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dropko

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Everything posted by dropko

  1. This works: I was level 4 or something when I beat Maerwald. I was also having a hard time with my team, they just got nuked too quickly. Succeeded (accidentally) by having the spiders or whatever is around there to fight against him and they eventually killed him. At the time i still had Eder and Aloth (hiring was expensive and i already had full team) The issue with these builds in the forum is that they target an maximized end-character and how to optimally take benefit with specific items and all. The real story is that until that point (lvl 1-lvl 12/14/16) the character can be awful and squishy and not fun at all. Thankfully it can be respec'ed practically for free anytime so if you have someone that does not perform as you'd want at that point just change to something you feel is needed and re-spec again once whatever is needed for that benefit becomes available. For instance, some builds to work require a configuration that explores the potential of a given skill that only becomes available at level 8. Until then, that character will just not work. My 2 cents, I hope that was understandable.
  2. update: after a tough act I in terms of survivability, things are going much better in act II. team is around level 7 and I can now advance a lot before needing to rest to replenish spells and stuff. i have rarely deaths now and when i do I have means to prevent or revive members given the spell offer. the paladin was re-spec'ed to something stronger and more capable of damage by removing the Intelligence which I won't totally need until Sacred Immolation. chanter is still more of a tanky beast as i have now noticed that most of his abilities have accuracy vs will and i built him with low resolve. backliners do really well with min constitution and resolve. it's good to have the druid as a 3rd tank/dps with his strong wildstrike. still had no need for food or potions. priest is a REALLY good swiss-army-knive in my team. all things considered the game seems rewardingly more challenging now and i have pleasure in exploring and exploiting defenses to beat that save. much enjoyable and now almost playing it like with the naturality i did with Normal mode.
  3. the interaction that came after was really good, so... was worth it
  4. i can tell you the steps as i remember them. first time arrival at the elevator the lever was fixed with the crowbar/prybar immediately. then i went around the level to get the remaining stuff, including the dwarven lever. when i got there the remaining stuff was fixed and the elevator went up. never got to use the dwarven lever (and must be what the quest log is waiting for).
  5. here is mine, same issue: https://www.dropbox.com/s/p1k6mv6lpkcrpqu/ae516bfcec794468abd4617e689bfbf2%2027131732%20LuminescentCaves.savegame?dl=0
  6. i have the same issue. must be because i completed it using a prybar instead of the lever.
  7. I did just give Veteran's Recovery to both the Chanter and the Cipher. The Ancient Memory did not seem that good. At least until I have Beloved Spirits to stack. I feel sturdier. Next hurdle is the overall wasteful missing and grazing and a lack of more DPS. I mean, I have like 3 tanks at the moment. The Chanter barely hits with the Thunder thing and the Corpse explode only works after half of the fight. Eder and my Paladin do so little damage on their own. Druid and Wizard have very little usage of spells per rest so they only help on occasion with power. It's mostly the Cipher doing all the work more consistently. For now I need a... mightier paladin so I can dump Edér for the Priest and buff my accuracy.
  8. Temple of Eothas completed with team 50/50 level 3 and 4. I feel I can't live without Edér for now... I have the Chanter and Paladin with draining weapons and everything but because of low might it's still terrible. I seriously need to respec Paladin with higher might and Con until i have SI (a bit expensive for now). Also some enemies seem to be getting the bonus from the Buckler. Very odd...
  9. Congratz! Did you do the temple of Eothas in Gilded Vale, the miller quest, rescue the cook in Valewood, the Smith's shipment, the bay quest for Aufra or smth, the looter quest on Madmre bridge and rescue Giacco in Raedric's castle? Oh... well of all those I only did the Miller quest I believe. Don't even have Raedric on the map now neither any of the others in my quest log (it seems). But I have now reached Defiance Bay. Going to make my way back to Gilded Vale now... too much rushing Survivability for the Paladin is still a concern, but getting manageable. My chanter's Thunder shout is constantly missing, but the corpse explode is amazing. Chose zealous focus over constant recovery for paladin. My backline of Druid, Wizard and Cipher is also not too happy about the abundant pierce DR.
  10. I thought I didn't skip anything relevant, I did all I find except ending the Bear one (bear killed though) and now I was tasked to find Maerwald. Killing the Spider Queen gave me a nice XP. Let's see about Maerwald. Edit: I ran out the room to get a better positioning further down. Some beetles and spiders got aggro from Maerwald int the process. After some audible blows (didn't actually see it, but could see the log from occasional placing into the field of view), some Beetle eventually killed Maerwald. After that it engaged the fire blights and once all was over, the only thing left standing was that blight in "near death" state. Cheesy but I'll take it !
  11. Well it was tough to beat the Shadows and Phantoms outside with a team 50/50 level 2 and 3. I have given up on Maerwald, gonna see if trash mobs help me up to 3 and 4 and maybe that is enough (18 Res, yes). I think I'll need Constant Recovery on next level up. But the culprit is my lousy constitution (6 base, normally now 9 with equipment).
  12. Well it was tough to beat the Shadows and Phantoms outside with a team 50/50 level 2 and 3. I have given up on Maerwald, gonna see if trash mobs help me up to 3 and 4 and maybe that is enough. (got duplicated and can't delete)
  13. You mean the Outworn Buckler? I'll try and get it soon, so far I am level 3 (as Aloth and Éder, remaining hirelings lvl 2) and just entered Caed Nua dungeons. 2 rests is really little when spells are all depleted almost per-fight. Survivabilty of the chanter and paladin is a bit of an issue atm...
  14. Does the paladin take the Weapon and Shield talent? It is going to be off-tank but should use the deflection anyway, right? As opposed to a 2H weapon, for instance.
  15. Thanks, Raven! I ended up going with Shieldbearers for Paladin. My paladin doesn't seem to be able to do much damage though with that low Dex. At least until I have Sacred Immolation. I guess damage will come from Casters in early game.
  16. So I tried it out and the Godlike abilities (Battle-Forged, Silver Tide) do activate while shapeshifted. The Moon Godlike's might be more useful so I'm going to have the Druid be a Moon Godlike. Which means... I'll be having a Dwarf Wizard :D (Boreal, as I don't remember seeing many Poison or Disease attacks). - Cipher / Elf :: 18/3/18/18/18/3 - Chanter / Orlan :: 14/10/3/20/19/12 - Priest / Human :: 18/3/17/18/18/3 - Druid / Moon Godlike :: 18/3/18/18/18/3 - Paladin / Amauma :: 14/6/3/18/19/18 - Wizard / Dwarf :: 18/4/17/18/18/3 a) Does the shapeshifted druid use the Constitution linearly as it does when in normal form? In that case 3 might be ridiculous... (I want a "usable" 3rd tank vs those teleporters) b) Does it matter the order i choose for Paladin/Priest when it's not main char? c) Prudent/Safe to just dump resolve and constitution to the backline?
  17. thanks for the tip, good idea to just respect when i will profit from higher might. now i still need to get a godlike and a dwarf assigned to druid and wizard. hmmm.... moon and fire require me to get hit to get some benefit, but that doesnt seem will (or should) happen... does it work if I use it as shapeshifted druid? like 3rd off-tank druid with fire godlike?!
  18. OK redone the Chanter to - Wild Orlan - Starting Phrases: Blessed was... / At the Sight... - Starting Invocations: The Thunder Rolled - Attributes: 14/10/3/20/19/12 - Old Vailia (+1 Intellect) - Colonist (+2 Survival) I hope Might is high enough to make good summons. I like the overall improvement in saves and is good to know that some could've been dropped. Would I benefit from more might and lesser Per/Int for that? So that consumes my Orlan slot for my melting pot squad. - Cipher / Elf - Chanter / Orlan - Priest / Human To be assigned: - Druid / Wizard / Paladin - Aumaua / Dwarf / Godlike For Paladin I am undecided with Aumaua (good vs prone/stun), Fire Godlike (benefit with flames) and Moon Godlike (higher survivability). Opinions on all? Thank you all for the help so far.
  19. Indecisions, indecisions... Now I forgot healing received is factored with Might and so it the strength of the creature invocation which I find super cool (and valuable)... so i'm not that sure a 2 Might chanter is that of a good idea... right? But if I boost some might I would probably lower Perception or is the creature's accuracy also influenced by this? Secondly, Amaua for Paladin? The defense vs prone and stun is very good but the Fire and Moon godlikes are also excellent! And if I dont use the godlike here, where would I use? Maybe a Death Godlike for Wizard/Druid?
  20. So this chanter would be - Wild Orlan - Starting Phrases: Come, Come... / At the Sight... - Starting Invocations: The Thunder Rolled - Attributes: 2/15/3/20/18/20 - Ixamitl Plains (+1 resolve) - Mercenary (+1 Athletics&Lore) I'm hoping an Orlan fits best a Chanter than it would a Druid, Wizard or Paladin (empty slots atm). I would say so given the Might penalty.
  21. Hearth if for Paladin, Wild if for Chanter. For which were you referring? By the way, is Might dump'able for Chanter?
  22. Well these are surprising opinions, thank you! I actually like it as it will make the tank a less boring individual. I gave Éder the Charge ability and it was really cool as I could gain distance from my backline easily and "jump around" when necessary. Does come out late, though. Seems a Paladin has better single-target skills and party buff, and the Fighter is more CC/disrupt. But now i'm conflicted between Fighter and Paladin (I am committing to Chanter, I always love to hear Kana Rua chanting). Also is it better to do a Coastal Aumaua as tank or a Hearth Orlan as off-tanks? Or something else, it seems Chanters benefit from all sorts of skills (except for dexterity which does not affect chanting speed)?
  23. I found that the availability of a chokepoint to be not that frequent throughout the game... When available is naturally a must but open spaced fights seem far more frequent. With 2 tanks + summon + figure a corner is defensible.... But why would the paladin/chanter be better than the fighter? the fighter can hold more engagement, has higher endurance, health and deflection as well as constant recovery. PS: are you the Victor Creed from the youtube videos?
  24. Hello all, here's another of "those" topics. I couldn't find one like mine so here it goes. Nearly completing the game on "Normal" but finding the need for some more challenge already. So I've decided (obviously) for a PoTD run. Considering that after this run I will be "done" with PoE and will be ready for some Tyranny, I would like to experience the most in this run. This includes races and classes In my "Normal" run I used only companions for my party and alternated between them a lot. The ones that were in the team most of the time was my PC (Nature Godlike Druid), Éder and Aloth. After that used mostly GM/Sagani/Pallegina. With WM I tried Zahua, DoC and Maneha. Durance and Kana Rua I barely felt the need to have them. Hiravias only used for the quest (I was druid myself). I really enjoyed (my) Druid, Wizard and Cipher. Hated the Monk and Rogue, felt too squishy and requiring too much micro-management to keep alive (though while alive damage was excellent). The Figher felt like an impenetrable wall that let me play around safely in the back with the other chars. Barbarian and Paladin seemed similar, one more for damage and the other more for support, but both viable. Ranger was simple and effective. Not much fun nor with much variety, but dealt consistently good damage. The pet felt like a joke but was good to cause the Flanked state. Priest had a ton of options, so many that I could barely understand if I was always doing the best thing. Still I barely need healing and was using him more for buff/debuff, though very rarely I felt the need for it. Chanter... I don't think I really knew what I was doing. Good "conjurings" came after many many phrases and by then the fight was practically decided. I think I could only see the benefit in the longer fights. So, that's the past. I know PoTD is very very different so motivations and results will naturally vary. My #1 requirement is variety in my choices. I will most likely not complete WM1 or WM2 but will most likely wander a little for XP and gear. From what I read in other topics, the desired popular group is something like: - Figher (Tank) - Paladin/Chanter (Off-tank) - Cipher (damage and "help") - Wizard (damage and "help") - Druid (damage and "help") - Priest (damage and "help") And I need to assign them to races (sub-race is indifferent): - Human - Aumaua - Dwarf - Elf - Orlan - Godlike My PC is a Wood Elf Cipher. I chose that because it was seemingly good for its accuracy. So Elf is consumed. For the others, I was thinking: - Fighter § Hearth Orlan - Wizard § Coastal Aumaua - Druid § Boreal Dwarf - Priest § Human + 1 of these - Chanter § Moon Godlike (seems better than Fire Godlike) - Paladin § Moon Godlike (seems better than Fire Godlike) Although some seem fitting, some others look really strange. Doesn't mean they can't be put to use... I have read somewhere that the Fighter needs high Might to gather aggro or else he'll be ignored. Is this true? What do you think of this apparent mess? Thank you!
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