Kingdoms of Amalur: Reckoning™

Kingdoms of Amalur: Reckoning™

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Vincke Jun 7, 2014 @ 8:02am
My character is weak.
Hey all! I'm about 10 hours into the game. I'm level 15 with 40 quests completed, the house of ballads is the only "faction" thing i've finished.

I'm playing a full might build and I'm using a greatsword but my character feels VERY weak. From the moment I meet a thresh + 4 small mobs or a crudok + some mobs = bb.

I cannot stand there blocking because the big mobs spells will just destroy me, if I didnt dodge at all I swear they could kill me in like 5 seconds... If I try to go full ham i'll just be interupted by 10 BAZILLION attakcs that keep coming and there is nothing I can do...

I don't feel like buying 574415 health potions each time I'm about to do a quest.

I have 260 health and 333 armor. My 2hander is the purple Fortune that does 70 damage.

Please can anyone help me and tell me what I'm doing wrong? I'm tired of having to quicksave everytime I finish a fight because I know from the second I get ambushed by a big mob + trash I have a high chance of dying. I have 100k too I can use.
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Showing 1-15 of 27 comments
Kendrick_Yes Jun 7, 2014 @ 9:54am 
Get yourself a Longsword too, it attacks much faster and makes the weaker, quicker enemies easier to deal with.

ProTips;
-You can dodge roll mid-attack with the exception of the final swing!
-Same with blocking.
-Harpoon is incredible, use it all the time, seriously. If it's off cool down and you aren't already attacking or dodging, use Harpoon.
-Block early, and lots. If you're trying to hit parries and getting hit, stop trying. With a might build your blocking is as good as it's gonna be. (Assuming you upgraded the blocking skill, which you probably should)
-Back off from a fight if you can't handle everything, you can normally get one or two chaps to follow you.

Finally, knock down the difficulty if you have to. And, if you are, I recommend not using the keyboard and mouse. But, hey, it's your choice.
Sennin Jun 7, 2014 @ 1:47pm 
i think the pure might will be more strong on hook and stun. but in my play time, i rarely found weapons or equipments to increase chance for stunning or stun duration. so if you hybrid with finesses or sorcery will make your game easier.
Gaz Blackheart Jun 7, 2014 @ 4:38pm 
yea i went rogue mage and have like half your armor at lvl 20 and never had an issue chakrams op
pocketnunu Jun 7, 2014 @ 10:19pm 
I too was going to suggest a faster weapon. But also since this game allows crossover abilities with no armor or agility penalties, I have always thought it wise for "pure" fighters to invest a few points in sorcery and/or finesse for the range weapons. Also chakrams and faeblades are great for mobs.

Oh and BTW, a "pure" fighter (just like any other "pure" class) is able to use any weapon even if you don't have any points in finesse or sorcery. For instance, a mage with no points in hammers can use a hammer. (The old D&D games did not allow mages to use hammers at all, or thieves to use greatswords, or fighters to have any spells or lockpicks.)

I finished this game with a mostly finesse character (assassin) and had points in both sorcery and might (not enough to be dual or multi class but just enough for using certain abilities).

Like in other games, you can "kite" mobs - with either range weapons or melee by running toward them, then falling back and taking on only a few at a time. It's an old tactic. Also, kill the spellcasters first, if possible.
Gaz Blackheart Jun 8, 2014 @ 2:10am 
^this is probably the best post for your problem
Vincke Jun 8, 2014 @ 6:30am 
Thanks for the replies guys! I invested in the skill that lets me attack even when im hit and fully upped my block so I have the shield charge thing!

Things are going much better now!
And just an FYI, dodging is almost (again almost) completely pointless in this game. The tracking is so unbelievable with attacks that it almost guarantees you get hit unless you do it at the PERFECT time, which is nearly impossible given the volume of enemies attacking at different times once in a while. It's especially noticeable with a mage, because for some REALLY stupid reason the devs decided adding about a 1 second cast time for the blink-dodge on Sage and above was a good idea. It gets a bit faster the higher the blink level gets though.

I find that against missiles and some melee attacks, it's better just to walk/run to the side than dodge. They seem to track you less. The reason this happens is because they are given perfect tracking during the first 2/3 or so of their attack, so when you ROLL, you are actually forcing the tracking to cause the missile to make a much sharper turn and it stays on that track once the tracking falls off, so you'll likely get hit anyway if you keep moving the same direction. It's a very inconsistent system.
pocketnunu Jun 8, 2014 @ 8:23am 
Originally posted by Chillin':
And just an FYI, dodging is almost (again almost) completely pointless in this game. The tracking is so unbelievable with attacks that it almost guarantees you get hit unless you do it at the PERFECT time, which is nearly impossible given the volume of enemies attacking at different times once in a while. It's especially noticeable with a mage, because for some REALLY stupid reason the devs decided adding about a 1 second cast time for the blink-dodge on Sage and above was a good idea. It gets a bit faster the higher the blink level gets though.

I find that against missiles and some melee attacks, it's better just to walk/run to the side than dodge. They seem to track you less. The reason this happens is because they are given perfect tracking during the first 2/3 or so of their attack, so when you ROLL, you are actually forcing the tracking to cause the missile to make a much sharper turn and it stays on that track once the tracking falls off, so you'll likely get hit anyway if you keep moving the same direction. It's a very inconsistent system.

LOL, and here I just thought it was me who didn't think much of the dodging or even the so-called shield bashing. (Shield bash worked *sometimes* and when it did it was very gratifying, but it didn't work enough for me to keep using.) They both take perfect timing and in the heat of battle, at least for me, they weren't worth it. The walk/run just a step or two is really all that's needed to avoid a better percentage of the range attacks.
Kendrick_Yes Jun 8, 2014 @ 9:03am 
Originally posted by pocketnunu:
Originally posted by Chillin':
And just an FYI, dodging is almost (again almost) completely pointless in this game...

LOL, and here I just thought it was me who didn't think much of the dodging or even the so-called shield bashing...
Really? I thought dodging was OP as S**t! Especially dodging away from the bigger chaps like Trolls and Ettins and stuff to avoid the combos that break your block and hit you anyway.

And when you say shield bash, do you mean the skill or the second-before-the-attack-hits block parry thing? Because that's awesome! You just gotta hit those money timings, man.
pocketnunu Jun 9, 2014 @ 5:48am 
Originally posted by Flounce:
Originally posted by pocketnunu:


LOL, and here I just thought it was me who didn't think much of the dodging or even the so-called shield bashing...
Really? I thought dodging was OP as S**t! Especially dodging away from the bigger chaps like Trolls and Ettins and stuff to avoid the combos that break your block and hit you anyway.

And when you say shield bash, do you mean the skill or the second-before-the-attack-hits block parry thing? Because that's awesome! You just gotta hit those money timings, man.

Haha, I guess you're right on the timing part of shield parry - but as much as I've "practiced" it, I just can't get the hang of it. :(
♛ГλMΞℙ Jun 9, 2014 @ 6:34am 
You should start playing as a Mage. Maybe that specific class doesnt fit your playstyle.
But I remember how hard this game is when you are "freshborn"
I had a lot of problems with wolfes, I used to carry all health packs I could buy/find/create but somehow I bleed to death every time.
Later in game, when you get your levels, and complete main quest, your hero became much stronger and you will have much powerfull weapons.
Just dont give up!
If you want more help, pls ask, I am here, I even can make a video if you want to see some specific things.
Originally posted by Flounce:
Originally posted by pocketnunu:


LOL, and here I just thought it was me who didn't think much of the dodging or even the so-called shield bashing...
Really? I thought dodging was OP as S**t! Especially dodging away from the bigger chaps like Trolls and Ettins and stuff to avoid the combos that break your block and hit you anyway.
Most of the time it isn't necessary, and actually gets you hit instead of helping. It's different vs melee enemies, especially the big slow ones like ettins and trolls (their smash attacks are easy to dodge around), but against most of the smaller enemies and especially groups, if you don't time it perfect you'll just get hit regardless due to tracking, and stunned for the next hit or two and even if you do time it perfectly, if you're vs 3 or more small anklebiter enemies you'll just get hit by another one during or after your roll, especially if there's a ranged enemy like a Thresh nearby tossing homing missiles at you. Plus it is inconsistent. Perfect example of the inconsistency is, to use Trolls as an example, their rock throwing attack where they smash the ground and 3 rocks fly at you. Sometimes dodging works perfectly. Occasionally they fly into your path even if you dodge (lead you on) and hit you anyway. Dodging works sometimes, and is helpful when it does, but most of the time simply kiting attacks is better, or blocking.

Dodging seems to be more useful for a quick-dash to distance yourself, or get to a spot quickly where you can line up your enemies and hit multiple at once with whatever attack.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Jun 9, 2014 @ 7:46am
Kendrick_Yes Jun 9, 2014 @ 12:50pm 
Originally posted by Chillin':
...Perfect example of the inconsistency is, to use Trolls as an example, their rock throwing attack where they smash the ground and 3 rocks fly at you. Sometimes dodging works perfectly. Occasionally they fly into your path even if you dodge (lead you on) and hit you anyway...

The Troll ground smash ranged attack thing locks on to you when the club hits the ground, not when the attack starts winding up. You just have to time it right. And, yeah it does seem to lead you if you're already in the dodge roll.
Oh you mean like basically every other attack in the game? C'mon, no offense (and I don't mean this as hostile as it might come off), but I don't need elementary advice. I know when it is supposed to lock on, or rather, when it stops locking on (which to be more specific, is when the rocks themselves actually spawn, which is when their trajectory is supposed to be set). It isn't consistent which was the point. Once in a while one of the side ones shoots WAY off in the direction you rolled and sometimes this results in a hit.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Jun 9, 2014 @ 12:55pm
Fendelphi Jun 9, 2014 @ 2:17pm 
You can have a Longsword as a secondary for a bit faster combat(when needed). No need to invest points in it though. You simply need the ability to strike faster some times.

Another "Cheap" way to help out a "pure" Might, is investing a bit in the Lightning strike thing over at the mage. With just a few points, you have a relative strong ranged attack, that can even be upgraded to hit multiple enemies and adding stun.
You will still be able to go practically full Might Warrior, with just a slight ranged ability with the Lightning Bolt when the need arises.

Other than that, making sure to invest in combo abilities(allowing more options in combat) for your prefered weapon is a good idea. Additional damage is less important if you cant land the hits. :D
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Date Posted: Jun 7, 2014 @ 8:02am
Posts: 27