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Post by wascalwywabbit on Jan 15, 2016 21:59:38 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. Tami needs points in thrown since that is her parry. ToS 4 square AoE is great for before RO opens up. High level DS is also up to 4 square AoE now. These both make targets easier to hit for everyone. Upto 14 4 square AoE attacks per round is huge - it is the quickest way to effective AoE for those two imo. ToS is also great defensively taking effective attacks away. You need armor removal for best effect since TKs are not high damage weapons. If you really don't want to raise con you're gonna have problems high level, too much damage can be done to your team, but... If Fyona is surviving 1st round then Consecrated Defense alternating SoC could be your ticket to dodge build. She will have something like 20 parry and 15 added dodge when both are maxed and active plus CD adds armor and resistance too.
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Post by achilles73 on Dec 13, 2016 12:09:17 GMT -5
How high do people generally take Sure Parry? 4 for 2 auto-parry or 7 for 3 auto-parry?
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Post by En1gma on Dec 13, 2016 12:12:06 GMT -5
As with most things, it depends on your group. If you are skipping Footwork, then SP would be your primary defensive talent, meaning you can invest heavily as needed. Personally I always bring Footwork to 10, then work on SP if I find Kincaid getting hit too much.
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Post by achilles73 on Dec 13, 2016 12:29:51 GMT -5
As with most things, it depends on your group. If you are skipping Footwork, then SP would be your primary defensive talent, meaning you can invest heavily as needed. Personally I always bring Footwork to 10, then work on SP if I find Kincaid getting hit too much. Got it. I am already at 2 auto-miss, so I should work on Footwork. Any other "must" talents for Kincaid than these two defensive ones?
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Post by En1gma on Dec 13, 2016 13:01:17 GMT -5
A point in Live by the Blade for +1 MP, then the rest is gravy.
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Post by achilles73 on Dec 13, 2016 13:21:53 GMT -5
A point in Live by the Blade for +1 MP, then the rest is gravy. K, got it; thanks
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Post by crimsonking on Dec 13, 2016 15:59:40 GMT -5
How high do people generally take Sure Parry? 4 for 2 auto-parry or 7 for 3 auto-parry? SP 4 is where the first three points are going. After that it's CF until I reach the prerequisite level for Flanking Unity, which is then raised to 8 to get the maximum +Acc for everyone. Then it's 1 point into LbtB for the extra movement and 1 point into SoS to get multi target capacity, then CF again until it hits 10, then SP to 7. Once I reached that I was around level 40 and finishing Act 3, so now I am free to push whatever offensive skill I like to, which will be either Crippling Strikes which then replaces SoS, or Flashing Blades for the offensive self-buff. SoS is far too expensive in terms of SP imho, and Darting Steel needs to push a second weapon skill and debuffs defense which other character's skills already do.
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Post by achilles73 on Dec 13, 2016 16:18:43 GMT -5
How high do people generally take Sure Parry? 4 for 2 auto-parry or 7 for 3 auto-parry? SP 4 is where the first three points are going. After that it's CF until I reach the prerequisite level for Flanking Unity, which is then raised to 8 to get the maximum +Acc for everyone. Then it's 1 point into LbtB for the extra movement and 1 point into SoS to get multi target capacity, then CF again until it hits 10, then SP to 7. Once I reached that I was around level 40 and finishing Act 3, so now I am free to push whatever offensive skill I like to, which will be either Crippling Strikes which then replaces SoS, or Flashing Blades for the offensive self-buff. SoS is far too expensive in terms of SP imho, and Darting Steel needs to push a second weapon skill and debuffs defense which other character's skills already do. So Flanking Unity is another "must" talent for Kincaid? Is there a ceiling on how high ACC or can go - after which the points are "wasted"? In fact, is there a stat with diminishing - or nonexistent -returns?
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matrim
Star Hero
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Post by matrim on Dec 13, 2016 16:35:54 GMT -5
Flanking Unity is just a very good buff. It is not a must. The advantage to it is that with it on you can essentially ignore acc items in your build. Look at the numbers; 9 acc +16 damage on an item does not come until episode 4...and he puts that on everyone. If you go for it make sure to add a point into leadership so it will hit everyone on a single cast. I personally build Kincaid with DS after fleshing out his defense because then he lets me ignore accuracy even further by cursing parry and dodge. Believe me, there are some really tanky monsters in this game and hitting 100% of the time is amazing value.
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Post by achilles73 on Dec 13, 2016 17:17:57 GMT -5
Flanking Unity is just a very good buff. It is not a must. The advantage to it is that with it on you can essentially ignore acc items in your build. Look at the numbers; 9 acc +16 damage on an item does not come until episode 4...and he puts that on everyone. If you go for it make sure to add a point into leadership so it will hit everyone on a single cast. I personally build Kincaid with DS after fleshing out his defense because then he lets me ignore accuracy even further by cursing parry and dodge. Believe me, there are some really tanky monsters in this game and hitting 100% of the time is amazing value. Assuming you near max out Sure Parry and Cunning Footwork, what else competes with Flanking Unity then?
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matrim
Star Hero
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Post by matrim on Dec 13, 2016 17:23:36 GMT -5
I haven't played normal but I assume accuracy is less important than in nightmare. I might swap it for flashing blades as more crit is always welcome or crippling strike for debuff options or DS early for th curse and the AoE it offers.
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Post by crimsonking on Dec 13, 2016 17:33:15 GMT -5
So Flanking Unity is another "must" talent for Kincaid? I don't think so. You can raise accuracy with buffs, be it self buffs or group buffs, or you can raise accuracy by raising the used attack talents. I favor the first approach since it makes the bigger fights less SP expensive which reduces the need for potions. As for FU, +9 Acc for everyone is nice, but no game breaker. Sure Parry on the other hand is Kincaids signature move and makes him virtually invulnerable in melee, and CF is simply to good to ignore, since it adds to Acc, Dodge, Parry and damage. On normal, I'd rather go and enhance my damage via crit chances though, and push SoS for the extra target capacity. Kill more enemies quicker.
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