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About Carys

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    (1) Prestidigitator
  1. As someone who plays a lot of turn based, I've steered clear of Magran's challenge because it negated turn based largest advantage which is being able to take time and plan out things, especially spell placement. I do think it's more doable in turn based, but it's just not appealing to me.
  2. There are steam achievements, but I don't know if triple crown is one of them. I have 44 of 55, myself, and of the 11 I don't have, 5 are hidden. So, it could be one of those, and I just can't confirm. Or it could be like the god challenges, adding more difficulty or a tweak for more challenge without an achievement.
  3. I am a fan of both Fassina and Ydwin. Ydwin could be pure cipher in your group, since Maia can handle rogue things, or you could let Ydwin handle rogue things as she can be cipher/rogue, and you can get her basically as soon as you get to Nekataka. Mirke is also very easy to get, and she can be a lot of fun, too. I haven't done much with Konstanten. Rekke is solid, it can be annoying getting to him early game as you might get intercepted by high level ships.
  4. In my two skald runs - chanter/pally and chanter/fighter, I never once had the Watcher summon. My chants were damage ones, or sometimes CC. I was the main tank for both runs, and if I needed summons, I'd use a companion for them. I found it fun being the tip of the spear, swinging and blasting, and letting other party members be support.
  5. I prefer Maia as a geomancer, myself, as I tend to already have a rogue type, and I don't think you can ever have too many casters. Also, if you do have a pure caster, you can let Maia handle mage buffs and let the other caster nuke away.
  6. I personally prefer Skald for a melee chanter, since it builds phases via melee crits, and a melee chanter tends to generate lots of them. That said, I think any of the subclasses would work just fine for it, it's really a personal preference. I've done full playthroughs with Skald - Skald/fighter and Skald/pally and I've never had issues with phrase generation at all.
  7. Ydwin can also fill the rogue role, or play as pure cipher, and she's very cool to have around in BoW.
  8. I can't offer any insight on the first. I can offer a little on the second. In my first turn based playthrough, I ran with two geomancer (ranger/wiz). One was Maia, and her role was ranged damage naturally. The other was a custom adventurer who had the off-tank role. While ranger is not the same as monk, assuming you are planning on using the Shattered Pillar/Wiz as melee focused, I can offer some insights. First, wiz has a lot of free action buffs. That means on round one you can use almost every buff you have before - or even after - you make your attack. So, you should always have all the buffs of your choice. Now, you can buff pre-attack in RTwP, too, but there you lose attacks, in a way, while buffing. Second, you open up the easy use of short range and touch spells. While I rarely used those, when I did, they were effective. Third, nothing keeps you from staying back and nuking with powerful AoEs, and given monk's ways to improve Might and Int, they would pack a larger punch for you than they would for me with a Geomancer, and I never felt that AoEs lacked impact.
  9. I've had a lot of success and fun with both Bleakwalker/Skald and Fighter/Skald using 'Thrice she was wronged' and it's upgrade as the primary invocation and having a mix of situational chants as passives. I'd get the Ice and Tornado invocations, too, for when they were better options for a given fight, but Thrice she was wronged is strong the entire game.
  10. I do have CP :). I went with Trickster/Priest and so far it's been pretty fun. Casting more then rogueing, but Touch of Rot is just so good. Majhe Island was so smooth. I even took down both halves of Gorecci Street (on Veteran), and just melted the four guys on the porch. So, I haven't needed to stab yet. The rogue half feels good, though. I'm going to run with Xoti as SC Priest, with main role of buff/debuff/heal, Serafen as SC Cipher, and keep him flanked out in case of bad wild surges, Mirke as primary melee, and Fassina to double up on all the juicy corrode spells and their dots. It'll be a more caster heavy party then I tend to which should be fun. I do want to try out an offensive Helwalker/Priest though at some point. I also found out that lying to Clario about having the papers does not give you neg rep with Xoti. Every other lie on Majhe does, but not that one!
  11. That's a really interesting idea. Wizard doesn't actually add much to the build, as the priest bonus spells and the cool wiz spells for the concept overlap. I was thinking Helwalker, but I have to give the zealot idea more thought now. Maybe go with stealth and slight of hand and enable the pick pocket blessing to see if it's any good. Or stealth/mechanics and try using traps for once instead of just selling them.
  12. I'll have a party. Eventually, I'll do a solo run, but I like the companions. I also still need the 'make a companion hate you' acheivement, so I think I'll bring Xoti and Eder along to let them see end game Eothas, and make every 'religion sucks' comment I can to make Xoti angry, since I don't think the God of Everything Needs to Go Away would care if one of his Priests was saying 'Religion needs to go away.' So, I'm thinking Xoti as pure priest and let her handle buffs/heals, Eder as Swashbuckler, the Watcher as a hybrid melee/caster, Fassina (because I like her and she can be really effective at higher levels, even without evocation, and Maia (if I go RDC) or Serafen (if I go Pirate), with a ranged focus on whichever I go with. I might also go: Xoti, Eder, Aloth, Fassina for lots of ranged blasting/heals. As for the suggestions, and again thanks for them, it could be fun to play a wizard with the touch spells as I typically don't use those. I hadn't thought of ranger, but a wolf or bear companion would feel wintery thematic. I've never played a watcher monk, so Helwalker could be interesting too.
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