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I ended with half conclusion (feeling no real analysis) that 2H was a burden for XP.
But firstly the character was using heavy armor, I do believe this is a burden for XP by slowing overall the character. Secondly I realized later that I didn't developed that much magic aspect of character and still most training was for Lore, not that much used, so lower level skill, so less XP.
Verse suffered the same XP training penalty but not the two other mage companions. But Verse had overall quite a lead for XP.
Quote that despite this 2H character was behind for levels, it's still been a very solid character with 2H and Heavy Armor, I never build a Verse as resilient.
In my second play, mage character was leading largely for any stats over companions, this mage was using Light Leather Armor. Later I switched him to Heavy Armor because there's just too many cool Heavy Armor items. I feel I saw the difference, it's still leading, but probably slowly lost the lead. Most probably Heavy Armor is a burden for XP.
I tried 2H and light armor (most abilities from the Agility tree, Blade Wall from the Defense, stances from the Power), it's pretty fun, possibly due to high armor penetration rating. The only problem for no-magic builds is the Magebane, so if you survived the 1st Havoc, it's going to be fine. Also, because of the XP system, training more than one weapon isn't recommended (it leads to lower accuracy and less hits/crits). The ability that replaces dodge checks with parry is recommended to get as soon as possible, then train Lore via trainers (it's necessary for dialogues).
Edit. Also there's a quite interesting sword, which gives a bronze ring for each enemy defeated. Located near western wall at Sentinel Stand Keep, requires some Subterfuge to spot it.
Here's what I did: 18 might/finesse at character creation, spread the rest out evenly and bring up vitality as you level. Put as many points into lore as possible but take your character creation talent options in 2h and 1h/shield. Early talent priorities are bandolier for better consumables and challenger stance, the AoE taunt aura is basically how you will hold aggro for the entire game. Then you want to flesh out your ability to disable enemies while your DPS characters eliminate them, so take sunder and the talent that adds a stun to it. I took the shield bash + the stun talent for that as well as the unarmed stun from power, but they don't scale well for me because i'm not leveling those weapon skills so you might find those talent points more effectively used elsewhere. Other useful things are the AoE affliction removal and extra spell slot talents from Leadership. Build lantry for maximum +lore talents and spell slots, he will be able to stack the best buffs and throw out lots of damage. I trained 5 ranks of lore on PC/Lantry/Sirin/Eb every level, in act 1 you can train other stuff on Barik/Verse if you want to.
As I said, Act 1 is rough. You really need to master your micro in act 1 or you will get stuck on ascension hall. Generally you will start fights with aggro on lantry or verse because their armor is lower. Learn to position the PC at a choke point on the battlefield if one is available and train enemies into the taunt aura range by moving your other characters. Once they get taunted onto your PC they will generally stay there. If you can pull it off, wedge your PC and either Barik or Verse into a spot where the enemies can't get around them and put lantry and the other person behind them (in ascension hall you can do this with the tables). It's probably worthwhile to give Barik and Verse their taunt talents in case you need to rescue lantry. Otherwise it probably doesn't matter how you build them, I build verse as a ranged character this time but she would do fine with her dual wielding tree also (but take the 2 burning arrow talents, they are good and you don't have much magic DPS in act 1).
Once you hit act 2 you can ditch Barik and Verse if you want. I used Sirin and Eb, as I mentioned. I put Eb in the back with lantry and build her for maximum spellcasting. I went all-in on Sirin's war tree and just put her next to the PC, she is very rarely targeted if you micro the PC's taunt correctly and with 3 levels of her shield talent she can take a few hits without needing to worry. Let her go to town with songs of your choice and then use her breaths up as you see fit. As far as spell schools go, Sirin and PC should use illusion as much as possible because you want the illusion cone spell to land its stuns when they use it. Lightning is good too once you get the accent that adds a stun to those spells. Basically focus on using the PC and Sirin to keep enemies taunted onto the PC and disabled as much as possible and let Lantry and Eb clean them up.
Other things to keep in mind - definitely try to unlock as many faction reputation abilities on the PC as possible, they can be really useful. Combo skills are also really good, particularly Eb's AOE heal/nuke and Lantry's quicken. Do not be afraid to use consumables liberally, the defensive potions are particularly good and they come cheaply to free if you get the infirmary spire right away (which you should for the lore trainer). Finally, once you get artifact weapon 2Hs and volcanic weapon buffs the PC will start doing an obscene amount of damage as well.
Anyway, that's my general approach. Path of the Damned is absolutely doable using this method and there are definitely ways to optimize it further if you want.
Second, it is possible to get it much later in the Burning Library. To do so, you have to clear the Scarlet Chorus guys out and finish the area. You have to leave an artifact in place of the one you take to maintain the integrity of the building or you will miss this. Once you have done that and left, put lantry in your party and go back into the lower level lava area. You should see a sage guy in the lava you can interact with. There will be a description of him having a sigil on his chest that seems to be keeping him alive in the lava. You must pick the option to strip the sigil off his chest and kill him, and you will get Guarded Form. If you rescue him from the lava you will lose it.
For the description, my fault, I never read the long description at bottom that requires a bit of scrolling, this long description is like wiki and is ok. The short description at top in game is pretty wrong.
Agi gives you 3 hits in row. Fo dualwield its meh but it turns slow 2h into machinegun.
On POTD I jut cast haste on 2h and go to sleep. You might want to cast weapon elemental buffs and just faceroll the game.
This point is in fact a rather interesting design element aspect to dig in context of combats and system like used in game.
But ok thanks for the suggestion I totally admit that for main char 2H attempt I used only some talents of agi tree. I have 2 plays forward and could try such approach with one.
The blitz or the other one(I forgot) in the power talent tree. The one where penetrate armor I think.
Blitz is 15% more standard attacks, so when skills are involved it's more complicated. For example double and triple attack lower the effectivity of Blitz and skills duration to use them isn't lowered by Blitz.
Also the game applies rounding so if you have low recovery time like when wearing high level leather armor, this will make Blitz real effect lower than 15%.
Another aspect is XP and skills XP, to know if number of attacks matter or not at all. The problem on that aspect is I don't know if this matter.
So I don't have an answer with Light Armor. For Heavy Armor, intuitively I would pick Blitz but I don't have the math to justify it. :-)
And the skill training system is definitely making non specialization weaker. If you play a 2H I would advise not bother on training magic nor even lore, use few support magic for sure but focus on one weapon type that is 2H because you need increase quickly you chance to hit and DPS.