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Post by wascalwywabbit on Feb 25, 2016 18:20:03 GMT -5
In my experience, don't underestimate the power of sly look/far sight 4 on surprise. You can find everything for 0 effective ap leaving all 7 for damaging/nerfing targets.
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Post by xdesperado on Feb 25, 2016 18:30:02 GMT -5
In my experience, don't underestimate the power of sly look/far sight 4 on surprise. You can find everything for 0 effective ap leaving all 7 for damaging/nerfing targets. Or you could have 3 more ranks in other talents giving you increased damage, +MP, more effective curses whatever... While occasionally having higher level Farsight or Sly Look might be nice, the limited number of available talent points makes them much less appealing at least to me. The non combat talents really suffer in this regard. Being able to open locks at range, disarm multiple traps, get larger areas scouted for less all sound great, but they are gained at the expense of Talents that will either help you kill stuff faster/more efficiently or increase your survivability.
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matrim
Star Hero
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Posts: 708
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Post by matrim on Feb 25, 2016 18:34:22 GMT -5
I would agree with xdesperado except that this last batch of levelling has found me putting talent points into things that have little gain. Having levelled all the buffs and attacks I felt were important I am now at the stage where I am putting points into things because "I guess I might as well use this with infinite SP". That said, revealing the entire area around you and eliminating those annoying come out of the darkness and attack Vincent 3 times ironman wreckers is pretty high on my list now.
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Post by Cory Trese on Feb 25, 2016 18:51:50 GMT -5
Sounds like the design is working! If your builds are focused enough, you'll have points that will let you optimize with non-combat or pre-combat Talents ... other, more broadly constructed builds will have more flexibility in terms of attack talents but less utility ones.
Either way, the player is given the choice to build combat, utility or blend the two as the game advances, with more flexibility being present in the allocations on lower difficulties or player skill levels.
Thanks for the feedback, happy to read it!
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Post by wascalwywabbit on Feb 25, 2016 20:32:05 GMT -5
fwiw, as long as you're doing dmg and surviving you should have a point here and there for utility. Especially after you have a curse, an attack and a defense talent at an ok level for the appropriate chars. You could even double down on utility at that point, going spirit sight instead (to lvl 7 for effective ap free use on surprise) and AoE trap removal for your melee guys. If I have range heavy team, K (TKs) KK, T or S (bows), I forego the trap removal, but with Fyona and Vraes trap removal AoE makes some battles easier - getting stopped in your tracks is no fun, neither is getting sniped for a round or two to get thru, even removing the traps. As long as you're surviving and doing decent dmg... Even a couple points in warding words for a low stealth team, especially melee besides KJ, works nicely. That said, I wouldn't mind precision pick getting range, CdrPlatypus was right on with that suggestion imo... Maybe 4 square AoE remove traps.
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Post by wascalwywabbit on Feb 25, 2016 20:35:49 GMT -5
In my experience, don't underestimate the power of sly look/far sight 4 on surprise. You can find everything for 0 effective ap leaving all 7 for damaging/nerfing targets. Or you could have 3 more ranks in other talents giving you increased damage, +MP, more effective curses whatever... While occasionally having higher level Farsight or Sly Look might be nice, the limited number of available talent points makes them much less appealing at least to me. The non combat talents really suffer in this regard. Being able to open locks at range, disarm multiple traps, get larger areas scouted for less all sound great, but they are gained at the expense of Talents that will either help you kill stuff faster/more efficiently or increase your survivability. I had thought that way until I played with nigh infinite far sight... Definitely miss it when it's, or similar talent, is not leveled now, yes, even on NM, maybe especially on NM.
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Post by CdrPlatypus on Feb 26, 2016 0:58:22 GMT -5
Farsight/slylook 4 is indeed powerful. The difficult question is when to pursue it.
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Post by xdesperado on Mar 8, 2016 1:31:16 GMT -5
Ok update time for my current party code name "Divine Fire. Getting ready to take down Groth, everyone is level 17.
Kincaid 395HP, 236SP 5 Strength 14 Dexterity 5 Constitution 3 Will 5 Intelligence 4 Knowledge 10 Blades 8 Thrown 2 Leadership 4 Lore 2(3) Stealth Darting Steel 1 Lunge 1 Sure Parry 4 Cunning Footwork 6 Live by the Blade 2 Captain Lukai's Blade (light blade) 1AP, 4Acc, 3Parry, 13-25Dmg, +25Max HP, +5%SP Drain Bladesman Knives (thrown weapon) 1AP, 3Acc, 11-19Dmg at 3 Range, +4SP Drain Fox's Overcoat (Stealth) 25Armor, +2Evasion, +1Stealth, +1Ranged Acc, +6Dmg Cloak of Theft (cloak) +10Max HP, +10Max SP, +4%SP Drain Borrower's Torc (Amulet) +24Max HP, +4%SP Drain Great Fur Boots (Boots) +4Dodge, +2Armor, +3%SP Drain At this point he's nearly self sufficient on SP and working very well to shield the rest of party. Want to get LbtB up to 4 for the second MP then go into Storm of Steel.
Kjartan 248HP, 421SP 3 Strength 4 Dexterity 7 Constitution 8 Will 9 Intelligence 5 Knowledge 2 Polearms 9 Sorcery 7 Conjuring 2 Lore Firebolt 1 Choking Ash 7 Burning Blades 5 Pureflame Shield 1 Ashwood Staff (staff) 2AP, 2Acc, 4Parry, 11-18Dmg, +6 Fire Dmg Quilted Overcloak (Mage) 20Armor, +2Evasion Firebrand Ring (Ring) +6 Fire Dmg, +16 Fire Resist Firegleam Stone (Amulet) +4 Fire Dmg, +2 Fire Resist, +2 Ice Resist Bracers of the Dog (Bracers) +4 Fire Dmg, +4 Fire Resist The recent change to Will combined with all the +Fire Dmg gear and Burning Blades has him still dealing consistant damage except against the toughest enemies with very high armor. Going to be getting Firestorm when that becomes available and will eventually max out CA and probably BB.
Kyera 292HP, 514SP 4 Strength 3 Dexterity 5 Constitution 4 Will 13 Intelligence 7 Knowledge 2 Hammers 2 Polearms 11 Invocation 5 Conjuring 6 Lore Ethereal Anguish 6 Holy Retribution 2 Smiting Blow 1 Purifying Breeze 4 Myshana's Tears 1 Rimwood Staff (Staff) 2AP, 2Acc, 4Parry, 13-22Dmg, +40Max SP, +2Dodge Leather Skin (light) 28Armor, +6Dmg, 2%Crit Retribution Torc (Amulet) +8Dmg, 2%Crit Ring of the Hunter (Ring) +8Dmg, 2%Crit Fist of Fanatic (Bracers) +6Dmg, 3%Crit All the +Damage gear combined with decent crit has her doing some very good damage. Planning to Re-Spec her at 18 and switch Holy Retribution out for Banishment.
Selen 343HP, 290SP 5 Strength 10 Dexterity 5 Constitution 3 Will 9 Intelligence 4 Knowledge 11 Blades 8 Bows 2 Lore 2 Security 3(11) Stealth Pinning Shot 5 Punishing Blades 1 Frenzied Blows 1 Dance of Shadows 3 Quicksilver Defense 1 Sly Look 1 Precision Pick 1 Masterful Disarm 1 Leaf Dagger (light blade) 1AP, 2Acc, 2Parry, 11-21Dmg, +6Fire Dmg Oxenbone Bow (Bow) 2AP, 5Acc, 17-48Dmg at 6 range, +10Holy Dmg Stealth Sheathe (Stealth) 22Armor, +4Evasion, +4 (total) Stealth, 3%Crit Lost Amulet (Amulet) +6Holy Dmg Diviner's Clasp (Ring) +8Holy Dmg, +4%SP Drain Wisewalk Boots (Boots) +2Magical Dmg (Fire, Ice, Lit, Earth, Holy), +2Fire Resist As usual Selen is a switch hitting killing machine. All the +Holy dmg gear combined with healthy +Fire dmg has her tearing things up. Looking for a better blade for her as current one is starting to suffer from low base damage and lacks parry. Will start rotating training between PB, FB and QD or DoS.
Having a lot of fun with this party. Selen getting the bow she's currently using got me switching up gear allocation and has been a pleasant surprise. Normally I'd have put all that +Damage/+Crit gear on Selen and been giving Kyera the +Holy gear but this way Selen makes enemies resist 2 strong magic types and lets her do great damage against ones that are weak vs holy. Kyera being able to get regular crits with her attacks is a great bonus as well. Really looking forward to getting some better Staffs for both Kjartan and Kyera. Failing that I may switch Kyera to the Chaplain's Heavy Mace 4Acc, 3Parry, 29-42Dmg, +20Max SP, +12Holy Dmg and a shield for the rare times she's called on to mix it up in close.
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Post by darmaniac on Apr 20, 2016 9:02:05 GMT -5
what is nightmare KKKS ?
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Post by fallen on Apr 20, 2016 9:17:47 GMT -5
It refers to playing the Nightmare difficulty of the game with Kincaid-Kjartan-Kyera-and-Selen Sorry, the veteran crew here uses a lot of abbreviations ...
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