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DynEira

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About DynEira

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  1. I've had fun running a party where there is a Paladin(Fire Godlike)/Fighter(Moon Godlike) front line tank/off tank. A druid and mage support hiding behind them with big guns. Then having a Rogue and Monk running round on their own and being fast and taking down backline squishies by working in a team. Works on PotD too.
  2. I have a question, to hijack this thread (I think it will help OP though) at what point is a character considered tanky? I see a lot of builds use low con with high int. Are they relying on Str & Class skills to kill quickly and supplement the tanky stats? At what point does Res go from not tanky to tanky?
  3. Ran in to something annoying - snuck my way up to Raedric's roof and found the hidden box and there was no ring of searing flames but a jolting touch scroll in the box. Was going to use that for some early power.
  4. Considering we know Eder, Pallegina and Aloth are going over to the next game I'm working out a fun party to take in to the next game with me and recently I've become infatuated with the desire to build a more offensive dual wielding Paladin. The set up would be two three man teams. Eder an Pallegina protecting Aloth and my MC with two druids either side of him. I'm figuring my stats for the main chracter to be: S 18 C 8 D 14 P 13 I 11 R 14 With a focus on smashing stuff in the face with Righteous Flames. Could I have recommendations for the first 8 odd levels? And what would be good/tanky support Druids to flank this guy? Thank you!
  5. I don't think race matters too much but you could do: Max Str/Dex/Per Leave Con as is Dump Int Steal a few points from Res There's an early cloak that can cover some weaknesses in defenses as you are going to pick up aggro. I've been playing a few PotD playthroughs with different set ups. One is a monk/rogue tag team with two tanks for charging into battle and drawing aggro. Scout ahead and have your tanks go in to draw early attention and then flank with the rogue/monk to do major damage and finish off back row casters/archers etc. then swoop in on to the big melees and help your tanks finish the fight. For harder fights just have them stay out of the way in stealth and strategically place your party at a door way with your rogue behind enemy lines and then start the fight and flank in on an enemy spell caster and use escape to get behind the door way if the fight is too much or the shadowing skill to break aggro and take a breather. My other duo is rogue/ranger. The rangers crippling shots are good juju for a rogue to get in behind on. The rest of your team could be two tanks/healer/spell caster that you could mostly leave to themselves with proper aggro management and a careful eye. Other potential duo work is a cipher/rogue. The Cipher can look after the rogue using paralysis skills/eye strike/the mental push off an ally one and can be a fun pairing. I like to use escape to engage on backline enemies. This the kind of advice you're looking for? My main crew is a Rogue PC and then all customs from the inn monk/pally/fighter/cipher/druid and I've had a few challenging fights due to my inexperience but you can usually come in a level later and wreck that same fight so it's all good. EDIT: I realize my stuff may not be optimal but it is fun and it is working for me on a PotD playthrough so far. This is my first Crpg since neverwinter nights all those years ago and I only have 100 hours in but I do believe it has more of a spirit of fun that is what OP is looking for
  6. The 3 skeletons are usually good for soaking up aggro and I think at level 4 you can have them near permanently up. The spirit can usually be placed straight on top of a spell caster and solo it.
  7. That's great! Two other question then! Would it be worth doing quick upgrades early on. Adding fine/elemental weaknesses & creature specific bonuses to weapons as soon as you can to eek out advantages? Would a higher DR medium armour or a lower DR heavy armour be worth it or as it is a solo run just do full heavy DR armours? Thanks so much for answering my questions, very much appreciated and I love the theory crafting as it really helps me understand specific things better.
  8. Don't go low Mi with a cipher cause Echo. I'd rather lower Con and put it in Mi at least as soon as you have access to Botanic Garden and Creature parts in your stronghold chest and can craft unlimited Vital essence potions. 14 Might with 12 Con? I was fairly worried about survivability in fights as I often find no matter how high my defenses are I'm going to be taking hits and I figured the more shots I could take the more room for beating the fight I had.
  9. Any feedback on my initial Druid build? Was also thinking of a Cipher with M: 10 C: 16 D: 11 P: 15 I: 16 R: 10 Using door ways to my advantage with a shield and rapier build to build up focus and possess/charm enemy mobs to take the pressure off my Cipher and then bouncing defensive things off him on to the enemy with CC. Early 4 points in lore and mechanics and then investing in to survival/athletics as I can to earn good stats for healing. Early upgrading some high end medium armour to fine stats and taking the sword and shield style + rapier proficiency to ensure extra accuracy and consistent focus income. Feedback would be appreciated!
  10. I don't know how viable this is but I am still looking to take up the challenge myself. I was wondering about a druid pale elf with the boar or stag spiritshift Mig 12 Con 14 Dex 10 Per 14 Int 14 Res 14 Sword and Shield Style Veterans Recovery Interrupting blows Body Control as preferred talents. Scrolls and foods and plenty of back tracking to rest as possible. Curious how everyone would think I would do? How would I go about defeating all of those damn phantoms/wisps in Caed Nua? Is most of Act 1 spent sneaking past various places and just earning cheap ways to get exp (new maps/locations/easy/entering&exiting dungeons quests and low level mob groups)
  11. So just to confirm then (I did a double thick lol) Endurance with 10 con is 48 and with 11 it is 50?
  12. Hi again, I'm a bit thick so I thought I'd throw this here but I'm making myself a little spreadhseet to work out in game attributes in Excel. I quite like maths but don't often get a chance to practice it or be good at it or whatever. Anywho my question would be as follows... Have I got this right: Con = 10 Barbarian = 16 endurance p/l Level 1 starting endurance: 48 as it would be 16 * (1+2) Level 1 starting health: 48*6 I'm working this out in excel so to factor in the constitution bonus I've got Con-10+5 Level 1 starting endurance: 16 * (level + 2) * ( CBONUS % + 1) If so I can do the rest of my sheet and have some fun with it. Thank you! EDIT: Playing around with it, I got it all wrong. Admin & Excel skills going badly wrong.
  13. You guys went out of your way to derail my thread and not really help me with early game strategy/how to play This makes me a fair bit sad so I gave up and just made a custom party I'd find fun.
  14. Thanks for the information, Jojobobo. Yeah I was going to go dual characters because boss fights like Raedric's hall tend to overwhelm with tanky mobs and I don't know if I have the ability as a player to full on solo run. I guess if there are only two characters being used I could also go for a Monk/Rogue and while it would take intense management during difficult fights I would be able to cause a LOT of mayhem in fights? A monk attracting the attention and flooring people with his abilities would free my rogue up to attack a little more allowing me to go lighter on con and have a higher dex for 1vs1 duels? My reason for escape is I just really like it, haha. And thanks for the answers so far. I know I sound like I'm fairly ignorant but it's been a task finding reliable information via google that doesn't date back to 2015! So I really appreciate the information that's been provided so far.
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