Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

The Pillars of Eternity No Reload Challenge


  • Please log in to reply
939 replies to this topic

#741
FNGRenegade

FNGRenegade

    (1) Prestidigitator

  • Members
  • 41 posts
  • Steam:FNGRenegade
  • Xbox Gamertag:FNGRenegade

Dael'or - Gilded Vale and surroundings

 

Xzarth was sick and tired of this blasted porridge and Xzarth being unhappy was always infectious. Mostly just because the brute wouldn't shut up about this grave injustice to his stomach. The party had heard the old cook might be kept somewhere around Valewood so the party set out to look for him and maybe claim some bear pelts, they had heard from a villager that someone got murdered by some bears up in Valewood. Perhaps the fool had some valuables on him and even if he didn't, bear pelts always yielded a decent amount of coin. In all their haste however Zhara forgot to don her armor which she only noticed when the bear quickly punished her for this mistake. She was lucky Proszk was in the process of charming the bear as he hit her. "If this was one of my pack this smoldering fool would have been nothing more then a pile of ash." he exclaimed.

 

 

Spoiler

 

In the end it appears the fool in the cave was betrayed by his friend, betrayed by his own weakness more like it thinking he could depend on his fellow man. Nevertheless Sardta atleast manages to find a stash with some minor trinkets in the cave and proposed to see what the knowledge of this villagers deed might be worth to him. After the man payed us and left with the dead man's women, e threatened some dwarf to leave the miller alone since he offered some gold pieces for the job. Then we finally got out of this town towards Magran's Fork to see if there was any loot to be found there. This time Zhara donned her armor, she wouldn't be dependent on any of these people especially not that deranged cat lover. They wandered around killing some wolves until they ran into a Forest Troll protecting a corpse. Dael'or quickly proved her worth by paralyzing the creature while the rest of the group beat into it.

 

Spoiler

 

After meeting a strange man named Durrance (they allowed him to be their lackey by managing their possessions and following them around) the group happened upon two paladins and a mage. Without warning they opened fire instantly knocking Sardta out with a necrotic lance, Dael'or however charged the mage and quickly paralyzed her with a flick of her wrist while proceeding to fill her with holes with her trusty rapier and dagger. In the mean time the rest of the brutes were ravaging the paladins.

 

Spoiler

 

At Black Meadow our friends ran into the thieves who stole the shipment from the Smith, now Dael'or couldn't care less about this smith but she knew that the reward for bringing his shipment back should be a fine one. The group was looking to set up for an opening volley with ranged weapons when suddenly they were scared up by a cry as Xzarth ran straight at the bandit's campfire screaming "Flee fools for Xzarth is here to end your worthless lives!". The rest of the group saw that the shout had intimidated the group of bandits so they saw their chance clear to charge in behind him, get some hits in and quickly reinforce Xzarth with some magical defences. After Dael'or managed to charm some of the bandits to help in the battle it was all over but the looting.

 

Spoiler

 

 

Note: As I'm getting further in the story from Caed Nua on most likely I'll skip the more mundane fights but since these are the starting fights and often not that easy I thought I'd cover them also to get in the flow of the story telling. If you have feedback on this please let me know, I know the story doesn't always read well I see that later when reading back my post however I'm also trying to balance between having the story be great and actually also spending some time playing.


  • Enuhal, Alesia_BH and semiticgod like this

#742
FNGRenegade

FNGRenegade

    (1) Prestidigitator

  • Members
  • 41 posts
  • Steam:FNGRenegade
  • Xbox Gamertag:FNGRenegade

Dael'or - Compass and Caed Nua

 

Zhara wouldn't let up, this woman was all alone in the world now that her sister had perished at the ruins. Zhara always was alone and for some reasons feels pitty for this weakling. We have nothing better to do so we might as well see if we can shake down this midwife and see if a potion falls out. We head off to the Compass and find out this bloody woman wants us to kill some Xaurips, she wouldn't even take gold! The party is thinking about turning back but Zhara won't let up about the woman and Xzarth is now shouting something about bathing in Xaurip blood. "This woman better be able to reward us properly for this" Dael'or says as she turns away and walks off, knowing the rest will follow.

 

On the trek to find the Xaurips the party spots a suspicious cave with 2 Xaurip guards. Could this be their lair, the woman mentioned north east but no cave. Going inside to investigate Xzarth spots some sporelings and immediately shouts out a challenge. The sporelings come running to the party quickly swarming them. Dael'or tries to charm one but unfortunately the simple brains of the sporelings makes them immune to complex thought and apparently charm. Luckily three of the sporelings start hitting Xzarth and Zhara while the other is quickly dispatched by Prozsk in true form. A lot of healing is required to keep Xzarth and Zhara standing but Sardta is more then up to the task and the party cleans up the mushrooms.

 

No Xaurips in the cave though so the party heads back out, finally they found the Xaurip tents and this time Xzarth is smart enough to setup for an opening volley with bolts before shouting and jumping in as usual. He scoffs at the suggestion that he might have been afraid of the sheer number of Xaurips though, "It's a good thing, these small things don't have much blood if there were less we wouldn't have much for bathing!" he shouts while cleaving one Xaurip and bashing another's teeth in with his shield. "You are all lucky I'm keeping the priest and Skirmisher charmed, or you would be standing there paralyzed while they poke little holes in you." Deal'or bites as she brings another of the Xaurips into her control.

 

Spoiler

 

Finally all the unfriendly Xaurips fall and the charmed ones have their throats unceremoniously sliced by Dael'or. The party heads back to that blasted woman and find out she actually has another task, she needs something from the sporelings. If they hadn't already killed them anyway Dael'or would have stabbed the woman there and then, however since they had they might as well finish this and see if the pregnant villager has anything resembling a reward. She did, it wasn't much but at this point the main reward is Zhara has finally shut up about it. It's time to see if this old Watcher can help Dael'or make more sense of this whole business, off to Caed Nua.

 

Encountering some spirits in the courtyard the group has some trouble until they combine blind from Dael'or with the terrifying screams of Xzarth to cower the spirits (who knew spirits could be terrified). This way the group cleared the courtyard in relative ease and breached the keep. Inside they found a big group of spirits that were dispatched without much issue using the same tactic of blinding and terrifying the spirits while focusing them down as much as possible. With so many members of the party standing toe to toe with the spirits their damage was spread and easily healed up by Sardta.

 

Spoiler

 

The spiders in the cellar provided more of an issue, they quickly swarmed Zhara and took her down. The rest of the group managed to form a line and break up the spiders though making the damage more manageable and they wen't down soon after. After which the team finally met the old watcher, it was finally time for some answers. Or was it, this guy was nothing more that a lunatic, mumbling about past lives and the horrible things he had done. The only useful information he spouted in his endless tirade was something about a group called the leaden key and the temple of Woudica. Just another place to investigate, this old watcher is going to pay for not being more useful. The watcher summoned some blights to his aid but it was no use, Xzarth and Zhara took care of the blights along with Proszk and Amatersu while Dael'or and Sardta bashed in a paralyzed Maerwald's skull.

 

Spoiler

 

This gave the group access to their own keep which was a nice upside after all the disappointment that was the old watcher. Giving some orders to the sentient throne, who would even believe the group when they mentioned that, they moved towards defiance keep. There at the inn they ran into a group of adventurers who looked like they just came off a big score. Dael'or saw her chance by grouping up the team between the tables and quickly dispatching of the mage and priest of the group while the rest formed a wall between her, Sardta and their burly guys. Afterwards it was a simple matter of using some charm to turn the dwindling numbers against themselves and the group got their loot.

 

Spoiler

 

This got Dael'or a nice shiny new dagger, perfect for stabbing people who didn't deserve charming. And the group decided to take some well deserved rest at the Goose and Fox.


Edited by FNGRenegade, 10 December 2018 - 12:49 AM.

  • Enuhal, Alesia_BH and semiticgod like this

#743
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

Alyssa, Wood Elf Cipher: Entry 5- Defiance Bay, Part 1

 

By the time her party reached Defiance Bay, Alyssa, who once struggled to be relevant in combat, began to find her groove.

 

In per encounter ability fights, she often took the lead, along with Kana, disabling foes to the benefit of the party.

 

Spoiler

 

And in per rest abiltiiy fights, she had found a valuable niche: disabling front line enemies, relieving pressure on our tanks.

 

In our per rest ability fights, we use Chill Fog + Combusting Wounds + Iconic Projection-> Concelhault's Corrosive Siphon. That's a lovely combo. Chill Fog + Combusting Wounds does wonders on low level group, disabling and killing. Concelhault's Corrosive Siphon adds additional damage for foes with more staying power. The Iconic Projection add yet more damage, while also restoring any health lost by tanks. But what if enemies can apply pressure to the tanks faster than Iconic Projection can heal it? That's where Alyssa's cipher powers come in. Mental Binding is a perfect tool fo relieving pressure on tanks. Mind Wave can help, too. Mind Wave also has the side benefit of enhancing the efficacy of Iconic Projections, via Reflex penalty. The system works, as seen here in The Queen That Was quest's focal battle. Note that damage is negligible- including cumulative Heath damage to our tanks.

 

Spoiler

 

Conserving spells in the endgame, the party let Kana and Alyssa finish our last enemies. Mental Binding-> White Worms.

 

Spoiler

 

As it turned out, we still had a few stragglers to dispatch. A slight miscalculation, resulting from the unexpected presence of a troll, led to a first use of Escape from Alora. Escape is a much maligned talent, but I expect to get good use out of it in this run. Escape will allow Alora to safely leap over our kill zone and deflection wall, letting her facilitate Ectopsychic Echo use without compromising AoE spell deployment or tactical positioning.

 

Spoiler

 

Surprise, surprise: there's another troll. That's great. Two is perfect: one for Alyssa, via Mental Binding and another for the Fabulous Mr. Daret.

 

Spoiler

 

Next, we completed a series of side quests, starting with His Old Self. An opening arbalest from Alora and a Mental Binding from Alyssa prevented Nyrid from getting off a spell. Due to positioning, we skipped Chill Fog this time, using Combusting Wounds (from Alora, via ring, as always) + Concelhault's + Arcane Assault + Iconic Projection.

 

Spoiler

 

Mind Wave pulses relieved pressure and helped the Iconic Projections along.

 

Spoiler

 

On the second floor we were free to use Chill Fog. Note the cumulative health damage to Eder here. Surprising, isn't it? That  was a consequence of letting Eder solo the straggler guards on floor 1. In my prior run, I had allowed Arcadia to do that, full buffed, wielding Concelhault's Parasitic Staff. She cut through them with ease. Eder had far more difficulty.

 

Spoiler

 

Up to this point, the majority of the damage our party had taken was due to allowing one character or another to solo one critter or another. I'm okay with that. This is not a minimal damage run, although we have been striving to keep everyone happy and healthy most of the time.

 

On to Built to Last. Alyssa, wearing a robe, took some damage from an arrow here. I didn't like that. Our near term solution was Psychovampiric Shield. Long term, we'll be equipping Alyssa in pierce proofed hide. Due to hide's +20% positive adjustment via piercing, it takes pierce proofing well, leading to a high piercing DR, relative to the speed penalty. Later, we'll switch to padded armor, starting with Jack of Wide Waters.

 

Spoiler

 

We deliberately minimized spell use in The Parable of Wael. We tossed a Chill Fog to muffle the ranged fighters and used Mental Binding + Divine Mark to dispatch a backline threat, but we deployed little else. The damage to Alora, seen here, post partial heal from Holy Radiance, was due to a reckless melee engagement, ultimately terminated via Escape. While I hope to keep Alora standing in as many fights as possible, her personality and portrait were both selected to encourage dangerous and daring assaults.

 

Spoiler

 

Next, At All Costs. We sided with the Doemenels, on account of Alora's insistence that they would prove valuable allies. Alyssa wasn't sure about this, but when in doubt, she follows Alora's lead.

 

Spoiler

 

And now for the hard part: letting go of Eder. Eder has accompanied all of my PCs, in all of my runs. It saddened me to see him go. Until next time, big fella! Have fun with those off screen adventures!

 

Spoiler

 

Best,

 

A.


Edited by Alesia_BH, 10 December 2018 - 04:48 PM.

  • Serg BlackStrider, Enuhal, semiticgod and 1 other like this

#744
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

Nice work, FNG! I like your use of Whispers of Treason. It makes a lot of sense in the context of your battle plan.

 

Best,

 

A.


  • Enuhal and semiticgod like this

#745
FNGRenegade

FNGRenegade

    (1) Prestidigitator

  • Members
  • 41 posts
  • Steam:FNGRenegade
  • Xbox Gamertag:FNGRenegade

I see you too are getting better use out of your chiper Alesia. is Alyssa still mostly ranged or does she get into melee as well?


  • Enuhal, Alesia_BH and semiticgod like this

#746
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

Exclusively ranged. Her shots from Forgiveness have good kick: she routinely reaches the 60s, sometimes the 70s. With the +20 speed factor, Sure Handed Ila, padded armor and a high Dex, firing rate isn't terrible. Gunner and Deleterious Alacity of Motion, soon to come, should help further. She builds focus quickly while staying safe. I like it.

 

Best,

 

A,


  • Serg BlackStrider, Enuhal and semiticgod like this

#747
FNGRenegade

FNGRenegade

    (1) Prestidigitator

  • Members
  • 41 posts
  • Steam:FNGRenegade
  • Xbox Gamertag:FNGRenegade

Dael'or - Catacombs

 

The group went off into the catacombs in search of the secondary entrance to the temple of Woudica. They quickly ran into another group of those strange smelly mushroom creatures. They setup for the fight and everything went well, for some reason (Xzarth thinks his initimidating presence) most of the mushroom creatures stayed back relying on their troll friends to do the heavy lifting and those were excellent pray for Dael'or tricks.

 

Spoiler

 

However suddenly one surged in on the left of the group and knocked down Sartda who quickly went down completely being surrounded by trolls and on her back. This created a hole in the line which suddenly the mushrooms rushed through surrounding the party and knocking down most if not all. Furthermore being completely immune to Dael'or's mind tricks both charm and paralyze they seemed unstoppable. One by one the team went down, first proszk his true cat form wearing off as he hit the ground. Then Zhara let off a quick burst of flame as she fizzled out. Finally Xzarth looked at the last two left with a mad gleam in his eye and said "It seems these smelly mushroom's will be bathing in our blood tonight!". And with these last words the rest of the group got trampled by... smelly.... mushrooms....

 

Spoiler

 

I learned quite a bit from this run short as it was. I learned I'm not gonna be doing Expert mode again but I am going to tweak my settings a bit for next run. I also quite liked some builds and wasn't impressed with others. Now this might mean nothing at this low level but I will for sure recycle some while changing up some others for a next run. I'll follow suit with Jaheira's witness and make this a roleplaying run to setup the world for PoE 2. And since I'm a real goody goody usually when playing RPGs the party will be a lot different from this one although it might contain some of the same builds. Coverage might be a bit more sparse though I'm not sure yet, I wanna focus on doing a completionist run and the thought of describing much more then the big fights seems disheartening.

 

Spoiler

Edited by FNGRenegade, 10 December 2018 - 09:41 AM.

  • Serg BlackStrider, Enuhal, Alesia_BH and 1 other like this

#748
Serg BlackStrider

Serg BlackStrider

    (3) Conjurer

  • Members
  • 104 posts
  • Location:Minsk, Belarus

Feel sad for your loss, FNGRenegade... the team seemed to be promising. Better luck next time!


  • Enuhal and semiticgod like this

#749
semiticgod

semiticgod

    (3) Conjurer

  • Members
  • 162 posts

I have some reading and posting to catch up on (I didn't realize we had posts after page 35 until just now!), but first, I had a question: what is this about loot tables and an "upscaled Thaos" fight?


  • Enuhal likes this

#750
Jaheiras Witness

Jaheiras Witness

    (3) Conjurer

  • Members
  • 180 posts
  • Location:UK

"Random" loot is not truly random. It is actually formula based (mainly) depending on day of the month. The formula was long ago cracked, which means if you look in particular treasure locations on particular dates of the month, you can guarantee certain (quite powerful) items. Which leads to player abuse of always turning up to Raedric's Hold (for instance) on x day of the month to get Gloves of Manipulation, Gauntlets of Accuracy etc. Or even leaving loot chests unopened when you encounter them so you can come back later on the right day to get the item you want. It's flagrant abuse and cheesy as hell, but that turns some people on. If you use the IE mod, you can switch on loot shuffler which gives you a random item each time without the silly date abuse.

 

Upscaling is available for WM1, WM2, Act 3 and Act 4. If you start (and only when you start) these quests at relatively high level (for instance, WM1 at level 9 or above I think), you get a one-time option of "upscaling" these areas to give you more of a challenge (since your high level might mean you find the area too easy since it is designed for lower level parties). I believe (not 100% sure) that upscaling simply gives every opponent 3 more levels, with the appropriate bonuses to endurance, accuracy, defences and additional abilities that would entail. So if an opponent was previously level 6 in the base game, it will be level 9 after upscaling.

 

It's a good option and well worth doing if you are offered it, as otherwise the late game can become too much of a steamroll. 


  • Serg BlackStrider, Enuhal, Alesia_BH and 1 other like this

#751
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

"It seems these smelly mushroom's will be bathing in our blood tonight!". And with these last words the rest of the group got trampled by... smelly.... mushrooms....

 

Condolences, FNG. I imagine that encounter would be tricky for a low level melee party, fighting in the open field.

 

I'm glad you learned somethings though! Congrats on that!

 

 

Best,

 

A.


Edited by Alesia_BH, 10 December 2018 - 12:15 PM.

  • Enuhal and semiticgod like this

#752
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

Cipher fans! I have a question:

 

Carrow golan: yay or nay?

 

Best,

 

A.


Edited by Alesia_BH, 10 December 2018 - 12:23 PM.

  • Enuhal likes this

#753
FNGRenegade

FNGRenegade

    (1) Prestidigitator

  • Members
  • 41 posts
  • Steam:FNGRenegade
  • Xbox Gamertag:FNGRenegade

I'm not sure I've been looking at it as well but I have to say. Focus generation was ussually not a problem and deflection is easily solved by not getting hit or controlling what is trying to. And the 4 int would wreak havoc on your AoE and durations of your control to be honest. I'll carefully say I'm not a fan.


  • Enuhal, Alesia_BH and semiticgod like this

#754
Jaheiras Witness

Jaheiras Witness

    (3) Conjurer

  • Members
  • 180 posts
  • Location:UK
It’s ok, I would use for some big battles where you need to do a lot of damage. Would not build a strategy around it though or go out of my way to use it.
  • Enuhal, Alesia_BH and semiticgod like this

#755
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

We haven't used it yet. I've merely noticed it.

 

For Alyssa, who primarily uses her cipher powers to disable, it seems unhelpful. 

 

For a cipher relying on single target damage spells, including single target DoT spells, it would seem to make sense.

 

Best,

 

A.


Edited by Alesia_BH, 10 December 2018 - 01:10 PM.

  • Enuhal and semiticgod like this

#756
semiticgod

semiticgod

    (3) Conjurer

  • Members
  • 162 posts

Nizidramanii'yt, Hearth Orlan Wizard (Poverty run)

 

Back to the poverty run! We need a little more XP before we tackle Caed Nua, since we've got very few resources to handle dangerous critters like Phantoms, so we run around in search of enemies and quests. We've got one big task ahead of us: the bandits around the lost shipment to Gilded Vale.

 

Here's one of the many problems with poverty runs: since your tanks can't wear armor, you're pretty much at the mercy of enemy weapons unless you're a wizard with Arcane Veil. And even Rosevine doesn't have the Endurance to handle a volley of crossbow bolts.

Spoiler

We have a few moments before the next volley comes, so we buy some time with Slicken and follow up with Winter Wind. By the time the melee enemies reach us, they are badly wounded and Frost is already in position for a deadly Fan of Flames spell.
Spoiler

Mora Tai helps clean up the surviving melee grunts in bear form and Frost finishes the last one with Concelhaut's.
Spoiler

The next fight with humanoids plays out fairly similarly: Rosevine takes massive damage from introductory attacks, but Slicken keeps the melee fighters at bay for a moment, allowing our druids to blast them with cone-shaped damage spells.
Spoiler

Finally, Nizidramanii'yt hits level 4 and takes Hardened Veil. I don't know if we're ready for Caed Nua, but we're as close as we're going to get. We pack our party against a wall, lure the Spirits closer, and open with Summon Blight. Frost and Nizidramanii'yt, our mages, are at the front, using Arcane Veil to avoid attacks (their low Fortitude doesn't matter if they don't get hit) and Concelhaut's to deal damage fast.
Spoiler

The strategy works marvelously. One of our Blights keeps three Spirits distracted to the east while the rest of the party quickly dispatches the nearby Phantom. Wizards are fantastic for poverty runs (as long as your rules permit starting grimoires, at least).
Spoiler

Druids are also very useful; their bombing spells offer substantial burst damage, earning fast kills and preventing the party from suffering from much pressure.
Spoiler

Summon Blight offers a great decoy, but the spell takes a rather long time to cast. We only got our Blights out this early because we lured the enemy from a considerable distance away.

 

We try the same thing against the Spirits inside the castle. By the time the Spirits reach the alcove where the party is hiding, we've already brought out two Blights. The enemy does terrible things to the Blights, but since we got Flame Blights, they deal massive damage to the enemy when they fall.

Spoiler

Dancing Bolts from our druids lets us make even more progress against the Spirits. By the time our mages engage the Spirits with Concelhaut's, the enemy is already mostly dead.
Spoiler

Outside, we can't corner the party so well, which exposes our back line to pressure and gets Nizidramanii'yt stunned. Our druids bail her out with damage spells that take down the enemy before they get finish her off.
Spoiler

Then we approach the Spirits with the Will o' Wisps at the back, and things start out much uglier. The Will o' Wisps fire off their bolt spells, and we quickly lose one of our druids. Mora Tai might have survived if he had used Second Wind, but confusion made that impossible.
Spoiler

We've got Spirits bearing down on the party, but we've applied blindness and Combusting Wounds, and twin Iconic Projection spells do a lot against the low-Endurance Spirits.
Spoiler

Rosevine takes down two Shadows with Autumn's Decay, and our mages put down the survivors with Concelhaut's. Our defenses might be awful, but a lack of items does almost nothing to diminish a spellcaster's damage output.
Spoiler

Done! We muddle through the fights with the spiders (we need to take a trip back to town once or twice to deal with all these critters) and pick the lock to Maerwald's room. I never thought about whether lockpicks would be allowed in a poverty run, but since they're in the stash instead of our inventory, they're fine with the rules I set out in the starting post.

 

We open with Inspiring Radiance, Consecrated Ground, Insect Swarm, and Autumn's Decay, dealing some modest damage while letting us shrug off Maerwald's Corrosive Siphon spell. We get Armor of Faith and Blessing off the ground and nail Maerwald with a blindness spell.

Spoiler

Frost is struggling to cast Combusting Wounds, but due to some bug, she goes several rounds without doing anything. Does anyone know why a character might refuse to take an order even when the action icon shows up correctly on their portrait? I don't see how she'd be unable to see her target; there aren't any walls getting in her way, and she's not disabled by anything.

 

Nizidramanii'yt is functioning properly, however, and knocks Maerwald off his feet with Slicken, taking advantage of his weaker Reflex defense.

Spoiler

By canceling Frost's order, having her walk a short distance away, and re-issuing the order (and I think I had to do this twice), we finally get Frost to cast Combusting Wounds. It lands, but it's hardly necessary: Maerwald is already alone and blinded, and thanks to Consecrated Ground and Slicken, no one in the party needs to dedicate a round to healing. We take him down with Concelhaut's and shapeshifting.
Spoiler

On to Defiance Bay!


  • Serg BlackStrider, Enuhal and Alesia_BH like this

#757
semiticgod

semiticgod

    (3) Conjurer

  • Members
  • 162 posts

Nizidramanii'yt, Hearth Orlan Wizard (Poverty run)

 

We skip most of the wilderness fights on the way to Defiance Bay (we took down a single Pwgra using blindness and druid spells), we head to the Catacombs of Defiance Bay, where we suffer lots of damage from the Primordials, though nothing endangers the party's survival.

 

Then we tackle some skeletons, who remind us of our one biggest weakness as a party: we have no item-based damage reduction. Just like burst damage from crossbows knocked out Rosevine in an earlier fight, burst damage from the Skeleton Wizards' damage spells does horrible things to poor Nizidramanii'yt.

Spoiler

Then another wizard follows up with Bounding Missiles, which knocks out Divinegon and costs us a Consecrated Ground spell. A healing spell from our other priest, Zovai, and Nizidramanii'yt's Second Wind bring our main wizard back up to speed, but the enemy still isn't done: another Bounding Missiles spell takes down Frost, our second wizard.
Spoiler

Worse yet, we've got two Necrotic Lances coming up, and all we've been able to do is deal some light damage and blind one of the mages with Sunbeam. But our druids' Dancing Bolts spells have been making progress on the enemy. It's enough to finish off the non-blinded enemy mage, sparing us an ugly Necrotic Lance spell.
Spoiler

Rosevine fails to finish off the other mage, but thanks to blindness, the Necrotic Lance misses us. Bad luck could have left us with two more fallen party members and two enemy mages still intact.
Spoiler

We visit the cult at the bottom of the area and resolve the quest without violence, getting the whole party up to level 4. Now we're ready to deal with the Primordials I skipped earlier. A summoned Blight soaks up a Dank Spore's confusion effect, leaving the rest of the party fully functional. As long as the party is alive and well, we can deal massive damage with area-effect spells.
Spoiler

After some Dancing Bolts, the enemy is spread out in just the right way for us to blast them with Iconic Projection. I must agree with @Alesa_BH; I've consistently found that Iconic Projection offers surprisingly solid damage output. Priests have good offensive capabilities; they're not just useful for healing and buff spells.
Spoiler

Next up, Heritage Hill!

 

Right off the bat, we get crushed. Multiple mages accost us in the first fight, and a combination of Necrotic Lance and Bounding Missiles spells knock out three party members on the first round of combat.

Spoiler

But our druids already summoned their Blights, who hold off the enemy fighters even after their summoners have fallen. With both priests still very much alive, our defenses are solid, and Nizidramanii'yt and our twin priests still have enough damage output to bring down the distracted skeletons while they struggle to kill our Blights.

 

We're not done with mages, however. In the fight by the tower, Nizidramanii'yt falls to a single Necrotic Lance.

Spoiler

Notice the poor positioning of our Blights: one is at the choke point in front of the party, while another is surrounded by enemies beyond the choke point. I spread out the Blights because I hoped the more distant one could distract the mages, but mostly it just got our second Blight exposed to more danger.

 

No Nizidramanii'yt means no Slicken spell, and we have no other means of keeping the enemy wizards at bay. All we can do is focus our attention on the enemy fighters to bring them down quickly. We blast them with damage spells and weather the enemy wizards' attacks as best as we can, but ultimately, we can't keep pace with the enemy's damage output, and our second wizard falls.

Spoiler

We've managed to isolate an enemy mage, but we can't quite pin it down. Eventually, Rosevine manages to summon a Blight, but she's too late to distract the remaining mage, who knocks out our other druid, Mora Tai.
Spoiler

The Darguls paralyze Rosevine, but our numerous spells have done a lot to wear down the enemy, clearing out many of the melee enemies and wounding the last mage. Finally, one of our priests just barely manages to take down the enemy mage with a ranged attack.
Spoiler


  • Serg BlackStrider, Enuhal and Alesia_BH like this

#758
semiticgod

semiticgod

    (3) Conjurer

  • Members
  • 162 posts

If you guys have been interested in Nizidramanii'yt's poverty run, then I have bad news: I don't plan on continuing this run any further.

 

There are two reasons for this. First, the party is kind of simple and gameplay isn't very diverse. We only have three different classes across six party members, and our same-class characters aren't that different from each other in terms of their functions and abilities. Plus, without items, there's not much customization to do and XP is the only thing of value we can obtain. This party has little growth in its future beyond gaining levels, and gameplay is not going to evolve very much as time goes on.

 

In a word, the run is going to get increasingly less interesting as time goes on.

 

The second reason is that, based on our progress thus far, the likelihood of getting past Thaos is extremely slim, and the odds of even getting close to him aren't much better. We're way too vulnerable to sudden knockouts from burst damage, and with no Scrolls of Revival or paladins on hand, it'll take ages before we'll have any revival options. This is a Hard run rather than Path of the Damned, so the numbers will be a little more forgiving, but the root problem is not something I know how to fix: we can't bounce back when things go wrong

 

Despite our success so far, the run seems doomed in the long run when I factor in how little experience I have with PoE.

 

A poverty run with my rules (they're much stricter than the ones I saw in Harpagornis' run) seems perfectly doable; getting to Defiance Bay didn't require strokes of luck or anything like that, and there are lots of other fights that you don't need items to win. But I don't think I have the game knowledge to complete this one, and I think a different run will be more enlightening.


Edited by semiticgod, 10 December 2018 - 02:09 PM.

  • Serg BlackStrider, Enuhal and Alesia_BH like this

#759
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

We respect your decision, Semiticgod. More importantly, we support whatever choice helps you roll your own joy. If you're not feeling this run, set it aside.

 

I made a similar decision with my solo rogue, Arista. She had met with success in the early game, in a challenging endeavor. But I saw troubles ahead for her and, more importantly, I felt I still had things to learn in the context of conventional party play. I think that was the right choice.

 

We hope to see a new run from you soon! Any thoughts on what that might look like?

 

Best,

 

A. 


Edited by Alesia_BH, 10 December 2018 - 02:38 PM.

  • Serg BlackStrider, Enuhal and semiticgod like this

#760
Alesia_BH

Alesia_BH

    (4) Theurgist

  • Members
  • 375 posts

(And, btw, I, personally, think you deserve an Honorable Mention for spelling Nizidramanii'yt so many times)


  • Serg BlackStrider, Enuhal and semiticgod like this




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users