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Post by CdrPlatypus on Dec 1, 2014 23:04:26 GMT -5
mrsarfa not that odd of a group I actually considered it myself. Not having a -parry curse for a melee group presents some major challenges that I am stubbornly trying to find a way to work around and Kyera's warders sheild provides more dodge then fyona's Cortais which will come in use against archers since you are not running vincent contributor 1 thing I have done in the past that might help is taking 1pt in Holy strickening early not for the -resit, but for the -2dodge, use it to stack on hard targets. For flash freeze I did find in my experiment with rushing it that FF 5 makes a huge difference in freeing up vincent to clean up hit stubborn things with 10hp left. And I think it would be very nice to have at least by the time you hit the krete because if you win the stealth roll they tend to be packed in nice and tight. For Kincaid starting out my favorite equip for him Is Heavy Stiletto and Hilted Dagger 5acc and 3 parry. Not as high dmg as some other options, but the 5acc on the stileto counts as 5 strong dice. he almost never misses with that setup. Selen I like to Keep at a 2x 1ap setup Broad Dagger and Hilted dagger. It provides a higher min dmg then two leaf blades and 1 more parry than two leaf blades although a lower max dmg...choices Fyona It can be a hard decision sheild vs two -handed hammer, but I like to run her constitution and armour and not use her as an off tank. The 4acc of the second set of two handed hammers in oskhold and ZS makes her a reliable soak crusher on Giant Ratkin My observations so far. I'll let you know how this third iteration works out as I go...Hopefully I will stay smart and play careful. Sometimes keeping the high speed setting on makes me stupid, but it saves me so much irl time when playing.
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Post by contributor on Dec 2, 2014 2:04:46 GMT -5
mrsarfa, that's actually a great combo for a group. I've done that one and they were epic, but I got over confident and got Kincaid killed in the temple of the 13. It was totally user error. I may restart the same group for this challenge, though I would have to stop using Karjtan's lvl 1 Fireball, which was still effective going into episode 2. My group was crazy curse heavy but so effective. I leveled Kincaid up quick to Crippling Strikes 6 and in the Groth fight they were killing off the waves faster than they arrived. It was pretty epic.
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Zhivago
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Post by Zhivago on Dec 2, 2014 11:46:34 GMT -5
Carelessly left KJ out in the cold and fell right before the Shaman. No AP curse makes mistakes like that fatal, even though the group was pretty much cruising through enemies. Back to the drawing board!
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Post by mrsarfa on Dec 2, 2014 11:54:56 GMT -5
mrsarfa, that's actually a great combo for a group. I've done that one and they were epic, but I got over confident and got Kincaid killed in the temple of the 13. It was totally user error. I may restart the same group for this challenge, though I would have to stop using Karjtan's lvl 1 Fireball, which was still effective going into episode 2. My group was crazy curse heavy but so effective. I leveled Kincaid up quick to Crippling Strikes 6 and in the Groth fight they were killing off the waves faster than they arrived. It was pretty epic. contributor - Were you able to effectively tank with Kincaid without focusing his talent points on Sure Parry or Cunning Footwork? I've just put my first talent point into Crippling, so I doubt I'll make it to 6 by the time we get to Red Hill, since I've been mainly focusing on his defense to start with.
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Post by contributor on Dec 2, 2014 12:02:47 GMT -5
Yes I was. He could probably be better but I had KJ dropping high levels of Meteroic and Kyera with some Ethereal Anguish and then with Crippling and Punishing taking more damage off I haven't really been coming close to dying anywhere. They almost killed the Deathkin in the Storerooms in one turn. And with 1 AP his next turn was utterly pathetic. I suppose they could have a really miserable fail on the first turn and get killed, but after that first turn the enemies are basically quivering sacks of meat waiting to be skewered. The group is so fun, I've been thinking about writing it up around here.
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Post by contributor on Dec 2, 2014 12:05:24 GMT -5
Oh, and my team is at 31mil. in the Vermin Lair. I'm taking it slowly, because I want them to make it through. Zhivago sorry about your team. I find that my most destructive teams actually die because I let my discipline down. When I'm used to just plowing through enemies, I over extend and leave somebody out where they shouldn't be. I go from having almost no close calls to being dead pretty quickly.
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Post by fallen on Dec 2, 2014 13:29:13 GMT -5
Zhivago sorry about your team. I find that my most destructive teams actually die because I let my discipline down. When I'm used to just plowing through enemies, I over extend and leave somebody out where they shouldn't be. I go from having almost no close calls to being dead pretty quickly. Same here ... it's what gets me every time. "I can kill those 4 spiders this turn ... oh crap, I didn't think about the 3 hiding in the shadows."
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Zhivago
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Post by Zhivago on Dec 2, 2014 14:49:37 GMT -5
Hahaha yeah, that and going into mental autopilot. I completely zoned out.
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Post by contributor on Dec 2, 2014 16:03:04 GMT -5
I solved my Selen's accuracy problems with a somewhat unorthodox set-up. I've got her dual wielding 2ap blades which gives her a massive 4ap hit followed be a gentler 2ap stroke. The Heavy Stiletto gives 5 accuracy which is awesome. I wasn't sure about this set-up till she landed a 165 damage critical on a Verminkin Shaman. With some help from Fyona he went down in one turn. I'm finding that Vincent's level 3 Frigid Air is quickly losing it's potency. I have to be much more careful now.
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Post by mrsarfa on Dec 2, 2014 17:09:46 GMT -5
I solved my Selen's accuracy problems with a somewhat unorthodox set-up. I've got her dual wielding 2ap blades which gives her a massive 4ap hit followed be a gentler 2ap stroke. The Heavy Stiletto gives 5 accuracy which is awesome. I wasn't sure about this set-up till she landed a 165 damage critical on a Verminkin Shaman. With some help from Fyona he went down in one turn. I'm finding that Vincent's level 3 Frigid Air is quickly losing it's potency. I have to be much more careful now. contributor - What's the second 2AP blade you're using? Something with a high parry value, like the Vrotta dagger? Since the accuracy comes from the higher of the two blades rather than an average or something like that, I would probably still use a 1AP blade like the Leaf dagger along with the Heavy Stiletto, with the 1AP in your main hand. This would give you two full 3AP attacks plus a 1AP attack at the end (great for adding Punishing Blades).
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Post by En1gma on Dec 2, 2014 17:16:50 GMT -5
...... Lol sorry I haven't been posting much on this one... I'm still wrapped up in the midst of E2- finished the siege and just found the entrance to the Underforge. I'm having such a good time (and still haven't died yet :/)I'll probably start in on this one once my group clears the existing content. Sounds like I'll have plenty of ideas to go of off once I do give it a shot.
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Post by contributor on Dec 3, 2014 2:10:14 GMT -5
mrsarfa, you're right. I had to go back and reread the dual-wielding rules. I was thinking that accuracy was determined by the primary weapon, so I had to have the 2 AP blade in the first slot. I may stick with this current set-up though, for the extra parry and the fear that even with a 2 acc/1 ap blade in the first slot she is highly likely to miss anyways. I'm also really enjoying the occasional one-shot kills of bowrats.
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Post by mrsarfa on Dec 3, 2014 11:21:19 GMT -5
I took a break from my melee challenge group to play with my "main" group that is about to enter the Tower of Ember in the City of the Dead. After playing with only melee for so long, I can't tell you how nice it was to fry stuff from a distance with FB. As I was playing, though, I was thinking about whether my all-melee group would really be able to survive in Ep. 3 and I think I came to the conclusion that they could not. Since I basically have KJ and Kyera as pure buff/debuff support, I really only have two damage dealers and I don't think that is enough to effectively deal with the TON of enemies that Ep. 3 throws at you. My main group has all four characters with effective damage capabilities and we're struggling. A lot of that, I'm sure, is my lack of skill, though.
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Post by contributor on Dec 3, 2014 16:14:22 GMT -5
Ok, Mighty Melee made it through the Ratkin Shaman and are now in the Torrent Watershed at 45 mil. The last fights before the shaman were terrible and I really missed having no ranged attacks there. Twice the mobs got bottled up and wouldn't advance towards me and I was forced to double pull the last two groups. I actually went up to town in the middle of that fight just to conserve pots. The last group bottled up and I had to send Kincaid in by himself to kill a skirmisher under heavy fire. The Shaman fight wasn't terribly exciting. It took forever to kill the Deathkin and Shaman because nobody could land good hits. Neither could they so it wasn't like we were in danger of dying, but it was like "there's another round where combined we did a whooping 30 damage."
This team is not so exciting, but I'm hoping that some flanking unity will perk them up a bit. I'm not sure what to do with Vincent. He's at 3 Frigid Air and 5 Flash Freeze. FA doesn't seem to be helping a lot right now, so I could boost that. The next level of FF gives me -2 AP and one more -Dodge. Then I could also put some into Thundering Blades but without significant investment it's only giving me accuracy help and that not very quickly either.
Still it's kind of fun to be all melee. I'm really wanting to get Vincent in on the action, and he gets a surprising amount of clean-up kills, but it would be fun to see him become more of a real force.
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Post by CdrPlatypus on Dec 3, 2014 20:19:54 GMT -5
contributor I would get one point in thundering blades at the same time as flanking unity that should give you +3 group accuracy. You maybe able to forgo FF 6 until groth also did you try taking one point in HS for the -2 dodge?
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