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Post by Cory Trese on May 19, 2016 12:46:41 GMT -5
New BF Templar for sure. Assassin, yes.
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Post by wascalwywabbit on Oct 28, 2016 1:13:29 GMT -5
Just put a Templar Assassin (Templar Monk???) in HoS too, That way you and fallen both get your wish ... No-one will mind the world breaking leviathan suit, low hp or heat issues I'm sure. :-p At least no sp worries.
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Post by achilles73 on Dec 28, 2016 10:05:54 GMT -5
As a nightmare player I can tell you that there are some things to watch for on that difficulty. Accuracy is very important, the high level of monsters means that without some acc buffs you will be missing regularly. I find the damage the monsters do to be too high to consistently negate after episode 1. As someone who has tried armour strat and dodge/parry strat in my experience the latter is far more effective. Charging into battle does not work well on nightmare until episode 4, be very cautious and it is generally a good idea to let the mobs come to you. The buff timer running out is a big mechanic to work around however there are ways to negate it. Pulling multiple fights is highly effective in saving sp, especially for a buff centered group; by episode 2 I can usually pull 2-3 encounters before my buffs expire. Your previous play experience gives you a large advantage here, try to remember big, taxing battles and to make sure you have a full buff up before triggering those (ex. Deathkin fight, bridge fight, Groth, etc...). Your build will also most likely require extreme focus too. Nightmare is very unforgiving of inefficiencies and spreading points over many different talents will result in some very tough fights (for instance, decide on an attack for Vraes and only raise that, it is wasteful to raise Ferocity and Savage Sweep for example as there is no situation where an attack uses both). Good luck, the TBs fine tuned the difficulty very well on nightmare and I can tell you that it is very rewarding to beat a lot of the tough encounters. What about using Ferocity on Vrase as a main attack? Is that too SP-heavy to be practicable?
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Post by achilles73 on Dec 28, 2016 10:12:58 GMT -5
Crap. Double post. Sorry.
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matrim
Star Hero
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Posts: 708
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Post by matrim on Dec 28, 2016 18:42:11 GMT -5
Ferocity is pretty SP intensive, I feel like one would always be dipping into SP reserves to use it regularly. I would keep it low till SP drain could get to the 15% mark, then you could use it for only a little cost. The equipment swap that would need to be done would be outweighed by the massive damage he would be putting out. Tldr; ferocity is viable as a late game build.
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Post by achilles73 on Dec 28, 2016 19:00:01 GMT -5
Ferocity is pretty SP intensive, I feel like one would always be dipping into SP reserves to use it regularly. I would keep it low till SP drain could get to the 15% mark, then you could use it for only a little cost. The equipment swap that would need to be done would be outweighed by the massive damage he would be putting out. Tldr; ferocity is viable as a late game build. Better than Juggernaut?
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Post by Cory Trese on Dec 28, 2016 20:14:10 GMT -5
Ferocity, with Sacrifice and buffs, is probably one of the best ways to deal damage in the game.
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Post by wascalwywabbit on Dec 28, 2016 20:36:36 GMT -5
Ferocity is pretty SP intensive, I feel like one would always be dipping into SP reserves to use it regularly. I would keep it low till SP drain could get to the 15% mark, then you could use it for only a little cost. The equipment swap that would need to be done would be outweighed by the massive damage he would be putting out. Tldr; ferocity is viable as a late game build. Better than Juggernaut? IMO, no. Extra mp and ap potential is greater than higher top end dmg to me. Cory Trese however is pretty adamant about the greatness of ferocity, so YMMV.
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Post by Cory Trese on Dec 28, 2016 20:40:22 GMT -5
Extra MP and AP scale very well. Pure damage doesn't scale as well.
Lower mobility and fewer attacks depends heavily on your ability to predict the enemy's next move.
I'm particularly good at that, as I did the AI design.
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