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Post by wascalwywabbit on Jan 14, 2016 0:51:11 GMT -5
Archers not equal to melee, my friend. Only melee attacks should cause SP uses to be spent...
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Post by fallen on Jan 14, 2016 0:56:42 GMT -5
Archers not equal to melee, my friend. Only melee attacks should cause SP uses to be spent... Yep, strictly melee attacks only.
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Post by wascalwywabbit on Jan 14, 2016 0:59:33 GMT -5
See above John Robinson... Well, time for me to try out the improvements to DS...
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Post by John Robinson on Jan 14, 2016 8:55:18 GMT -5
Archers not equal to melee, my friend. Only melee attacks should cause SP uses to be spent... Yep, strictly melee attacks only. When leveling the Talent description reads " Sure Parry 1 Auto-blocks first enemy hit, then ends; +1 Dodge" That's what caused my confusion, I thought it meant 100% protection from any "enemy hit" except a curse. It was probably explained in another post and I missed it. Anyhow I'll update the table to read "melee hits only not ranged" or something like that. It seems like Phalanx shield is kind of Sure Parry's opposite number with % auto block ranged but relies on parry against melee, where Kincaid's SP will stop 100% of the first three melee hits, but Kincaid's main defense against ranged attack is Dexterity/Dodge. Thanks again guys for the explanation
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Post by wascalwywabbit on Jan 14, 2016 17:51:32 GMT -5
I took the name sure -parry- to be part of the description...
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Post by fallen on Jan 14, 2016 18:08:39 GMT -5
Pretty clear how it could be misunderstood. John Robinson - I will work on improving the description!
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Post by John Robinson on Jan 14, 2016 20:05:41 GMT -5
Pretty clear how it could be misunderstood. John Robinson - I will work on improving the description! fallen It's none of my biz, but, Why not let this one go? One tiny description is certainly minuscule compared to all the other stuff you are doing. (Sorry didn't mean to pitch a b**ch about something so small, I'm turning Kincaid upside down to see what shakes out of his pockets).
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Post by CdrPlatypus on Jan 15, 2016 10:59:22 GMT -5
Pretty clear how it could be misunderstood. John Robinson - I will work on improving the description! fallen It's none of my biz, but, Why not let this one go? One tiny description is certainly minuscule compared to all the other stuff you are doing. (Sorry didn't mean to pitch a b**ch about something so small, I'm turning Kincaid upside down to see what shakes out of his pockets). Suffer no flaw to live. TB games are all about quality.
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Post by algesan on Jan 15, 2016 11:02:35 GMT -5
I'm seeing a lot of the "later" stuff I agree with, except for throwing all the early points in CON. SoC gives more Parry over Ward at the cost of several Dodge points...and since my point was the vastly greater threat of missiles, that doesn't help.
I know Fyona has a lot of fans, but I've watched her die way too much even trying to weak side flank either of the fighters. Maybe playing extra wimpy and spending APs on drinking rather than killing for the early levels while building her DEX and CON would do the trick, but then I could see it being the entire party having to do the same thing to compensate. Or I could treat her as a pure funsie character for an Easy or Normal party.
I made the Hydra work in TA, I'd like to do the same for Fyona.
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Post by fallen on Jan 15, 2016 11:11:13 GMT -5
I know Fyona has a lot of fans, but I've watched her die way too much even trying to weak side flank either of the fighters. Maybe playing extra wimpy and spending APs on drinking rather than killing for the early levels while building her DEX and CON would do the trick, but then I could see it being the entire party having to do the same thing to compensate. Or I could treat her as a pure funsie character for an Easy or Normal party. I made the Hydra work in TA, I'd like to do the same for Fyona. How are you building her out again? In my Nightmare group, she kills Giant Rats faster than Kinaid can and whenever possible, I put her next to him as a "dual frontline". Because she doesn't have Sure Parry, she gets the lesser of the two sides of what I expect to charge in. It sounds like your issue is survivability over killing or healing power? Where are you struggling exactly? Archers? Do you carry a shield? SoC?
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Post by CdrPlatypus on Jan 15, 2016 11:49:27 GMT -5
algesan My highest scoring NMI group to date as well as the Highest google play NMI group have Fyona. A dex build might be interesting but I find a soak build the best for her and the playstyle I use with her. She pairs extremely well with KJ. Pureflame + Righteous. The only time I find her fragile is when I prioritize her as a curse build for Strickening energy storm combo
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Post by fallen on Jan 15, 2016 12:10:48 GMT -5
Dex is definitely not Fyona's Strength. Her class features are not set up for it -- Constitution, soak, armor, parry.
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Post by wascalwywabbit on Jan 15, 2016 12:37:22 GMT -5
Definitely agree to go soak with her. If you curse the heck outta enemies dodge/parry then you don't need to worry about str for accuracy until con is maxed to really make use of her high toughness and hp.
You lose upto 3 (edit 4, but she gives upto 5 more parry than WS) dodge with SoC vs WS, but she also has RF for extra armor and hp as well the buffing defense attack CD.
She tanks really well, and if you really need - run a high dodge character, or phalanx Vraes, charger toward some archers to take the heat off her even more.
Edit: looking at the tables she could probably be a dodge tank too with both SoC and CD...
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Post by algesan on Jan 15, 2016 17:35:59 GMT -5
Reference is less than 20th level.
First point in BA, next in ZS (so in melee she can keep both up), SoC mostly from then on, sometimes another BA. STR and Hammers. Most of my parties use buff, curse and normal attacks on regular mobs, with the option to go into high gear with enhanced attacks. Give her the best armor and all the +armor and dodge I can find. Fyona is by far the greatest mana burner.
Kyera is much the same with two points in heal and the rest in Ward.
I'd say I could try her on Easy, but the game changes too much at higher difficulties.
Archers are always the biggest issue, most especially in any party without Kyera, although Vincent can work too. Missile fire is for dummies, especially in a DEX build, melee Selen doesn't put points in bows, I doubt the new Tami will put points into thrown and neither does Kincaid when I've tried running him with TKs.
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Post by fallen on Jan 15, 2016 18:47:00 GMT -5
Yep, strictly melee attacks only. When leveling the Talent description reads " Sure Parry 1 Auto-blocks first enemy hit, then ends; +1 Dodge" That's what caused my confusion, I thought it meant 100% protection from any "enemy hit" except a curse. It was probably explained in another post and I missed it. Anyhow I'll update the table to read "melee hits only not ranged" or something like that. Thanks for pointing this out. Fixed the text, and changed the Auto-block on ranged as well to fit the rules -- Sure Parry: "Auto-blocks first 2 enemy melee hits, then ends; " Phalanx Shield and other effects: "Auto-blocks X% of ranged attacks; "
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