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Post by En1gma on Oct 22, 2014 22:17:19 GMT -5
CdrPlatypus- The more I think about it, I do think DS would work for this build. I put points into Sure Parry and LbtB, but the points in LbtB could be used for both LbtB and DS. Level 14 I have 2 points banked still, so Kincaid would have DS 2, LbtB 4, and Parry 4. Using Vrotta blade, he still has low(er) but consistent damage- I'm hitting around 45 consistently when I had the Hilted Dagger, so drop that to 35-40. The main thing for Selen is QsD, she might be out cursing things, or needs to stand on the frontline, so the QsD makes her crazy hard to hit... Plus, DS acts as a lightning rod for Energy Storm, and other attacks.... I use 1ap throwing knives, but you could use 2ap if you need the penetration, but if you use TB on Vincent, the 1ap might be enough to get through consistently.
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Post by CdrPlatypus on Oct 22, 2014 22:25:53 GMT -5
En1gma I carry two gear sets for some characters on nightmare that may work here. A set of 1ap and a set of 2ap throwing knives For Kincaid. Kind of like I like to carry a one handed hammer and shield for Fyona as my default equip for safety, but I carry a two-handed hammer to swap out to when something really needs a beating.
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Post by En1gma on Oct 22, 2014 22:29:33 GMT -5
I really want to see this build work for NM... I wish I had the patience to go through it, but I think I've had enough new games for now... I'll be able to work Kinetic Energy through on normal, just bc I want to see the content past Riven Field
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Post by CdrPlatypus on Oct 22, 2014 22:40:56 GMT -5
Yeah. I'm working on a variation of your iron curtain build atm to try and get back on the ironman board after that Ill go back to the lightening team. My currant thoughts are Kincaid 2ap LB, 2ap TK, Selen is going to start dual 1ap, but move to a 3ap setup, Kyera is going lore to pump up heals so more talent points can go into warders shield early She'll be pure support myshanas, pb 1, sacrafice 2, everything else into warders sheild, Vincent is going to be energy storm, tb and 2 pts in flash freeze at some point
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Post by crimsonshadow on Oct 22, 2014 22:42:50 GMT -5
OK...I see a lot of people talk about switching out equipment on here. I have as of yet been loathe to try this thinking the cost in AP is not worth the benefit you get from changing mid-battle. Help me understand how this makes sense/works for those of you who do this on a regular basis... I am always looking for ways to improve/expand my parties' effectiveness.
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Post by CdrPlatypus on Oct 22, 2014 22:53:33 GMT -5
crimsonshadow 1st it depends on your build and what characters you are packing. I regularly Carry two sets for Fyona. 1-handed hammer and sheild is great against packs of trash. # attacks per turn and + parry. I swaap to a 2 handed hammer for boss fights and for annoying things with a lot of soak. Like the nordhall troll, giant ratkin, etc... A lore based Vraes (not using phalanx shield) can benefit from having a 1 handed and shield setup as well as a two handed weapon as well for pretty much the same reasons as fyona During the escape from redhill I switch Kincaid between dual wield 1ap lb and 1 1ap lb and 1ap TK if I don't have KJ Characters whose equipment you will never have a good reason to switch in battle IMO: Kyera, KJ, Vincent, Tamlin, and Selen Also you may carry two sets of weapons with you to switch out before battle. A walking around set designed for low ap max# of attacks to clear trash and then a High dmg High AP setup to change to before a boss fight.
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Post by fallen on Oct 22, 2014 22:54:47 GMT -5
crimsonshadow - I have never found a way to make it effective in combat. The AP cost is too high. But CdrPlatypus has the far better answer
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Post by CdrPlatypus on Oct 22, 2014 23:05:30 GMT -5
Re switching in battle I tend to use farsight/slylook a lot and usually win the stealth roll so If I see a good reason to switch or determine that I want to then I switch what I want to and then retreat all characters for the first turn. Most of the time it is before battle though because I already know whats coming in the game.
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Post by crimsonshadow on Oct 22, 2014 23:09:34 GMT -5
OK... Makes sense for knowing what is coming in advance and pre-equiping accordingly. I just can't see doing it mid-battle.
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Post by CdrPlatypus on Oct 22, 2014 23:13:38 GMT -5
An example of when I might switch mid battle is the 1st deathkin fight. There is a lot of trash I want to clear as quickly as possible. I play very aggressively so By the time the deathkin reappears and closes I've usually got most of the trash cleared. I will then take one turn to switch fyona to a two handed hammer just because I really like to hit the deathkin with it Or if I get a roll with a lot of Giant ratkins spawning, then I switch to it immediately first turn. Also when escaping the redhill dungeon with Kincaid and without KJ on nightmare difficulty I have to play very defensively in contrast. So if I get the orange spiders or an elite/heavy guard I peg it with the throwing knives, retreat 3 steps and switch back to dual wielding so that turn two I am dealing more dmg for less sp and have a higher parry. I do this because I know I cannot kill the hard target in one turn anyways without over extending my team. This is no longer an issue after you lvl up the first time and can set someone up as your designated curse bot.
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Post by fallen on Oct 22, 2014 23:15:45 GMT -5
An example of when I might switch mid battle is the 1st deathkin fight. There is a lot of trash I want to clear as quickly as possible. I play very aggressively so By the time the deathkin reappears and closes I've usually got most of the trash cleared. I will then take one turn to switch fyona to a two handed hammer just because I really like to hit the deathkin with it Or if I get a roll with a lot of Giant ratkins spawning, then I switch to it immediately first turn. Ok, I can see mid-battle, in a long-battle with a boss you want to make squishy with big damage.
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Post by CdrPlatypus on Oct 22, 2014 23:20:32 GMT -5
Suggestion for the warm cavern go in packing all 3ap setup unless you are doing the new energy storm+TB+holy-strickening build....god I hate those beetles
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Post by En1gma on Oct 23, 2014 20:52:27 GMT -5
So upon rereading the leveling tables, Kincaid will be getting two points leading up to level 18, so I'm thinking about spending the two I have banked... I just don't know if I should put them into Lunge like I had originally planned when I first started the group, or if I should start on Footwork.... I can still bank 2 points for SoS so I'm ok with spending the ones I have saved. Thoughts?
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Post by mrsarfa on Oct 24, 2014 11:17:35 GMT -5
En1gma, I started a new game on Brutal using your Kinetic Energy build idea. I just got to the first Waystation after escaping from the Red Hill dungeons, so it's time for me to do my first point allocation. I'll be using your original post about this group as a guide, but maybe splitting points between DS and LbtB, as recommended above. Do you have any tips on the order in which to raise talents/attributes? It's probably obvious to people that have spent more time playing the game, but I'm still a relative newbie, so any advice is appreciated. Thanks! I'll let you know how the group goes for me.
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Post by En1gma on Oct 24, 2014 13:54:27 GMT -5
mrsarfa- since there are no -parry talents, I went 50/50 dex/con and a few points into lore(?) to extend buffs relative to the skill. Kincaid went almost exclusively blades, as did Selen. Kincaid I would boost immediately to Sure Parry 4, then put a point or two into DS if you're using it. Then get LbtB up to 4, should make it by level 14... Selen I went with PB, then a point into Frenzied, then left Frenzied alone. I put a point into DoS for the move point, then started leveling up QsD and PB. PB needs to have a point every few levels or so, just to keep up with enemy armor. Don't level PB too fast, it is expensive and unnecessary to remove too much armor... Kyera is all lore, I put everything into Tears at first, once it got to 3/4 I dropped a point into WS. Once Sacrifice came available, I boosted it until it was level 2 then left it until after the Shaman. Her whole point is being able to fully heal both tanks in one turn, while also being able to give lathe amounts of SP back if nobody needs healing. Don't feel bad if she doesn't do much in a turn, I don't even bother using EA most of the time, as 3 EA1 equal 1 Sac3... Vincent is all sorcery and LS, Attributes can be spent how you think it's best, but I put a few into Int, a few into Con, however you feel is most effective, as all he really does is shock things. Keep in mind that once he maxes out LS, he will need to focus on something else, so plan accordingly- I'm dropping one point into Flash Freeze, then leveling up Frigid Air. Once that is high enough, he will likely train Eye of the Storm for added damage and overall effectiveness.
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