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Post by achilles73 on Dec 15, 2016 11:42:36 GMT -5
Goddamn, if Kincaid could disarm traps and open locks, he'd be leading. Selen is too fragile for now
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Post by wascalwywabbit on Dec 15, 2016 14:11:13 GMT -5
Goddamn, if Kincaid could disarm traps and open locks, he'd be leading. Selen is too fragile for now QsD + dodge gear should have her nigh untouched by this area... Double check your gear, maybe?
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Post by wascalwywabbit on Dec 15, 2016 14:13:21 GMT -5
Banishment should be sufficient, but since you can only start it in E2, you could consider a Respec to put any points from Retribution into it, then focus on buffing/Anguish if that's what you were thinking. Where and how do I respec? You should be able at leveling camps/inns.
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Post by wascalwywabbit on Dec 15, 2016 14:16:17 GMT -5
One more on Kyera: Tap Dancers set-up levels both Holy Retribution and Banishment. Is there a reason to level both? Banishment does about the same damage but is an AoE (so more total damage), and it is about the same cost? Main reason would be ap use 3 vs 4, so HR is better for single targets since it can be used twice a turn.
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Post by achilles73 on Dec 15, 2016 14:23:59 GMT -5
Goddamn, if Kincaid could disarm traps and open locks, he'd be leading. Selen is too fragile for now QsD + dodge gear should have her nigh untouched by this area... Double check your gear, maybe? She doesn't have much dodge or defense gear. It's all SP drain. Let me re-equip
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Post by achilles73 on Dec 15, 2016 14:24:25 GMT -5
One more on Kyera: Tap Dancers set-up levels both Holy Retribution and Banishment. Is there a reason to level both? Banishment does about the same damage but is an AoE (so more total damage), and it is about the same cost? Main reason would be ap use 3 vs 4, so HR is better for single targets since it can be used twice a turn. I just noticed it; so I may keep leveling both for a while.
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Post by achilles73 on Dec 15, 2016 14:27:00 GMT -5
Also, can someone answer these questions I asked earlier? "Some remaining questions: When will I start seeing the re-animating mobs, and what exactly are they called? I am terrified of them, because I've read so much about them. Also, what is the best way to kill them? Nuke from afar? Also, is it worth leveling Selen's ranged capacity? There are too many turns where the mobs are coming only from one direction of a narrow corridor, and Kincaid is the only one in a position to melee (and he's basically God as a tank). So Selen spends too much time sitting on her arse and not doing anything. On the other hand, I am a bit wary of spreading her too thin." Read more: startradersrpg.proboards.com/thread/7464/group-build-feedback-advice-thread?page=63#ixzz4Sw801ZFC
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Post by En1gma on Dec 15, 2016 15:10:45 GMT -5
The earliest spawn mob is in the Forges under Brunehorn, IIRC. Best way to take them down is first. Left unchecked, they will easily overpower you with sheer numbers and curses that leave you weak. They make every fight that much longer, because the mobs they spawn don't die when the caster does. They also have a habit of closing off lanes of passage, meaning you need to kill their summons before you can face them directly. Most effective tactic? First and foremost is AP cursing. Next is either close distance and start bringing them down, or nuke from afar. They must always be priority, as they will win by attrition.
I always run Selen as dual range curser. PS 5 and Quicksilver Defense makes her able to reach out and hurt, while holding her own in melee combat. Later on, in my E3 game, I have her with Punishing 6 and Pinning Shot 6 (on its way to 8), and I use her as a setup for the big damage dealers.
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Post by achilles73 on Dec 15, 2016 15:18:38 GMT -5
The earliest spawn mob is in the Forges under Brunehorn, IIRC. Best way to take them down is first. Left unchecked, they will easily overpower you with sheer numbers and curses that leave you weak. They make every fight that much longer, because the mobs they spawn don't die when the caster does. They also have a habit of closing off lanes of passage, meaning you need to kill their summons before you can face them directly. Most effective tactic? First and foremost is AP cursing. Next is either close distance and start bringing them down, or nuke from afar. They must always be priority, as they will win by attrition. I always run Selen as dual range curser. PS 5 and Quicksilver Defense makes her able to reach out and hurt, while holding her own in melee combat. Later on, in my E3 game, I have her with Punishing 6 and Pinning Shot 6 (on its way to 8), and I use her as a setup for the big damage dealers. Hmmm, perhaps I should've gone Pinning Shot on Selen afterall then. Brunehorn is near me, right? Episode 2, at level 19. I died again. I forgot to heal the duelist
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Post by wascalwywabbit on Dec 15, 2016 15:38:23 GMT -5
The earliest spawn mob is in the Forges under Brunehorn, IIRC. Best way to take them down is first. Left unchecked, they will easily overpower you with sheer numbers and curses that leave you weak. They make every fight that much longer, because the mobs they spawn don't die when the caster does. They also have a habit of closing off lanes of passage, meaning you need to kill their summons before you can face them directly. Most effective tactic? First and foremost is AP cursing. Next is either close distance and start bringing them down, or nuke from afar. They must always be priority, as they will win by attrition. I always run Selen as dual range curser. PS 5 and Quicksilver Defense makes her able to reach out and hurt, while holding her own in melee combat. Later on, in my E3 game, I have her with Punishing 6 and Pinning Shot 6 (on its way to 8), and I use her as a setup for the big damage dealers. Hmmm, perhaps I should've gone Pinning Shot on Selen afterall then. Brunehorn is near me, right? Episode 2, at level 19. I died again. I forgot to heoal the duelist PS is good since it gives team acc boost by cursing dodge/parry, defense boost by another ap curse, all while doing AoE damage at range on all counts. However, to me Selen's bread and butter is melee with QsD, PB, DoS etc. 1ap weapons plus high mp are almost like having range and AoE at times, plus knocking armor and dmg is pretty cool. Tam is just more fun for range for me, ToS and RO with DI in particular. When Steel and Shadow is redone I'm sure there will be a lot of new party synergies fun for experimentalists like me.
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Post by achilles73 on Dec 15, 2016 17:00:11 GMT -5
Hmmm, perhaps I should've gone Pinning Shot on Selen afterall then. Brunehorn is near me, right? Episode 2, at level 19. I died again. I forgot to heoal the duelist PS is good since it gives team acc boost by cursing dodge/parry, defense boost by another ap curse, all while doing AoE damage at range on all counts. However, to me Selen's bread and butter is melee with QsD, PB, DoS etc. 1ap weapons plus high mp are almost like having range and AoE at times, plus knocking armor and dmg is pretty cool. Tam is just more fun for range for me, ToS and RO with DI in particular. When Steel and Shadow is redone I'm sure there will be a lot of new party synergies fun for experimentalists like me. Ok, I see your point about defensive curses. Two more deaths at clearing out Kretes at level 19. This time both were legitimate - not pushing the wrong button or forgetting something. Basically, the Krete ranged guys hit way too hard and can kill back row casters in 3 shots if I push them forward too far.
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Post by achilles73 on Dec 15, 2016 17:00:59 GMT -5
By the way, are Kretes just tougher than most opponents I will see - or are they signs of things to come? Getting a bit discouraged.
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Post by wascalwywabbit on Dec 15, 2016 17:04:24 GMT -5
By the way, are Kretes just tougher than most opponents I will see - or are they signs of things to come? Getting a bit discouraged. Krete archers in particular are known to be deadly. There are some ep.2 scaling issues some of the game's top ironmanners reported that make matters worse. The devs are investigating Matrim's and Phaze's claims.
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Post by En1gma on Dec 15, 2016 17:17:46 GMT -5
The best part about this game is the chance to go back and try things differently. The story is just too good to let a few deaths get in the way, so just enjoy the ride, and if you think your group isn't going to cut it, go back to the drawing board and try something new.
Gallows was meant to be a safe, slow build, for experienced players. It was also meant to scale up for difficulties, so the build would work as intended on higher difficulties. It requires strict attention to placement, movement, and tactical strikes to see the day. The prescribed build for Selen is a very offensive one, and until later on she remains deadly, but fairly fragile.
Krete require completely different tactics, and often the best way to handle them is to let them move up on you first after you retreat to an area easily defended with ways to block their line of sight.
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Post by En1gma on Dec 15, 2016 17:19:16 GMT -5
What would help us pinpoint issues here would be a write-up containing skill/attribute/talent levels for your group, along with gear, if you have time.
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