Trying to figure out how to just approach exploration. I’ve put hours in, and furthest I’ve gotten is mid ep2. The way I’m scouting/ exploring is not working now, even with several different strategies that I don’t think ppl need to read with a wall o text. Do teams scout glommed or unglommed? Do they lead with a tank or a scout to determine deployment/ response? If they constantly run with sl1, how do they respond to a Danger message when multiple possible enemy attack paths are possible, knowing that a wrong move will trigger the encounter? All I get is Danger. Is it supposed to give some directional/ contextual info?
again, probably a “duh” question and I’m sure I’ll get “do what you prefer” answers but I’m adaptable.Played other srpgs before but this one is kicking my teeth in
Last Edit: Feb 7, 2021 9:43:53 GMT -5 by sircedric
1) always Glom when moving. Otherwise your team will be too spread out and highly at risk. 2) You must decide -- build up a stealth character to lead and get first turn OR build up a tank to lead and let the enemy take the first shot. 3) If you are struggling to get enemy direction, use the thief/rogue farsight abilities.
Thank you for the quick replies. Fallen, I use sly look. So if I have the party glommed, selen is in slot 1, detects danger. I then advance as a unit, trigger the attack, and if selen makes her stealth roll, I get first move when the enemy is revealed and I become unglommed. Sly look doesn’t necessarily reveal where the enemy is, just that there is danger ahead. The main advantage is I can come unglommed beforehand and arrange the party, correct?
If so, I need to be spamming SL fairly often then to make sure I’m prepared, right?
I apologize for these basic questions. I literally have had a brain injury and some of the simplest things are hard for me to grasp now
Post by drspendlove on Feb 7, 2021 17:42:47 GMT -5
You've got the gist of it. There's also the advantage of being able to kill 1+ of them before they even get their turn. The biggest advantage is stripping their AP on the first turn (and/or accuracy) so your tank isn't getting demolished straight away.
You'll want to use the SlyLook/FarSight talent to open up the blackness in front/around you before you go barrelling into trouble. You'll also want to lead with Tam/Selen once you can get her stealth up a little. I always try to get their stealth up into double digits as fast as possible. Usually you can do it with gear/armor and choosing an early level or 2 of her "stealth/movement" skill. Blacknight for Tam, for instance. NEVER neglect your stealth number if you're trying not to die. I usually try and keep it about 4 or 5 points above my current level until I get into the 20's and then try to keep it at least at my same level thereafter.
So, in answer to your question. The main benefit of using SlyLook (I usually take it to at least 3....not right away, but at some point) is that when you trigger the battle, you can see where the enemies are. Once you win the stealth roll, you can then move your people and either attack high-priority targets first, or make sure you get them set up in a way to protect yourself, preferably both. Yes, you want to use it very regularly to see the lay of the land around you. Even in you trigger a battle without using it first, its probably still a good idea to use it immediately so you know what you're dealing with.
Post by the lost one on Apr 5, 2021 17:53:09 GMT -5
Also remember you get refunded the AP used for far sight once you win a stealth roll. Personally, I like to lead with Tam, win the encounter roll, and then spam far sight to open up all the blackness around me so that I can reveal all enemies. This way I know who to kill first and also it doesnt waste AP because the stealth check was successful.