb 19, 2016 0:07:47 GMT -5
... we could synthesize the two female officers ... Taking things outta context for the humour...
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Post by wascalwywabbit on Feb 18, 2016 22:46:50 GMT -5
Star Traders 2: because that's how many minutes of sleep we've had since starting the project. Let's hope the "day shift" knows what the "night shift" is up to this game at release. aka 'Hey! I didn't know we had that feature!' Andrew to Cory: 'Does it work?' Cory to Andrew: 'I don't know... but I'm sure we'll hear about it...' I'm sure putting words in their mouths, but that's probably the gist of previous reality from interviews. ST2: YOU'RE INTERESTED! ST2: Say something sharp before you die. ST2: No! It has nothing to do with, CK CK2, SoS, LoS or HoS... ST2: Not trading stars. ST2: Cats love it! ST2: Because this universe keeps us in business... ST2: Now with beautiful turd-free lips.
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Post by wascalwywabbit on Feb 18, 2016 18:18:53 GMT -5
You're always gonna step upon your fallen opponent's square, so as long as you don't ping pong to and fro in opposite direction every death blow, you're getting net forward movement in more cases than away to the next enemy for "free". It compounds those extra mp over the course of a battle field. Or so it seemed to me. Low level I'd say storm of steel is superior, more versatile, but once you get jugg up there it is -possibly- better than Kincaid's lvl 18 if used properly set up with team work. You got to get 'em down to killing range of hp, otherwise it's a one off single target. Stomp stomp stomp on their dead bodies. It's so sad that Vraes is the best at killing cripples and invalids (thanks to the rest of the squad nerfing their hp). :-p
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Post by wascalwywabbit on Feb 18, 2016 15:48:18 GMT -5
Playing clean up for an entire group of enemies by himself, with 10 mp left, and no ap or sp, is possible. This may also leave him way out from the team and vulnerable. In your testing, what was your feeling on the end of turn results as far as leftover over MP? You mentioned two cases that happen: 1) having 10 MP left with nothing left to do and 2) leaving Vraes overextended. My thought is with 10 MP Vraes could easily run back to the team and be healed and covered from next turn attacks. Is it more frequent that Vraes is left at the end of a Juggernaut turn with or without MP? Well if you don't have BoS you may not end up with so much extra mp, but I almost always had plenty to spare...
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Post by wascalwywabbit on Feb 18, 2016 15:45:52 GMT -5
Well you can run back to the group for better defensive position, but hopefully everything is dead already. It does seem a shame to waste mp gains so often though. personally I'd like trading half my mp gains for extra chance for ap/sp. Or have the group abilities keep up ... honestly those traveling legs of Vraes in combat makes the game's killing fields feel huge.
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Post by wascalwywabbit on Feb 18, 2016 15:10:21 GMT -5
Playing clean up for an entire group of enemies by himself, with 10 mp left, and no ap or sp, is possible. This may also leave him way out from the team and vulnerable.
It's a good killing blow supplement to his regular empowered attacks, but I don't think it could be his primary - too situational and sp intensive. I'd choose one other empowered attack besides juggernaut when things aren't ready to die yet.
The biggest weakness is simply that no-one can keep up if the enemies aren't clustered, not even charged speed Vincent with +2mp gear. The name fits, juggernaut, but it's a bad idea to get him that separate from the group. It does bring the scope of vast dungeon battles with it's use tho.
Well maybe you could give him only defensive talents, nm, BoS, phs, ssk, and only when he's untouchable go for juggernaut, but that's better a respec late game than a single build idea for the whole game. The high dmg of CB and ferocity and broad melee skills are his defining offensive talents thru mid game.
In sum high level juggernaut is good, but is found wanting greater range and mp for others to keep up, particularly the healers, especially if melee focused...
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