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Post by crimsonking on Dec 13, 2016 17:26:37 GMT -5
Kincaid would still deal acceptable damage with only one blade. Right now aht the beginning of act 4 he's dealing 0-50 points of ice damage and 0-48 points of lightning damage (other magical damage is negligible). On a Strickening debuffed enemy this will mostly get through even against high resistance enemies and deal about 20 to 32 extra damage. Even if all physical damage gets soaked this will still average at about 60 points of magical damage, leading to 420 points of damage per turn, before taking crits into account, which happen more often if you hit more often. So Kincaid would probably deal about 500 damage per turn in average to high defense enemies at this point of the game with a 1AP weapon.
Which makes me think...I should test that. Kincaids secondary weapon is of the same type than the primary, so there won't be any loss on Acc or Parry when dropping it.
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matrim
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Post by matrim on Dec 13, 2016 17:28:25 GMT -5
Certainly an option but realize you might just be better off attacking rather than swapping weapons especially when you consider that all 3 types of enemies can appear in a single battle. Rather than weapon swap, I like to have 1 or 2 characters who do average to above average damage on all 3 types. An example is 2 1AP blades Kincaid for average damage to both, 2h mace Fyona for heavy armour, 1 AP sword Vincent for light armour and switch hitter Selen who can hit heavy with a bow or light with a 1 AP blade. Every type covered, no weapon swapping.
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matrim
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Post by matrim on Dec 13, 2016 17:31:21 GMT -5
crimsonking Once you get strickening rolling everything is considered light armour (res) and 1 AP vastly outperforms everything. I wish Fyona had a 1 AP mace ;(
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Post by achilles73 on Dec 13, 2016 20:18:51 GMT -5
crimsonking Once you get strickening rolling everything is considered light armour (res) and 1 AP vastly outperforms everything. I wish Fyona had a 1 AP mace ;( Jesus, too many of you guys are hyping up Fyona to the point where I regret taking my girl Kyera
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Post by wascalwywabbit on Dec 13, 2016 20:49:41 GMT -5
crimsonking Once you get strickening rolling everything is considered light armour (res) and 1 AP vastly outperforms everything. I wish Fyona had a 1 AP mace ;( Jesus, too many of you guys are hyping up Fyona to the point where I regret taking my girl Kyera Don't underestimate the power of ranged Kyera... Enemies at 4+ squares aren't afraid of Fyona till she closes, Kyera however can still potentially lay down holy hurt and/or anguish. Plus she's a nice battery backup.
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Post by En1gma on Dec 13, 2016 20:59:08 GMT -5
Never regret taking Kyera. She is good immediately, where Fyona takes ages to come into her own sometimes.
I always give Kyera the best HP gear I can, and invest heavily in Con and Lore.
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Post by achilles73 on Dec 13, 2016 21:39:19 GMT -5
Never regret taking Kyera. She is good immediately, where Fyona takes ages to come into her own sometimes. I always give Kyera the best HP gear I can, and invest heavily in Con and Lore. Got it. Ultimately, I guess I will have to try everyone to know best. And so my 2nd run will be an entirely new crew
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Post by crimsonking on Dec 14, 2016 6:15:08 GMT -5
Kyera has the best defensive debuff in the game. She is really weak on the damage side though. Since defense wins championships Kyera is probably stronger in higher difficulties. Combine with Vincent for more ranged debuffing and damage, Selen for off tanking and damage and Kincaid for negation of most melee attacks and damage. Kyera will probably fall behind in XP because she has a hard time killing bosses but as her two main talents for this build are basically maxed out around level 30 you can live with that.
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Post by achilles73 on Dec 14, 2016 9:09:27 GMT -5
Kyera has the best defensive debuff in the game. She is really weak on the damage side though. Since defense wins championships Kyera is probably stronger in higher difficulties. Combine with Vincent for more ranged debuffing and damage, Selen for off tanking and damage and Kincaid for negation of most melee attacks and damage. Kyera will probably fall behind in XP because she has a hard time killing bosses but as her two main talents for this build are basically maxed out around level 30 you can live with that. So even with Tap Dancers all-out nuke build she won't do much damage? Hmmm. That was the main issue with the group so far. The lack of damage - especially ranged damage - is making things go really slow now. I didn't really notice it until around level 11-12 in the Vermin area. Since Vincent is curse specialist and Kyera has to do some healing, the ranged damage is really lacking. I am going to address this by deviating from the Dancers template a bit: Mainly giving Vincent more nuke power.
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Post by En1gma on Dec 14, 2016 9:24:34 GMT -5
You would do fine if you forego Frigid Air, and focus on LS
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Post by crimsonking on Dec 14, 2016 10:03:25 GMT -5
LS 5 should do for Act 1. FA is pulling the teeth from hard hitting ranged attackers in later acts. Playing with such a party will make the game very slow and grindy though.
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Post by achilles73 on Dec 14, 2016 10:05:33 GMT -5
You would do fine if you forego Frigid Air, and focus on LS On it!
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Post by achilles73 on Dec 14, 2016 10:08:21 GMT -5
LS 5 should do for Act 1. FA is pulling the teeth from hard hitting ranged attackers in later acts. Playing with such a party will make the game very slow and grindy though. OMG, I ran into Krete archers for the first time, and they hit so freaking hard. Kincaid got hit for 60 at level 13 in one shot! What is the alternative to Frigid Air in dealing with these archer swarms? Not just with my current party but for future purposes? Also, I have a grey quest marker saying that I should search for the tomb of Silver Cohorts or something like that. Why is it grey - and not yellow like others? Did I miss it, nd now I am ineligible?! I am level 13.5, by the way.
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Post by achilles73 on Dec 14, 2016 10:10:50 GMT -5
One more question: How can I make Selen more tankier/evasive quickly? She's losing health way too quickly as opposed to Kincaid in general the last few levels...
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matrim
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Post by matrim on Dec 14, 2016 11:34:29 GMT -5
The quest is to go to the warm cavern and revisit the tombs there. You can still go back and do it as long as you have not completed the Krete area. I explain Krete archers quite in depth in my walkthrough. You have to hang back 9 spaces and let them run forward, then mob them. The AI almost always moves them first unless something is blocking them. Do not, as Kincaid suggests, CHARGE as that is just going to get you pin cushioned. Most Krete spawns will only have 3 archers max, the exception being savage Krete, who can have up to 6. Those Krete will always be hard btw, the archers are the toughest shooters of any monster type, very defensive, massive damage, crazy range...they bring it all to the table.
Quicksilver defense helps Selen, although you should not be getting hit much with her as long as you are moving her away at the end of the turn.
Archers are always the main issue of getting through the game. They only get more deadly as the game progresses. Different groups will handle it differently. Generally though you will want someone that can curse the AP of many of them at a range (FF on Vincent should do that) or curse their accuracy (FA Vincent again, both is not overkill btw, later you will need both, although both being on one person can be an issue as you may have to choose between them as he only has 7AP). Your group has ranged nuking from Kyera though (a pretty rare build IMO) which has the advantage, if you are building LS on Vincent, of giving you 2 full range nukes. In a lot of cases you are just going to be able to brute force archer groups to a pulp with both of those nukers.
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