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Post by vnramos on Aug 21, 2019 22:23:59 GMT -5
Hello, this is my first post ever in this forum and i would like to, first, congratulate the devs for so good games. Second, i would like some help with my team building, i did choose dueler, wizard, paladin and thief on nightmare difficulty, planning to go like this:Kincaid normal dual weild with the lore abillities on dueler aside the buffing empowered attack, focusing in dodge and crits, wizard with all de available debuffs and buff aswell with the two área damaging moves, the paladin with max hp and int and high envocation and lore, wanting the two healing skills alongside reckonig and the debuff AoE, Tamilin as crit and stealth master. I in chap one still, is this promising for a nightmare playthrougu? Thanks
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Post by fallen on Aug 22, 2019 7:22:46 GMT -5
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Post by hobiecat on Aug 22, 2019 16:00:53 GMT -5
Here are my suggestions: - For Kjartan, I would pick and focus on only one damage spell until it's maxed. Otherwise, you're going to find yourself falling behind the damage curve very quickly (especially on nightmare). This is because you're not going to get enough Talent Points to keep more than one damage spell leveled up, especially if you're also putting points into his buff/debuff spells (which you should). If you haven't found this yet, here's a great tool to help you plan out your points as you level up: dpwhittaker.github.io/hos-planner/. - For Fyona, personally, I would focus more on Strickening and Reckoning then on the two healing spells. I feel that the healing spells look good on paper, but in practice, it's always faster and more effective to just drink potions. As such, I'd rather save the Talent Points and put them toward things that make the bad guys die faster. - For Tamilin, I love the crit + stealth focus. Just note that you don't need to overload on stealth (via Skill Points or Talent Points) in the early game. Basically, if you're winning the initiative most/all of the time, you don't need to put more points into stealth. Use those points on other things. But, if you find your party starting to lose initiative more, that's when you should add more stealth. Also note that there's a lot of equipment that come with stealth bonuses, so you can still achieve a pretty high stealth bonus without spending any Skill Points or Talent Points. Basically, for all three, I'm just recommending good point management. Also, make sure that at least two, if not three, of your team has some kind of -AP debuff. You noted Reckoning for Fyona, so I would also recommend that either Tamilin or Kincaid also have an -AP debuff. Alas, I haven't played Kincaid enough to have formed a strong opinion on his build beyond my recommendation of having a -AP debuff.
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Post by crimsonking on Aug 23, 2019 10:24:28 GMT -5
my 2 cents:
* you need a ranged AP debuff. starting late in A1E1, you should be able to debuff enemies by at least 2AP, possibly at range. Later in the game you should be able to debuff enemies by 3AP by any means. Unfortunately, only Tam has a ranged AP debuff, and it only has range 3/4, depending on weapon choice. So Torrent of Steel 8 should be a focus, along with Blacknight, as the extra movement is important to be able to curse ranged enemies farther away.
* Kincaid's signature move is Sure Parry. That skill is absolutely essential, as you can basically lock down the best enemy melee attacker. SP 4 during act 1 and SP 7 later will do i though. Cunning Footwork 10 and Flanking Unity 8 are also important.
* Fyona's Holy Strickening is a phenomenal debuff on parties that focus on elemental damage. Starting in midgame, you will find items with +x damage to all elements. Also, Strickening synergizes perfectly with Kjartan's Burning Blades. I'd start with pushing Shield of Cortias early on though, as that will greatly help your defenses. The goto attack skill is Reckoning for the extra debuffs, especcially -AP. As hobiecat already stated, healing talents are a trap. You'll find plenty potions with party healing for 1AP, so investing 3AP and lots of mana for the same effect isn't efficient.
* I also agree with hobiecat that only pushing one attack talent for Kjartan is the way to go. I just like to add that Firestorm is really bad as you can only cast it once per turn. Either go for Immolation if you want AoE or Firebolt for great single target damage. Just don't forget to put points into Burning Blades to combine with Strickening. Choking Ash is a great offensive debuff, but loses some of its appeal later in the game. Meteoric Shockwave can really cripple the enemies offense though.
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Post by vnramos on Aug 23, 2019 17:56:27 GMT -5
Thanks Dev! Though, i already saw this thread, that's the reason to me to rebuild the team, i started another game with seren instead ot Tamilin and it did wonders for me, parts were i died 3-4 times i didn't even had difficulty, the changes i did are: wizard only with max possible choking Ash besides 2 points with i spend with immolation 2, Kincaid with the two lore and the debuffing and debugging empowered attacks(now focusing into getting the debuffing one to 5), selen with stealth skills and the debuffing melee attack(duel wield) and fryona with the first healing move and Cortia's Shield, planning to get the other leadership buff and the empowered attack with + Dodge and the one with -ap, is this team better?
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Post by vnramos on Aug 23, 2019 18:01:06 GMT -5
Here are my suggestions: - For Kjartan, I would pick and focus on only one damage spell until it's maxed. Otherwise, you're going to find yourself falling behind the damage curve very quickly (especially on nightmare). This is because you're not going to get enough Talent Points to keep more than one damage spell leveled up, especially if you're also putting points into his buff/debuff spells (which you should). If you haven't found this yet, here's a great tool to help you plan out your points as you level up: dpwhittaker.github.io/hos-planner/. - For Fyona, personally, I would focus more on Strickening and Reckoning then on the two healing spells. I feel that the healing spells look good on paper, but in practice, it's always faster and more effective to just drink potions. As such, I'd rather save the Talent Points and put them toward things that make the bad guys die faster. - For Tamilin, I love the crit + stealth focus. Just note that you don't need to overload on stealth (via Skill Points or Talent Points) in the early game. Basically, if you're winning the initiative most/all of the time, you don't need to put more points into stealth. Use those points on other things. But, if you find your party starting to lose initiative more, that's when you should add more stealth. Also note that there's a lot of equipment that come with stealth bonuses, so you can still achieve a pretty high stealth bonus without spending any Skill Points or Talent Points. Basically, for all three, I'm just recommending good point management. Also, make sure that at least two, if not three, of your team has some kind of -AP debuff. You noted Reckoning for Fyona, so I would also recommend that either Tamilin or Kincaid also have an -AP debuff. Alas, I haven't played Kincaid enough to have formed a strong opinion on his build beyond my recommendation of having a -AP debuff. Thank you!i make another team because the other was giving me headaches, is potions really that better than heals? What happens when im low on them?
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Post by vnramos on Aug 23, 2019 18:04:00 GMT -5
my 2 cents: * you need a ranged AP debuff. starting late in A1E1, you should be able to debuff enemies by at least 2AP, possibly at range. Later in the game you should be able to debuff enemies by 3AP by any means. Unfortunately, only Tam has a ranged AP debuff, and it only has range 3/4, depending on weapon choice. So Torrent of Steel 8 should be a focus, along with Blacknight, as the extra movement is important to be able to curse ranged enemies farther away. * Kincaid's signature move is Sure Parry. That skill is absolutely essential, as you can basically lock down the best enemy melee attacker. SP 4 during act 1 and SP 7 later will do i though. Cunning Footwork 10 and Flanking Unity 8 are also important. * Fyona's Holy Strickening is a phenomenal debuff on parties that focus on elemental damage. Starting in midgame, you will find items with +x damage to all elements. Also, Strickening synergizes perfectly with Kjartan's Burning Blades. I'd start with pushing Shield of Cortias early on though, as that will greatly help your defenses. The goto attack skill is Reckoning for the extra debuffs, especcially -AP. As hobiecat already stated, healing talents are a trap. You'll find plenty potions with party healing for 1AP, so investing 3AP and lots of mana for the same effect isn't efficient. * I also agree with hobiecat that only pushing one attack talent for Kjartan is the way to go. I just like to add that Firestorm is really bad as you can only cast it once per turn. Either go for Immolation if you want AoE or Firebolt for great single target damage. Just don't forget to put points into Burning Blades to combine with Strickening. Choking Ash is a great offensive debuff, but loses some of its appeal later in the game. Meteoric Shockwave can really cripple the enemies offense though. Appreciated the help! But i did end up realizing that i would like more to focus in physical damage, What do you think of yhe snother tesm i made?
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Post by crimsonking on Aug 24, 2019 5:23:57 GMT -5
my 2 cents: * you need a ranged AP debuff. starting late in A1E1, you should be able to debuff enemies by at least 2AP, possibly at range. Later in the game you should be able to debuff enemies by 3AP by any means. Unfortunately, only Tam has a ranged AP debuff, and it only has range 3/4, depending on weapon choice. So Torrent of Steel 8 should be a focus, along with Blacknight, as the extra movement is important to be able to curse ranged enemies farther away. * Kincaid's signature move is Sure Parry. That skill is absolutely essential, as you can basically lock down the best enemy melee attacker. SP 4 during act 1 and SP 7 later will do i though. Cunning Footwork 10 and Flanking Unity 8 are also important. * Fyona's Holy Strickening is a phenomenal debuff on parties that focus on elemental damage. Starting in midgame, you will find items with +x damage to all elements. Also, Strickening synergizes perfectly with Kjartan's Burning Blades. I'd start with pushing Shield of Cortias early on though, as that will greatly help your defenses. The goto attack skill is Reckoning for the extra debuffs, especcially -AP. As hobiecat already stated, healing talents are a trap. You'll find plenty potions with party healing for 1AP, so investing 3AP and lots of mana for the same effect isn't efficient. * I also agree with hobiecat that only pushing one attack talent for Kjartan is the way to go. I just like to add that Firestorm is really bad as you can only cast it once per turn. Either go for Immolation if you want AoE or Firebolt for great single target damage. Just don't forget to put points into Burning Blades to combine with Strickening. Choking Ash is a great offensive debuff, but loses some of its appeal later in the game. Meteoric Shockwave can really cripple the enemies offense though. Appreciated the help! But i did end up realizing that i would like more to focus in physical damage, What do you think of yhe snother tesm i made?
My guess is you will run into serious trouble starting with the battle where you first encounter a Deathkin because you seriously lack AP debuffs. AP debuffing is the single most important way to increase survivability if you can't take out high damage enemies quickly as debuffing an enemy by 2AP translates to a offensive potential reduction of 50% or even 67%.
On nightmare, in most cases you would either want Kyera or Vincent in your party for long range AP debuffs, though I am sure party builds exist that go with different means of AP debuffing, either Tam with knives or Selen with a bow. In your case, since you build Selen for melee, I'd substitute Fyona for Kyera and build on Ethereal Anguish which is a ridiculously powerful talent. Anguish combined with Kjartan's Meteoric Shockwave can completely cripple the enemy damage potential.
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Post by vnramos on Aug 24, 2019 22:30:17 GMT -5
Appreciated the help! But i did end up realizing that i would like more to focus in physical damage, What do you think of yhe snother tesm i made?
My guess is you will run into serious trouble starting with the battle where you first encounter a Deathkin because you seriously lack AP debuffs. AP debuffing is the single most important way to increase survivability if you can't take out high damage enemies quickly as debuffing an enemy by 2AP translates to a offensive potential reduction of 50% or even 67%.
On nightmare, in most cases you would either want Kyera or Vincent in your party for long range AP debuffs, though I am sure party builds exist that go with different means of AP debuffing, either Tam with knives or Selen with a bow. In your case, since you build Selen for melee, I'd substitute Fyona for Kyera and build on Ethereal Anguish which is a ridiculously powerful talent. Anguish combined with Kjartan's Meteoric Shockwave can completely cripple the enemy damage potential.
Man, tou até absolutely right, i dos that change(trade fyona for kyerw qnd Selena by tamilin) and i did nota have problema at all, um using the two for ao debuff, thank you!
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Post by anrdaemon on Aug 25, 2019 6:14:46 GMT -5
Watch that… My first group was rolling in amulets of darkness, so did second, but third got one only in the late CoD. It may be difficulty, or it may be luck, but all in all, YMMV.
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Post by hobiecat on Aug 28, 2019 10:48:24 GMT -5
Thank you!i make another team because the other was giving me headaches, is potions really that better than heals? What happens when im low on them? Potions (and scrolls) are definitely better than healing spells. They only use 1 AP (as crimsonking mentioned above) and they have effectively unlimited range (when you're using a Heal All or Dispel All Curses). You don't need to worry about where Fyona or Kyera are in relation to the person needing the healing. Also, along those lines, you don't need to depend on Fyona/Kyera at all for healing. With a Heal All/Dispel All, whoever has a spare 1 AP that can't be better used for something else can cast the spell. This allows you to be much more flexible in your team's overall AP management in battle. When you're low on potions, just buy more! I've never found money management to be much of a problem in this game and I usually have more money than I know what to do with. But, if it becomes an issue, than you many need to camp more frequently between battles and save potions for when you need them in battle.
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Post by crimsonking on Aug 28, 2019 14:06:00 GMT -5
There were two situations on my last quasi playthrough where I could actually buy better stuff than what I already had, but lacked money or had just enough, so I was glad I never spent a coin on potions. The first was early on in Oskahold, the second when the special items shop in Granthorn opened after finishing a certain side quest in a certain way.
I only bought a few other consumables, mainly before going into the Underforge to lengthen buff duration before the boss battle so I didn't have to recast buffs during battle.
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