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I'm happy you can get Dziewanna's Feral (edit: after doing probability calculation, that's actually less likely than Orc Slugger - I was just really, really lucky with it. you're looking at 2-4% effective probability of that one. QQ), at least, but it sucks you can't have a warrior Orc (in practical terms), or an Elf mystic Chosen, without modding the game (at least nobody cares about goblins ;) ).
Even if it would make parts of it that much easier.
https://youtu.be/lK02RjvlBJ0
It's so much more convenient to scan through text to find the information you want (and can later easily look up again), than have to go through however long a video for the same.
In fact, I never bother with YooToob videos for exactly that reason.
And the uncertainty is what makes it fun to explore. Don't be so quick to look up exhaustive guides to all the alternatives.
Makes them more personal than a huge crowd to constantly manage.
"- Loading a saved game will reshuffle its randomised systems so that different outcomes of random rolls are obtained whenever a game is loaded"
*Shameless save-scumming intensifies*
Turmoil-based play-through with an Orc Slugger champion is now a possibility (5%, but a possibility none the less)! Woo!
Also for
I put links in the descriptions that break down the chances for each choice when your child grows up so you have have a portable PDF with your numbers wherever you go.
I looked at the events editor and yes, it's a 5% chance to be able to select that option, but only if your orc child growing up has 6 strength, otherwise you're hosed. Even then, you've got a 10% chance to successfully become an Orc Warrior. Failing that a 10% to be a bloodtracker, and so one. Then a 30% chance to be a weak warrior, then a 30% chance to be a weak bloodtracker, and failing all that he'll become a laborer. Of course, even before the chance to become anything, there's a 3% chance he will just die.
I imagine that's going to be a lot of save scumming, on level ups and on growing up.
Not completely on-point but:
How effectively are melee-oriented Elves? Is there even a playable Elf combat class? I've only seen Elf Druids as playable, but I have not been to the Elf island and made friends with them yet.
The "magic" ones aren't bad at it, but why put equipment or points toward something other than their inherent strengths that translate into physical challenges anyway?
Can't Guardians be recruited from Elven villages later?
So I guess it'd be waste to build my Wandering Elf Druid as melee then? Dammit, I want to role-play Glorfindel or something! ;)
Edit: Also, I've mentioned this in other threads (with no one answering): One of the reasons why I don't want to build the Elf Druid as a back-line caster is because they seem so fragile with a codex - even with Elven stats. I simply cannot keep them alive at all in the more tougher fights. Any advice on keeping them alive? They have good gear, too.
What's to stop you, then?
As long as your group can handle the challenge, and the character is reasonably functional at another role, why not? Personally, I like mine to have utility in at least two challenge types (though that's very easy for spirit-stat-oriented ones due to gear). My physicals mostly double with mental abilities. Easier to synergize than spirit, stat preferences seem to lean that way as well, and spirit gets covered by witches and other magic users very well anyway.
I keep dedicated physical fighters, but prefer to focus on mental and spirit challenged for the simplest reasons - they are much easier to recover from than HP damage, losing them is generally much more forgiving than losing a physical challenge, and the "better" human professions that you want around for special event triggers or options lean mental/spirit anyway.
Also, lightbringer fights - running yellow or purple makes them so much easier.
I'd assume lack of response is due to insufficient information to give any kind of meaningful advice.
Your back line should rarely, if ever, take damage. This has all to do with positioning, and even though you cannot obviously predict enemy placements, you can try to anticipate. Aside from abilities that force focus on specific characters (and you really want those on your tanks), the best method of dealing with back-rank-strikers in my opinion is just to prioritize and kill them before they do much lasting damage.
You can always gear up toward any specific defensive deficiency, and physical shielding is the easiest to get. It won't save you from constant exposure to damage, but should keep any persistent one from your character for the one or two rounds you need to drop that enemy in the first place.
But it's placement and target focus that should always be your main method of defense. Also remember that you can craft items with Shield Leech. The slight drop in damage-per-turn is absolutely worth it, and Shield, in opposition to Health Leech, has the advantage of always being in effect, so your character doesn't have to get hurt for it to be beneficial. It's very powerful particularly on characters with high initiative, when built as tanks - you can keep up most of enemy damage covered by the leech effect, or at least significantly mitigate permanent damage that way.
I don't play at 800% yet, though, so take all this with a grain of salt if that's your focus. Obviously tactics that work well on 400% and below might or might not work in that setting.
Hmm, I guess our approaches radically differ then. I prefer physical fights, because 1) they payoff is the greatest (look at that phat lewtz!); 2) the recovery doesn't cost resources (e.g. Spirit restoration rituals); they are viscerally more satisfying and intellectually comprehensible (i.e., I get the concept of fighting monsters and killing them, but I do not get pitting my wits against magnifying glasses, for instance); and 4) they are faster to resolve if I have to manual it.
Also, I find Lightbringer fights easier with physical tools. I guess this may be an indication that I do not yet know how to do yellow or red fights well.
Hmm, I guess positioning and targeting is my main issue then. More specifically, I do not position my cards with much forethought at all. And I do not check and see what attacks enemy cards have and thus what enemy should be eliminated first, etc. I will be more tactically careful then.
I agree Shield Leech is amazing, but would you recommend them even for back-liners? For instance, on a bow user?
Finally, I play at Normal, so your advice should be applicable!
Main reason Marovit is my favorite >.>
That I can wholly appreciate.
To be honest, most of my parties can clear spirit/mental challenges in two or three turns simply due to sheer damage potential. Even before gear.
Also, bonus points - if you go with any character with Swarm, early encounters are hilariously easy even if it's a rat with no inherent mental/spiritual basic capability. Enemies physical HP pool scales much faster than mental/spirituals.
Red is physical, you mean yellow and purple ;)
It's all to do with your party setup. You can make one that will wipe anything physical way above their level with impunity, but get wiped itself on other challenges.
The only weapon that covers all challenge types from a single attribute is purple. You can make some "primary physical, secondary other" weapons, but they do require high enough secondary attribute to work most of the time.
Physical is basically the easiest to cover as secondary challenge, especially if you use any kind of summons (who also work very well as disposable meatshields), so personally I'd rather focus on strong presence in mental and spiritual, because sooner or later you will have no choice but to fight those. One or two (for larger groups) physical-focus characters, geared primarily for tanking, are sufficient in my experience, especially if you managed to get a witch or another magic user to nuke things regardless of challenge type.
I end up auto-resolving a lot of encounters, too, so it's not an observation relevant solely to manual combat.
Well, there's your culprit if there's one.
If you plop a squishy back-liner in front of somebody with backline-affecting attack, and they get a shot or two off, it won't be pretty ;)
Personally? I'd rather my back line did damage.
But if, for whatever reason, you have issues with keeping them out of harm's way? Well, it's a possibility, at least.
I'm still far more of the "do unto them before they can do unto you" approach. Doesn't need to be just direct damage, either, slowdown (and speedup) or stun mechanics are there for you to utilize ;)
Honestly, just mess around with things if what you currently use does not seem to work well. Thea's mechanics are complex enough to cater to vastly different approaches as successful solution, so just because I like to play one way (and figured out the way to do it with reasonable proficiency) does not mean your preferences will not work - just have to figure out a way of making them work ;)
I actually had a physical-focus playthrough that I set aside to finish a mixed one instead before the patch invalidated that save precisely for that reason.
Will have to redo it again, because it's well possible I'm missing out on some goodies focusing so strongly on spirit and mental instead ;)