Post by xdesperado on Apr 30, 2020 4:34:10 GMT -5
So yeah liked the group and basic concept for it I had in mind enough to take another shot at this Nightmare Ironman craziness with it.
in case anyone hasn't looked at the original group thread party consists of Kincaid, Vincent, Fyona and Selen,. Concept is for everyone to have some an AoE -AP curse of some sort along with whatever other curses I can muster which is the Stop and some extra MP to maneuver about the battlefield which is the Go.
Anyways since I lost Ironman status on first try due to a stupid mistake on my part this is my second go at it and while it won't be an exact duplicate hopefully I've learned some lessons with the original group and this will be even a better as a result.
For those who were watching the original thread I haven't forgotten that and do intend to keep moving it forward if for no other reason than to help me learn firsthand about new areas I've yet to play through with a group and how I can approach those best with this group so keep an eye out for updates there in future as well.
Alright currently in Oskahold. I've cleared all the West Road except for the Warm Caves and the Northern Vault. Party is all level 8 and I'll be tackling the Farmhall's next, starting with Korvain's Trench. If the party manages to reach level nine after clearing out Korvain's Trench I"ll go ahead and take on Nordhall immediately if not I'll go clear the warm caves then come back for Nordhall and the troll quest after that.
Kincaid
Level; 8
Attributes; Str 5, Dex 8, Con 6, Will 3, Int 6, Know 4
Skills; Blades 6, Thrown 6, Leadership 2, Lore 2, Stealth 2(5)
Talents; Darting Steel 2, Crippling Strikes 4, Lunge 1, Sure Parry 1
Gear;
Leather Jerkin (Light) 22 Armor, +1 MP, +60 Max HP, +3% SP Drain
Broad dagger (Light Blade) 1 AP, 2 Accuracy, 1 Parry, 13-22 damage
Bladesman Knives (Thrown Weapon) 1 AP, 3 Accuracy, 2 Parry, 19-31 Damage, 3 range, +1 Move Point, +8 Ice damage, +3% Critical, +3 Dodge, +3 Stealth, +4% SP Drain
Banded Bracers (Bracers) +1 Parry, +4 Armor
Ring of the Bear (Ring) +30 HP, +4 Damage.
Earthen Walk Boots (Boots) +2 Armor, +4 All Resists.
Notes;
Poor loot drops during escape from Red Hill and in the Krellin Deeps had him struggling to do any significant damage to foes meaning he spent a lot more time simply acting as a shield for the party while Fyona and Selen did most of the serious damage. Even the basic weapons he got once we reached Oskahold gave him a serious upgrade in his offensive abilities and now with Crafted weapons getting added to the mix he should start to shine on offense as well as doing his job as shield for party. For Attributes he'll likely be going about 2-1 on Dex and Con from here on. Skills will see him continuing to split points between Blades and Thrown for time being, eventually he'll need to add some Leadership but that's a few levels off. Talents will see him taking Crippling Strikes to 6 then getting Darting Steel to 5, after that it will be Sure parry to 4 though he may add a level or two of Flanking Unity in there if the party starts struggling with landing hits.
Vincent
Level; 8
Attributes; Str 4, Dex 4, Con 6, Will 4, Int 8, Know 6
Skills; Blades 4, Polearms 1, Sorcery 6, Conjuring 5, Lore 2
Talents; Flash Freeze 5, Frigid Air !, Lightning Spear 1, Storm Strike 1
Gear;
Quilted Armor (Light) 10 Armor
Leaf Dagger (Light Blade) 1 AP, 2 Accuracy, 2 Parry, 11-21 Damage, +6 Fire Damage.
Singed Arm Guard (Bracers) +4 Fire Damage, +4 Fire Resist
Sage's Band (Ring) +18 Max SP, +2 Armor
Wisewalk Boots (Boots) +2 Magical Damage [Rainbow], +2 Fire Resist
Notes;
Trying to get him more involved in combat earlier with this party than I did with last group. Since he's not nearly as fragile as KJ and can become very competent with his Knife, I'm now looking to get him more involved with combat after he curses any enemies threatening party. For now he'll be adding to Int for more SP. Eventually he'll also look to add to both his Dex and Con to improve defense. For skills he'll mostly take a 2-1 split of Blades and Sorcery though at some point both Conjuring and lore will be wanting some points. His next Talent point goes into Flash Freeze which will give him a -2 AP curse with 9 square block AoE. After that It's going to be all Thundering Blades to 10 with maybe a point going to Charged Speed for for the extra mobility.
Fyona
Level; 8
Attributes; Str 6, Dex 4, Con 7, Will 5, Int 6, Know 4
Skills; Hammers 5, Invocation 4, Leadership 3, Lore 3
Talents; Holy Strickening 3, Zealous Strikes 1, Blessed Aura 2, Shield of Cortias 1, Hammer Blow 1
Gear;
Kallasian Overcoat (Light) 16 Armor
Infantry Mace (1-H Hammer) 2 AP, 3 Accuracy, 1 Parry,31-40 Damage
Buckler (Shield) 1 Parry
Brass Necklace (Amulet) +1 Accuracy
Leather Bracers (Bracers) +1 Parry, +2 Armor
Sage's Band (Ring) +18 SP, +2 Armor
Notes;
After hearing a lot of why didn't you give her at least one rank of Shield of Cortias with my last party I decided to go ahead and do so early this time...honestly wishing I'd stuck to my original plans and just put it in HS instead. Attributes will be seeing her mostly splitting between Int and Con for now as she'll need plenty of SP for talents as she levels and HP to help her tank some enemies later on. Skills will be split between Hammers and Invocation for next few levels after that they will mostly go into Hammers. Talents will be going into Holy Strickening mostly though around level 12 I'll add a level of Righteous Fervor or 2 and around level 18 she'll get a couple levels of Reckoning. Very likely once I've got the Moonstone Crystals I'll respec her to move that point I put into SoC into either HS or BA as I'm just not seeing the benefit from it at this point. Later on when others start getting buff's, gear and attributes to better aid them in parrying/dodging attacks levels of SoC may indeed be a nice boost to party defense but for now without making defensive talents priority for entire party that single point could be much more useful elsewhere.
Selen
Level; 8
Attributes; Str 5, Dex 8, Con 6, Will 3, Int 6, Know 4
Skills; Blades 4, Bows 4, Lore 2, Security 2, Stealth 6(11)
Talents; Pinning Shot 5, Frenzied Blows 1, Sly Look 1, Precision Pick 1, Masterful Disarm 1
Gear;
Stealth Brigadine (Stealth) 14 Armor, +3 Evasion, +2 Stealth
Broad Dagger (Light Blade) 1 AP, 2 Accuracy, 1 Parry, 13-22 Damage
Ironwood Bow (Bow) 3 Accuracy, 14-23 Damage, 6 Range
Overcloak (Cloak) +2 Armor, +2 Resistance
Ring of the Night (Ring) +1 Dodge, +3 Stealth
Savage Boots (Boots) +4 Damage
Notes;
Stealth is key here to try helping her win those all important surprise checks. Attributes will see her investing in Intelligence for the SP to help power her Talents without having to hit the SP Pots so hard and Dex for better Attack and Defense. Skills will see a rotation of Blades and Bows with some Stealth as needed to keep that ahead of curve. For Talents she'll open Punishing Blades Next followed by Dance of Shadows and then Quicksilver Defense. After she has first rank of all 3 of those her main focus will be PB with some going to DoS for the added Stealth and MP as needed to help her stay ahead of curve.
It's been a bit of a slog up till now as loot drops haven't been the best and some encounters have been a bit tougher than normal. However looks like loot may be starting to get a bit better and as more Bloodstone Crystals are found I'll look to do a bit more crafting. While it was tempting to craft something for one of the other party members felt Kincaid was most in need of buff currently with the way enemies target in EP1 and what we know we'll be facing. Despite the mostly lackluster loot to this point and gold being a bit tight currently the party has performed well enough so far and look to be developing nicely over all.
Please feel free to post comments and questions about party and my strategies here in this thread.
in case anyone hasn't looked at the original group thread party consists of Kincaid, Vincent, Fyona and Selen,. Concept is for everyone to have some an AoE -AP curse of some sort along with whatever other curses I can muster which is the Stop and some extra MP to maneuver about the battlefield which is the Go.
Anyways since I lost Ironman status on first try due to a stupid mistake on my part this is my second go at it and while it won't be an exact duplicate hopefully I've learned some lessons with the original group and this will be even a better as a result.
For those who were watching the original thread I haven't forgotten that and do intend to keep moving it forward if for no other reason than to help me learn firsthand about new areas I've yet to play through with a group and how I can approach those best with this group so keep an eye out for updates there in future as well.
Alright currently in Oskahold. I've cleared all the West Road except for the Warm Caves and the Northern Vault. Party is all level 8 and I'll be tackling the Farmhall's next, starting with Korvain's Trench. If the party manages to reach level nine after clearing out Korvain's Trench I"ll go ahead and take on Nordhall immediately if not I'll go clear the warm caves then come back for Nordhall and the troll quest after that.
Kincaid
Level; 8
Attributes; Str 5, Dex 8, Con 6, Will 3, Int 6, Know 4
Skills; Blades 6, Thrown 6, Leadership 2, Lore 2, Stealth 2(5)
Talents; Darting Steel 2, Crippling Strikes 4, Lunge 1, Sure Parry 1
Gear;
Leather Jerkin (Light) 22 Armor, +1 MP, +60 Max HP, +3% SP Drain
Broad dagger (Light Blade) 1 AP, 2 Accuracy, 1 Parry, 13-22 damage
Bladesman Knives (Thrown Weapon) 1 AP, 3 Accuracy, 2 Parry, 19-31 Damage, 3 range, +1 Move Point, +8 Ice damage, +3% Critical, +3 Dodge, +3 Stealth, +4% SP Drain
Banded Bracers (Bracers) +1 Parry, +4 Armor
Ring of the Bear (Ring) +30 HP, +4 Damage.
Earthen Walk Boots (Boots) +2 Armor, +4 All Resists.
Notes;
Poor loot drops during escape from Red Hill and in the Krellin Deeps had him struggling to do any significant damage to foes meaning he spent a lot more time simply acting as a shield for the party while Fyona and Selen did most of the serious damage. Even the basic weapons he got once we reached Oskahold gave him a serious upgrade in his offensive abilities and now with Crafted weapons getting added to the mix he should start to shine on offense as well as doing his job as shield for party. For Attributes he'll likely be going about 2-1 on Dex and Con from here on. Skills will see him continuing to split points between Blades and Thrown for time being, eventually he'll need to add some Leadership but that's a few levels off. Talents will see him taking Crippling Strikes to 6 then getting Darting Steel to 5, after that it will be Sure parry to 4 though he may add a level or two of Flanking Unity in there if the party starts struggling with landing hits.
Vincent
Level; 8
Attributes; Str 4, Dex 4, Con 6, Will 4, Int 8, Know 6
Skills; Blades 4, Polearms 1, Sorcery 6, Conjuring 5, Lore 2
Talents; Flash Freeze 5, Frigid Air !, Lightning Spear 1, Storm Strike 1
Gear;
Quilted Armor (Light) 10 Armor
Leaf Dagger (Light Blade) 1 AP, 2 Accuracy, 2 Parry, 11-21 Damage, +6 Fire Damage.
Singed Arm Guard (Bracers) +4 Fire Damage, +4 Fire Resist
Sage's Band (Ring) +18 Max SP, +2 Armor
Wisewalk Boots (Boots) +2 Magical Damage [Rainbow], +2 Fire Resist
Notes;
Trying to get him more involved in combat earlier with this party than I did with last group. Since he's not nearly as fragile as KJ and can become very competent with his Knife, I'm now looking to get him more involved with combat after he curses any enemies threatening party. For now he'll be adding to Int for more SP. Eventually he'll also look to add to both his Dex and Con to improve defense. For skills he'll mostly take a 2-1 split of Blades and Sorcery though at some point both Conjuring and lore will be wanting some points. His next Talent point goes into Flash Freeze which will give him a -2 AP curse with 9 square block AoE. After that It's going to be all Thundering Blades to 10 with maybe a point going to Charged Speed for for the extra mobility.
Fyona
Level; 8
Attributes; Str 6, Dex 4, Con 7, Will 5, Int 6, Know 4
Skills; Hammers 5, Invocation 4, Leadership 3, Lore 3
Talents; Holy Strickening 3, Zealous Strikes 1, Blessed Aura 2, Shield of Cortias 1, Hammer Blow 1
Gear;
Kallasian Overcoat (Light) 16 Armor
Infantry Mace (1-H Hammer) 2 AP, 3 Accuracy, 1 Parry,31-40 Damage
Buckler (Shield) 1 Parry
Brass Necklace (Amulet) +1 Accuracy
Leather Bracers (Bracers) +1 Parry, +2 Armor
Sage's Band (Ring) +18 SP, +2 Armor
Notes;
After hearing a lot of why didn't you give her at least one rank of Shield of Cortias with my last party I decided to go ahead and do so early this time...honestly wishing I'd stuck to my original plans and just put it in HS instead. Attributes will be seeing her mostly splitting between Int and Con for now as she'll need plenty of SP for talents as she levels and HP to help her tank some enemies later on. Skills will be split between Hammers and Invocation for next few levels after that they will mostly go into Hammers. Talents will be going into Holy Strickening mostly though around level 12 I'll add a level of Righteous Fervor or 2 and around level 18 she'll get a couple levels of Reckoning. Very likely once I've got the Moonstone Crystals I'll respec her to move that point I put into SoC into either HS or BA as I'm just not seeing the benefit from it at this point. Later on when others start getting buff's, gear and attributes to better aid them in parrying/dodging attacks levels of SoC may indeed be a nice boost to party defense but for now without making defensive talents priority for entire party that single point could be much more useful elsewhere.
Selen
Level; 8
Attributes; Str 5, Dex 8, Con 6, Will 3, Int 6, Know 4
Skills; Blades 4, Bows 4, Lore 2, Security 2, Stealth 6(11)
Talents; Pinning Shot 5, Frenzied Blows 1, Sly Look 1, Precision Pick 1, Masterful Disarm 1
Gear;
Stealth Brigadine (Stealth) 14 Armor, +3 Evasion, +2 Stealth
Broad Dagger (Light Blade) 1 AP, 2 Accuracy, 1 Parry, 13-22 Damage
Ironwood Bow (Bow) 3 Accuracy, 14-23 Damage, 6 Range
Overcloak (Cloak) +2 Armor, +2 Resistance
Ring of the Night (Ring) +1 Dodge, +3 Stealth
Savage Boots (Boots) +4 Damage
Notes;
Stealth is key here to try helping her win those all important surprise checks. Attributes will see her investing in Intelligence for the SP to help power her Talents without having to hit the SP Pots so hard and Dex for better Attack and Defense. Skills will see a rotation of Blades and Bows with some Stealth as needed to keep that ahead of curve. For Talents she'll open Punishing Blades Next followed by Dance of Shadows and then Quicksilver Defense. After she has first rank of all 3 of those her main focus will be PB with some going to DoS for the added Stealth and MP as needed to help her stay ahead of curve.
It's been a bit of a slog up till now as loot drops haven't been the best and some encounters have been a bit tougher than normal. However looks like loot may be starting to get a bit better and as more Bloodstone Crystals are found I'll look to do a bit more crafting. While it was tempting to craft something for one of the other party members felt Kincaid was most in need of buff currently with the way enemies target in EP1 and what we know we'll be facing. Despite the mostly lackluster loot to this point and gold being a bit tight currently the party has performed well enough so far and look to be developing nicely over all.
Please feel free to post comments and questions about party and my strategies here in this thread.