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Post by CdrPlatypus on Dec 9, 2014 22:37:06 GMT -5
I've been testing out darting steel. It has been a long time since I've used it and I have noticed you have to give up some things to use it. Kincaid loses a lot of his own raw damage potential and of course you lose the ability to use the dual wielding rules to mix and match acc + parry stats. On the other hand it makes hitting certain targets on your way to osk, before you can buy gear and are at the mercy of loot drops, a lot easier. My current reservation about adding it is that it can be used as a ranged finisher. However for certain groups it is the only -parry curse available so I will amend the rules on the first post to allow it.
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Post by contributor on Dec 10, 2014 2:28:36 GMT -5
mrsarfa, sorry about losing your group. They made it through the worst parts and probably could have gone far. Of course getting to Riven Field is probably one of the hard parts too. I'm normally trying to conserve SP at that point and have one or two levels of points that I haven't applied, so I'm somewhat behind the curve. Those are the times when it's all about discipline and an abundance of caution. So...you gonna start a new group with the same characters or are you going to mix it up?
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Post by contributor on Dec 10, 2014 4:15:18 GMT -5
Hhewww, just had a few really uncomfortably close calls with Krete archers in the Darkmoss. Definitely need to get Vincent some more MP before tackling the all Krete levels so he can rush up and curse and then get back to safety. I'm thinking that I'll hack my way straight to Granthorn before doing any river clearing and then head up to Braeys land. Then I'll come back and finish everything in Koda land including the Underforge, before going to the CoD through Koda. Of course that's assuming this group can make it through all of that.
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Post by mrsarfa on Dec 10, 2014 11:47:37 GMT -5
mrsarfa, sorry about losing your group. They made it through the worst parts and probably could have gone far. Of course getting to Riven Field is probably one of the hard parts too. I'm normally trying to conserve SP at that point and have one or two levels of points that I haven't applied, so I'm somewhat behind the curve. Those are the times when it's all about discipline and an abundance of caution. So...you gonna start a new group with the same characters or are you going to mix it up? Thanks, contributor. That's exactly what happened. Kern's End is deceptive because you relax a bit thinking that you've basically made it to Riven Field, but there is no campsite (and there hasn't been one for a while unless you backtrack a bunch at the end of the previous map) and you are behind the leveling curve. Now that I think about it, my "main" group that's at the end of Ep. 3 had their first death to Krete in Kern's End also. So it's Krete 2 - MrSarfa 0 I'm working on another group idea at the moment (not melee), so I'm going to take a little break before jumping back in. To answer your question, though, I'm almost certainly going to mix it up rather than try with the same setup.
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Post by crimsonking on Dec 10, 2014 14:37:05 GMT -5
I never had a problem in Kern's End, but then I'm a notorious backtracker, especially for level ups. Oskahold is always worth a visit.
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Post by contributor on Dec 11, 2014 1:18:56 GMT -5
I just couldn't stick with the plan. After getting level 19 in Darkmoss Wetlands we went back and did the Krete level from the Trading Post. It was terrifying. I should have stuck with plan A. At least we all survived it, just barely.
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Post by En1gma on Dec 11, 2014 12:36:26 GMT -5
I'm not even on NM, but I had such a close call in the Darkmoss that I wonder how the hell anyone could survive that many Krete on NM- they're insane.
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Post by CdrPlatypus on Dec 11, 2014 17:30:03 GMT -5
Very carefully
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Post by contributor on Dec 14, 2014 14:12:07 GMT -5
Jackpot, just picked up a Keen Morningstar in Bone Pass. That will probably take Fyona through the end of episode 2.
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Post by contributor on Dec 14, 2014 17:13:05 GMT -5
Well, we cleared out Talia River Village. I've always had some trouble with that fight, for some reason, but this group did it pretty well. They actually played it pretty aggressive and were able to hold their ground instead of looking for cover. Frigid Air is really keeping the damage down. Even casting it on melee units can take the sting out of the bigger hits. I'm probably going to push it to 10. -72 damage with a big AoE is pretty good. Dodge builds are always a little bit terrifying because you look at all the units surrounding your people and know that if everybody suddenly landed their hits you would die easily. With hits going over 1/4 of some units total health that's pretty scary. I don't think Selen got hit once and she was out front a lot. Kincaid took a few hits and Fyona took more, but she mops up the back field so she is rarely exposed to large numbers of hits at one time. Vincent remains a pure debuff mage and I'm still hoping to get him into the melee action at some point, but he's not ready for it yet. He does still get a few clean-up kills, but I'm keeping a higher parry/lower damage blade on him just because I don't want to take too many chances, especially now that units are getting more mobile.
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Post by contributor on Dec 16, 2014 12:17:01 GMT -5
Ok, Mighty Melee is still churning along, but the Orcin Caves have been rough. I'm realizing how much parry the Orcin have, especially the Armored Orcin. They have high armor and low resistance too and I'm doing all physical damage. It's too late to retool and bring significant elemental damage to bare. The team has good survivability which is good because sometimes they find themselves surrounded for multiple turns by armored Orcin. With enough potions we've been able to grind everything down so far, but we're definitely not finding them as fast as we're using them, even with camping every one or two fights. I found the entrance to the last level, but still haven't cleared a level and a half. I think though, that I will go and rescue Valent and them come back after I can get new weapons in Braeyshalum. So here comes the moment of truth you were asking about En1gma.
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Post by En1gma on Dec 16, 2014 12:23:47 GMT -5
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Post by contributor on Dec 16, 2014 12:36:07 GMT -5
Well, I got them cued up, but I don't have time for the actual fight yet. Maybe later tonight. I honestly never imagined that an all melee team would make it this far.
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Post by fallen on Dec 16, 2014 12:37:44 GMT -5
contributor - impressed as well! Great work. My melee team is still alive, still approaching Great Shaman. Play speed way down these days.
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Post by contributor on Dec 16, 2014 16:41:11 GMT -5
Well Mighty Melee made it through the first big challenge of Episode 2. I noticed that the TBs moved the trigger on that fight, forcing us to come up much further. Thanks Brothers. We moved up to the top left. I could have gone further, but I hadn't scouted and was afraid of going further back in the caves, lest I triggered another fight. This is where I spent most of the fight The biggest trouble was the shamaness just out of my range who just kept casting Dominance on my heroes. I didn't have a lot of cleansing tomes so it was hardly worth using them all up in a few turns. I just had fight with it on. This is Vincent getting out of the pocket to drop some Flash Freeze on her. Thankfully we didn't finish the turn there. The worst turn, saw Kincaid finish with 14 HP. They only got that low once. Most of the time they did better.
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