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Blades of Vanatar

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Everything posted by Blades of Vanatar

  1. Created a Meadow Folk Monk. Playing on Hard. I will create 5 more adventurers. Not looking to change race as I want a Human Robe wearer as my Watcher. Looking for advice as how to build a melee Monk in my frontline. Looks like he will be DPSish since I DON'T want to wear armors beyond Robes, for a RP feel. I haven't been using Monks. Supporting cast will be... also not changing them. Looking for advice on how to build a DPS Monk considering the Per change to Accuracy. Earth Godlike Pally - Sword And Board Earth Godlike Barbarian - Reach weapon Island Aumua Wizard - CC and Warbow Savannah Folk Priest of Berath - Healer and Mace and Shield Pale Elf Druid Lion Shifter specializing in Shock damage Thanks!
  2. When recently tackling The final fight in Caed Nua with a 6 man team on Hard, after making the deal with the Dragon Hunter and using her newly granted ability on the Dragon, my cipher hit a shaman a few times then used his focus to keep the dragon paralyzed for the rest of the fight?! Is that a bug? A level 2 ability locking up a boss for most of a fight? Basically my Cipher and Melee Rogue took him out. It was rather dissappointing.
  3. So if I am using a 1-hander should I use the shield as well? Does using a shield eliminate the 1-hand style acc bonus? Shields already decrease your acc and since I was trying to use lighter armor, will mo shield make melee to tough to survive for a Priest?
  4. That makes sense. I was thinking dual wield to cause more damage and status effects but it will weaken me defensively. W&S may be the way to go.
  5. Already completed Hard setting with Druid as PC shifter. He did just fine in that role with support casting when needed, ex. Boss fights. He only struggled in a few battles. Plus i enjoy the various shifting looks. Stag was badass!
  6. Starting a New game on Hard setting. PC is a Priest of Eothas who will melee/DPS. Dual wielding flails. Looking for build recommendations for taking Thaos 1 on 1 while my party fends of his "friends". My plan.... Meadow Folk Mig 13 Con 11 Dex 13 Per 12 Int 16 Res 12 Opening talent +10 Accuracy to mace/flails. Two weapon fighting. WF: Adventurer for flail bonus. Light to medium Armour for speed, no heavy armours in case of spell casting needs arise. Lots of stat bonus equipment. To increase melee durability. Buffs will center on PC to help his Acc, Dam, Crit chances, DR, Deflection, etc... Supporting cast of... Meadow Folk Barbarian dual wielding battle axe/sword for more weapon choices Savannah Folk Druid Bear Shifter with shock wild strike specializing in lightning magic 2 Wood Elf Rangers with beefed up DR Bears Island Folk Wizard for CC For most encounters Bears and Werebear Druid will draw Aggro while Wizard disables, both Rangers single target destroy spellcasters and PC and Barb cut into the foe as the second and decisive wave. Issues will arise in big enemy fights like Adra Dragon, Ogre bounty, etc.... But I think with some good equipment/spell combos I can overcome them. But a strategy for Thaos is looking bleak. Any suggestions for slaying him with my priest?
  7. I was purposely not kiting. I find settings that require cheese like kiting or mods that make an encounter so difficult that it requires kiting to be No Fun.
  8. My party is level 5 and though I have yet to deal with Raederic's machinations, we have entered level 8 in Caed Nua.The ogres were fun as we Hit them head on, no kiting them away from the others.
  9. I have been playing on the Hard Setting. I am noticing that dumping stats doesn't seem necessary. Looking at the in game NPCs, they are definitely not created to min/max standards and yet they serve just fine in Hard Mode. My current party has no in game NPCs, instead I am using my PC and 5 hired adventurers. My PC is a Fire Godlike Fighter with the below starting stats. Might - 16 Dex - 14 Con - 12 Per - 13 Int - 10 Res - 14 Also using Island Amuana Pally kind Wayfarer who likes to Sword & Board in her spare time, a Pale Elf Rogue who keeps in the shadows due to his complexion and double Stiletto backstabs, a Warbow wielding Meadow Folk Cipher, a Dwarf Priestess of Eothas with Morning Star and a Savannah Folk Wizard for CC. All with balanced stats for the most part. Only my Wizard had a 18 starting stat. Is this style party viable in PotD?
  10. I don't agree. Tolkien's world was vast and diverse. Take a peak at a Middle-Earth Rolemater setting.
  11. All choices are viable. Wizard will help you dominate the late game. Rogue can be ranged or melee built. Ranger is fun. Cipher was not my cup of tea, neither was Chanter.
  12. I am playing with a quasi-frontline Fire Godlike Rogue. He is definitely holding his own. 14s in Per, Res, Mig and Con. 15 Dex. Dumped Int. Dual wielding Swords. Playing on Hard. Eder is my only other Frontliner, supported by Sagani's wolf. My Rogue had enough staying power to keep alive in the Ogre BH cave.
  13. Raedric was a breeze. I'm really liking this party. Now at level 8. Barb using hatches dualled has turned out to be a rather nice balance for his role in the party. The extra Def allows for a little extra staying power in case he gets swamped. But its the Rangers that are carrying the day. At mid levels and I am still shifting in tough battles. It turns tide more often than not. I truly love this game. Party builds are so flexible and every class can be played in different ways. Warrior Mages and Priests, Ranged Pallys, Armored Monks. Awesomeness.
  14. Awesome, thank you I used Stag. Started battles with 1st level lightning spell that affects enemies only, sometimes 2 of them, then shift and enter melee as the 2nd wave. I choose the talent to cause burn damage when shifted and engaged the enemy flank. Then used carnage, the Stag ability. It's effective in Hard. It was effective in chapter 3. I will never play PotD. Can't comment on it. Starting stats were as listed below. Mainly to keep a little melee sustainability when shifting runs out. Even on Hard most combos will get you through the game. Might - 14 Dex- 10 Con - 10 Per - 14 Int - 16 Res - 14
  15. I beat the game on Hard with Druid PC. Though I melee'd alot using Shifting, i found the lightning spells to be most effective at softening up my foes. But I never build for boss type fights as I find that makes the rest of the game unenjoyable.
  16. Playing on hard, my Barby supports my Fig & Pally sufficiently. Duel-wielding Sabres or using a Two-Hander depending on the foes. He is a Moon Godlike. High Might, Dex and Int. Supported by Druid(PC), Cleric and Ranger with Bear. he is always the 4th combatant to enter melee, the 2nd Wave. He is truly my most potent damage dealer.
  17. The plan for the Barb is DPS all the way. The ACs dont necessarily need to "tank" long i think. My arrow volleys followed up with AoE should destroy some of the opposition. By then with 3 ACs added to my Barb, more volley fire and either more AoE or Shifted druids, i think most fights should be a breeze as i should have greater numbers. My 1st true test will be Raedric. Will see... thanks for the feedback!
  18. That is my main worry as well. How do I tank with a Ranger? Or a Barbarian? I was looking to utilize light armory only.
  19. The team... All Wood Elves PC - Barbarian - Dual Wield Hatchet Ranger with Bear - Warbow Ranger with Lion - Warbow Ranger with Stag - Warbow Druid - Boar - Spear and Shield Druid - Wolf - Quaterstaff The plan is to have the ACs draw aggro as the Rangers unleash their volleys. The Druids fire off AoEs for 1-2 rounds, then shift to support the ACs. The Barbarian wades in as Damage Master, supporting ACs, off-tanking. I am thinking of making all Bear ACs but I like the idea of mixing them up, if only to add a little more flair to the team.
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