Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You just have to make sure your dagger is in your main hand^
Thanks for the idea, I'll let you know how it plays out- having to go 1.5 into Dex/Int/Str (6.5/8/10) but getting gear to make up the difference isn't an issue (+2 Dex from Belt/Necklace and +2 Con from two rings as soon as I get into Cyseal)...
Current thoughts on 4-man party (mod to create all 4):
1) 1-Hand / Shield Leader with Pyro 4. I know it's not "optimal" but for an honour run having a true tank may be worth it. Would be my grenadier as well.
2) Bow Ranger
3) Dagger/Axe Shadowblade
4) ?
I'm curious about the idea but the lack of actual numbers and lack of practical demonstrations (ideally video but even screenshots would be nice) worries me. I don't expect everyone to be as thorough as I was in the 2H vs DW Strength thread but this reads more as "This seems like a cool thing that works well for me."
Maybe this is equal to Strength users going 2H or DW. Maybe this is 10% better. Maybe this is 10% worse. Maybe this is 30% worse. We really have no idea : /
I might try it next time I start a game but have several going at the moment...
I feel 4x rangers would work just as well as 4x hybrid melee battlemages or 4x mages or a balanced composition IN-SO-FAR AS being able to successfully complete the game. Some builds / party compositions may be easier or harder, or more capable of handling a particular battle.
That said, and with less worry about X% DP/Action Point potential, I am curious about how this build plays and what would help get it moving in the more challenging early game, if anyone has experience and would like to share.
PARTY COMP
1. Party comp is entirely based around who is avialable in game to fill out your team of four. If you go two lone wolfs it might seem more open and/or forgiving as you are 100% in charge of customizing your two people, they have 70% more hp (harder to kill) and have more points to spend. Having to pick people already pre-made changes the dynamics as you have to evaluate who is pre-built the best (and if you are willing to use a glitched out hireling) and then what do they build into the best- 90%+ of the time people end up floating back to Madora and Jahan and then the question becomes "what can they build into the best"- so you really do get pushed down a "this party is better" path, but the game is frankly easy enough that it doesn't really matter.
2. Pure melee is without a doubt is the hardest party comp to pull off in the game- but as you stated, I believe it is still 100% possible to do even on tactician. However, people who make love with 2-handed knight builds also use oath, slow current, bless, drain willpower, restoration, and frankly a million other spells to make that build happen, so a pure 4x melee focused non-magic group would be hell. I would love to see someone play as a party of four that has ZERO magic and ALL melee and claim that fights were even remotely "easier"- they would be hell! People can argue the 5% extra damage all they want, the fact remains that nothing in the game makes levels 1-12 easier than grenades + special arrows + walk-in-shadows, nothing! With pinpoint + slingshot grenades never miss, special arrows never miss to begin with, and between the two you will destroy everything without taking any damage. Walk-in-shadows makes stealing, setting up boss fights, and avoiding fights risk free. Levels 15-Fin nothing comes close to the master level spells/abilities of Rain of Arrows> Hail Storm > Storm > Meteor Shower. All of that would not be possible with a pure melee focused group!
3. A party of 4x rangers might be awesome. The problem is that you can only build two and you would have to recruit the other two, and frankly no one builds into it well. Thus the problem stated in point 1.
HYBRID HYBRID
1. Going hybrid hybrid you will find Str + Dex + Int req's on weapons to be an issue (if you are crafting every level). However, if you craft at around lv 7 (that is when +1 gear appears) and then again around 11 (that is when +2 gear becomes avialable) vs crafting every single level you can still keep up and the added damage per level of crafting IMO is negated by the hours you chew up crafting new gear every level- the added frustration of crafting every level is high for me so this didn't bother me. Also crafting +1 dex or str belts and amulets early will help.
2. If you were going with a dual dagger + axe/mace/sword but were not planning on Int and spells you would run into other issues. If you didn't go grenades you will find the first ten levels much more difficult and if you didn't go Int and spells you will find post level 15 harder.
3. Scoundrel skills were terrible (IMO) frankly because with dual daggers they never dealt enough damage and their CC wasn't strong enough to negate the lack of damage output- however with a tenebrium axe in your off hand changes that (picked up tenebrium lv 7, funny story).
4. As I have said above and in my guide, nothing makes levels 1-12ish easier than CC from touching spells, midnight oil + boulder bash, grenades, special arrows, and walk-in-shadows to name the few off from memory (I have a list above my skills section in guide, I believe there is 11). Also, nothing makes levels 15+ easier than Rain of Arrows>Hail Storm>Storm>Meteor Shower. There is a soft spot between around 10-15 (B. Rex to K. Bore specifically) that frankly I have counted on my 2-handed Madora to deal more damage than normal- due to bosses high elemental res as well as being immune to most CC. What the scoundrel skills did was add a lot more 3-4AP skills that do 150% weapon damage, which has made levels 10-15 much easier and taken a huge load off of Madora. From what I have played so far I would recommend a dual dagger + axe/sword/mace over a pure dual either direction.
5. That said Jahan builds into it very poorly, I would never build him into it again- his stats just don't work! I would keep Jahan as a dual dagger in the future.
About the soft spot, what bosses can't be stunned after Drain Willpower?
2. Burning Touch is the single best "locked door" fixer in the game
3. Decaying touch is brutal.
4. B. Rex and K. Bore mostly- they can still be stunned, even without drain willpower, but the combination of immunities + invunerabilities + pre-level 15 makes them different to deal with personally.
4. Isn't it just Drain, Stun and beat down? I've yet to see them survive the stunlock.
4. It isn't just dealing the damage, it is also the combination of also taking damage, which Madora takes better. With invunerablity and abilties I find that "soft area" to be difficult to avoid taking damage (I don't like taking ANY in fights) and thus I have Madora more in the mix. I don't die in fights, I just end up using Madora more during that time and then she fades out again after 15. Drain willpower + stuns are still obviously the way to go once invunerablities are gone.
I'm a bit confused -- if some compositions are easier than others then how do they work just as well in terms of being able to complete the game? Seems there's a difference between "All party compositions CAN complete the game" and "All party compositions work just as well in terms of completing the game."
340% HP vs 400% HP in terms of overall HP on Tactician. Plus half the start AP and a bit over half the turn AP. Not to mention stuff like one person getting CCed is half the group getting CCed versus 1/4.
Less points to spend as well. At level three Lone Wolves will have 5 + 2 + 2 each for 18 total. Group of four has 5 + 1 + 1 = 28 total.
Not saying being individually tougher isn't an advantage, but there's a massive, massive price for that.
How long does it take you to kill King Boreas, out of curiosity? Seems to be the "last" boss in that level range if I recall correctly. Can include real time if you want but I was referring to number of rounds.
I'm also not sure why you seem to equate "taking less damage" with "easier," unless I'm misunderstanding you. If anything what you seem to be talking about sounds "harder" compared to more straightforward tactics along the lines of "Walk in, smash everything, heal damage as needed" meaning more effort is required for the same end result.
I don't disagree with your point here, but in the same vein why do you value special arrows so highly? 4 AP for a single chance to stun/knockdown/etc.
Or are you only using special arrows like Static Cloud with an AoE?
This is how I feel about a lot of stuff people talk about. A lot of people (definitely not just SSenkrad) seem overly obsessed with CC and incredibly undervalue raw damage (and I'm not just talking about physical damage here). This is why a run in Classic with a friend was harder than Tactician -- the friend obsessed about CC and special arrows and nothing actually *died.*
Are you saying those three and only those three do 100% weapon damage?
From my perspective this seems like a weird statement as I'm used to always having a 100% hit rate on melee (hell, even without a pre-pull Bless (0 AP) or in-combat Bless (3 AP) it's usually at 90-95% even with Rage).
But I also remember the Classic run where the friend missed constantly...I figured that was just due to having like 12 Dex at level 11.