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Don’t keep that “ideal” item just because it’s got perfect stats. You’ll benefit more than you realize by replacing it.
All of that said, team build is always a factor too. Assuming you’re the same level of the enemy, struggling would indicate an issue with your builds. You don’t have to min/max, but if you’re too far from min/max you might be too inefficient to be effective. A few steps towards min/max might make a huge difference, like allocating some unnecessary points into more useful things. Dumping your few CON points for a little extra damage, stuff like that.
I think i could drop some int/str/fin items for armour upgrades. Replacing weapons on my hunter and warrior were the first things i did.
My build is
elemetalist 5 Hydro 5 aero 2 necro 9 poly
ranger 5 hunt 10 ranged 2 necro 4 poly
warrior 5 war 5 necro 2 geo 9 poly
sumoner/ battlemage 5 aero 10 sum 2necro 3 war 1 hydro
my elementalist does a lot of damage and can freeze / stun she can also dish out some melee dmg. And heals my party
My sumoner can go elemental damage and physical and can help stun/ knock down heal and freeze
My ranger can use elemental arrows to assist stunning freezing and knockdown arrows for knockdowns> She also does a lot of damage.
My warrior knocks down criples etc necro is for survivability poly is used for more melee options.
They all have a bit of necro for regen. My warrior a lot for survivability.
Poly is used to boost stats except with my warrior where the abilities are used too.
Consider a point in Scoundrel for some as well just to pick up adrenaline. That extra 2AP on the spot can make a huge difference sometimes.
If you’re not going to get both elements max on your elemental mage, don’t try keeping the even. Stack one more than the other so you can use that element first with higher damage to break armor faster. So if you convert 5 poly to boost the skills, max Aero or Hydro to 10 and leave the other at 5. This character can drop necro safely and take one Scoundrel point for adrenaline. Then combine a low tier hydro book with a low tier Scoundrel book to get vampiric strikes, allowing you to get 50% lifesteal when needed.
Tbh i think you have some good ideas but i dont see how a little tweek in talents will change the fact that 1 reactive armour kills 2 of my companions. I think you were right about not worrying about int/fin/str too much and just getting the gear upgrades. That should boost armour and therefore survivability.
As for my hunter ill put the 5 ranged ones into warfare as you said.
My warrior has living armour
My hunter has adrenaline, im sure others have at least 1 scoundrel from gear ill check and give them adrenaline.
As for dropping poly for a single skill i thought about it but i like her to have a lot of skills available so she can help take down physical armour as well as freeze and stun effectively using a wide array of skills. To be able to get her to move first ive dropped quite some points in wits.
She has int +30 con +4 mem +7 and wits +9. The wits is combined with savage shortilege for crits.
As for other talents id really have to look as im unsure.
warrior: leech, living armour, mnemonic, opportunist, picture of health
hunter arrow recovery,elemental ranger, far out, living armour, mnemonic (ill drop arrow rec for picture of health?)
summoner, comeback kid , far out man mnemonic, picture of health, savage shortilege
Elementalist Elemental affinity (rain and ice duh), far out man, mnemonic, petpal savage shortilige
So if you have 40 FIN that's +200% and 10 Ranged is another +50% for +250% total. If your base damage is 200 then that's 200 + (200 x 2.5) for a final output of 700. However, if you swap all those ranged points for Warfare points, then its 200 + (200 x 2) for 600. Then you increase that 600 by 50% from Warfare for another 300 making your final damage 900. That's 200 damage more than the ranged skill. So whatever the other stat Ranged offers, 1% crit chance I think, isn't really worth the loss in base damage.
You should only invest in the weapon specific skills once you max Warfare and have nothing left to invest in. All physical characters should max Warfare though. The way the game calculates Warfare's effect on damage makes it much stronger than the other skills. So your Warrior should probably move 5 poly to warfare and the archer can move all 10 ranged over to warfare. You should immediately see a difference when attacking something.
I also notice you have mnemonic on everyone. That late in the game, you shouldn't really need all that memory from talents, instead dropping a few attribute points for it. You're much more limited on talents and can gain much more use from those than just a +3 memory boost. I only recommend that talent in act one where attribute points are scarce and your mage needs that memory boost.
Don't underestimate the free movement of The Pawn or the extra AP from Executioner. They're some of the best talents. Being able to reposition one AP worth of distance free can help get onto elemental affinity for your mage if it was lost, move into range on literally anyone for no cost and other common uses. You can even have your ranged damage hide behind a wall, use half the movement to peek and attack, then duck back into cover with the other half to avoid being attacked.
Is the problem the Nemesis guys? They are VERY nasty encounters that can catch you off guard quite easily. At least one of them is completely avoidable (the one near the lizard consulate... just keep your distance from the suspicious "Average-looking person" or whatever he's called with 8000 armor points... teleport or chameleon passed him if he's preventing you from getting to the consulate itself). There fight near the school/sewers I think you do need to take. Try to time it so that you can get some paladins to help you. Most importantly, the entire enemy party will flee if any one of them gets down to maybe 50% health. So unlike other battles, what you need to do here is just pick one enemy and relentlessly dump all of your damage on them. These are actually among the hardest fights in Arx, IIRC.
Other stuff:
-Give both of your magic users shields if they don't have them already. The 1000+ defensive bonus you get from the shield vastly outweighs any bonuses from a second wand or a staff.
-Don't be afraid to use the BIG SPELLS. Thunderstorm on your aero mage is an absolute monster that can AoE CC an entire enemy party for many turns. Pyroclastic eruption (geo) is AFAIK the strongest pure damage spell in the game and can do 5000-10000 damage against each enemy with a bit of setup.
-Agree with the above that optimizing your stats is important here. Max out warfare on physical damage dealers; max out St/Int/Dx for the appropriate damage type, stack up runes and magical items to boost your damage further.
My elementalist is custom i tend to use her bubble a lot so staying on the move to me seems less usefull than the regen. At least for non aoe enmemies.
Thanks for the explanation but i understood the first time around. And ill take it to heart. Although damage isnt really a prob it dieing to fast.
Them yess... not looking foreward to challenging Kemm either. Alexander, windigo and malady in the dreamworld def avoiding the docter etc ;)
Ive thought about the shield on the summoner but i use a few warfare skills for knockdowns ill try sort him out and see if theres a solution for that.
Every battle is really just you working to balance the ratio of damage output and damage taken to your favor. If the enemy is capable of 5000 damage their turn and you're capable of 3000 damage your turn, then you need to find ways to mitigate incoming damage while maintaining high damage output. If you spend too much AP on buffs, heals or other support abilities, you're spending less on damage and CC. If an enemy attack deals 700 damage, you can either take that and heal or simply damage them back and CC them. Maybe you can't afford to take a second hit, but if that enemy isn't capable of hitting you that second time... then what do you need healing for?
Its just things to keep in mind. As you learn the game better, you get by more and more without needing that bubble or other healing sources. Damage output is king.