matrim
Star Hero
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Posts: 708
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Post by matrim on Mar 24, 2017 14:57:35 GMT -5
johndramey Great group, lots of defense. The only hole I can see in it is accuracy. Maybe some Flanking Unity or items. The new crafting system can definitely fill the gaps, thinking particularly of the Underforge and the Krete in the swamp afterwards. If you don't have something to improve accuracy or hit their defenses hard then they are nigh invincible.
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Post by En1gma on Mar 25, 2017 11:21:15 GMT -5
The only issue I can see is damage output. DS and Pinning should be enough to handle accuracy until later in the game.
Without Strickening, Ash, or Energy Storm, you'll be relying solely on Punishing Blades for Armor redux, meaning a split Kincaid and Selen team struggles to deal single target damage against hardened enemies. Lightning Spear will help, but for the front line, I see issues.
Selen would work with bow and 1AP, but she'll need heavy investment into Punishing Blades, as well as Dance of Shadows to keep her mobile and doinking armor. Kincaid will work, but keep a 2AP version of both his weapons at hand for tougher targets.
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Post by wascalwywabbit on Mar 25, 2017 17:31:17 GMT -5
johndrameyYour group looks pretty good... I don't know your tactical style though. Are you stealth leading? If so how come no DoS? Combining matrim and En1gma advice together... Give Vincent TB? FU could replace FB if you want better party acc and damage at the expense of Kincaid's personal levels of those. DoS would help damage and stealth + mp but you'd sacrifice something...
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Post by havnor on May 3, 2017 5:20:06 GMT -5
Is Firestorm and Banishment combo playable (of course nightmare difficult) ? it means almost no support and almost no healing... But it is like two nukes...
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Post by xdesperado on May 3, 2017 18:08:42 GMT -5
Is Firestorm and Banishment combo playable (of course nightmare difficult) ? it means almost no support and almost no healing... But it is like two nukes... Yes it's playable and you can still provide plenty of other Buff/Debuff and healing support. That's short answer lol. Big thing for any party is simply deciding what your going to focus your talents on and not be tempted into spreading yourself to thin. If you plan to make those two talents the main offense for KJ and Kyera then put little or no points into other offensive talents. On the other hand if you see them as just something to help you clear trash mobs faster than perhaps keep them at lower levels or even think about if other offensive options might be better choices.
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Post by shadowcatx on May 20, 2017 11:14:52 GMT -5
I was hoping to get some early game suggestions for a solid group. I am new to the game, I played it up to level 10, and started having a problem, so I thought I would ask for some advice.
My main issue is that the cleric seemed seriously unimpressive. The healing was great, but if I didn't need healing and if I had autobuffed, I would often just pass with her at full action points. This makes me think I would probably prefer the paladin as another front liner, and I did purchase her (and am open to purchasing the rest of the characters). But truth is I have no idea how to build either character.
I think my second problem was my rogue. I didn't quite understand the traps and treasure chests in the game and so I had invested numerous points into security and unlocking chests and less in combat (though she was holding her own).
My preferred play style is, well, to be perfectly honest it is winning so tips I can get as to what play styles are well supported would be helpful as well. I have read the thread about defense, AP reduction, etc.
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Post by En1gma on May 21, 2017 6:49:16 GMT -5
If I get some time tonight I'd be happy to help point you in the right direction. I'm the meantime, search this thread for Holy Rollers, Iron Curtain, Electrickening, and if I can I'll think of more. There are dozens of builds in this thread if you don't mind going through 79 pages of it
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Post by wascalwywabbit on May 21, 2017 11:24:30 GMT -5
I was hoping to get some early game suggestions for a solid group. I am new to the game, I played it up to level 10, and started having a problem, so I thought I would ask for some advice. My main issue is that the cleric seemed seriously unimpressive. The healing was great, but if I didn't need healing and if I had autobuffed, I would often just pass with her at full action points. This makes me think I would probably prefer the paladin as another front liner, and I did purchase her (and am open to purchasing the rest of the characters). But truth is I have no idea how to build either character. I think my second problem was my rogue. I didn't quite understand the traps and treasure chests in the game and so I had invested numerous points into security and unlocking chests and less in combat (though she was holding her own). My preferred play style is, well, to be perfectly honest it is winning so tips I can get as to what play styles are well supported would be helpful as well. I have read the thread about defense, AP reduction, etc. Needing levels past 1 in pick locks was never implemented and is now completely dead afaik. Security is still useful if you're having a hard time spotting the traps for using masterful disarm. Are you dropping ethereal anguish on enemies? It can really help even at lvl 1. choking ash, torrent of steel and ethereal anguish are some great ways to make sure you're hitting enemies cursed with them reliably and effectively. EA and ToS also take away enemy actions which is great for reducing damage taken by the party.
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Post by shadowcatx on May 22, 2017 7:05:07 GMT -5
Needing levels past 1 in pick locks was never implemented and is now completely dead afaik. Security is still useful if you're having a hard time spotting the traps for using masterful disarm. Are you dropping ethereal anguish on enemies? It can really help even at lvl 1. choking ash, torrent of steel and ethereal anguish are some great ways to make sure you're hitting enemies cursed with them reliably and effectively. EA and ToS also take away enemy actions which is great for reducing damage taken by the party. I was under the assumption that enemies got 7 AP like players, so I wasn't. Now that I have seen that isn't the case I have remade my team and am running around cursing things like a mad man. Makes sense why the other thread said AP reduction is important.(I also kind of assumed it was more of a high level thing.) I do have another question, who is generally the off tank, the thief or the cleric? I went with the duelist as my fighter this time so I am guessing it will be the thief for dexterity synergies. Also, is the duelist usually ran with throwing knives or dual wielding?
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Post by En1gma on May 22, 2017 8:13:35 GMT -5
Kincaid is in many ways one of the best tanks in the game. He gets some of the best defensive buffs in the game and he can push his Dodge/Parry values extremely high. Sure Parry 4 is the first good sweet spot, then I usually go into Cunning Footwork. If you're interested in running him with Throwing Knives, I wrote this guide a while back. It may be in need of an update but it should be more than enough to help you understand how and when to use them. startradersrpg.proboards.com/thread/11106/en1gmas-guide-throwing-knives
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Post by fallen on May 22, 2017 9:07:21 GMT -5
I do have another question, who is generally the off tank, the thief or the cleric? I went with the duelist as my fighter this time so I am guessing it will be the thief for dexterity synergies. Here is a thread on building successful teams that includes a section on the off-tank in the first post: startradersrpg.proboards.com/thread/10604/adoda-building-teams-distance?page=1Good reading. Enemies use a simpler AP scheme in which any attack or Talent requires 1 AP. Therefore, most enemies have 1-4 AP and a separate pool of MP.
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Post by shadowcatx on May 22, 2017 9:48:27 GMT -5
I do have another question, who is generally the off tank, the thief or the cleric? I went with the duelist as my fighter this time so I am guessing it will be the thief for dexterity synergies. Here is a thread on building successful teams that includes a section on the off-tank in the first post: startradersrpg.proboards.com/thread/10604/adoda-building-teams-distance?page=1Good reading. Enemies use a simpler AP scheme in which any attack or Talent requires 1 AP. Therefore, most enemies have 1-4 AP and a separate pool of MP. I've read that post, which is why I asked who is generally recommended as the off tank.
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Post by shadowcatx on May 22, 2017 9:53:04 GMT -5
Kincaid is in many ways one of the best tanks in the game. He gets some of the best defensive buffs in the game and he can push his Dodge/Parry values extremely high. Sure Parry 4 is the first good sweet spot, then I usually go into Cunning Footwork. If you're interested in running him with Throwing Knives, I wrote this guide a while back. It may be in need of an update but it should be more than enough to help you understand how and when to use them. startradersrpg.proboards.com/thread/11106/en1gmas-guide-throwing-knivesOops. I think I went with footwork first. I've kind of spread his points around so that might have been a mistake. I'll re-focus on getting Parry up to 4. ETA: And thanks for the link to the guide, I think with how much work it looks like goes into throwing knives I'll just dual wield for now, and maybe try that some day in the future.
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Post by En1gma on May 22, 2017 11:03:44 GMT -5
As for the off-tanks; Selen, Fyona, Kyera, in that order. Selen is untouchable with Quicksilver Defense, Fyona has amazing buffs and can hold her own once she is setup to do so. Kyera is a capable striker and with enough defensive gear (HP and Armor in particular) she can hang in there enough to see you through.
Footwork first is perfectly viable, you just need be careful not to let him get overwhelmed.
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Post by wascalwywabbit on May 22, 2017 11:17:08 GMT -5
The more you remove enemy armor and magic res, the more mundane and magic damage you add to your characters, the more you can go 1ap weapons for extra attacks.
Duel wield or high ap weapons is particularly good vs the high armor targets, especially when you don't have magical damage to overcome res.
Throwing knives make nice weapons with a bit of range, AoE and the talents come with nice debuffs for relatively little sp use. They lack defense, so pair well with a strong parrying blade in the case of Kincaid.
The cleric with shield off-tanks melee better in my experience, the thief raising dodge high enough can off-tank ranged attacks a bit. Definitely get warders shield up for your team to reduce damage.
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