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
and to answer the direct question : you dont. fighting a horde of 10 head on is anything but smart play.
use the terrian. jump on a rock. climb a ruin. this slows the enemies down greatly. choose the spot to pick a fight. dont chase enemies. let them come to you.
fokus out the targets with ranged or soften up the problem enemies first. if youre grossly outnumbered and still try to fight head on you will die. in any biome.
the charred are not a danger in generel if you know what youre doing.
fokus on the asksvins and the flyers above all else.
morgens do friendly fire. so do valks. make use of that.
avoid makeing noise you dont need. like dont run everywhere. dont chop trees without watching your surroundings and haveing an escape strat at hand.
use the shield when mineing metal or raiding a fortress. it keeps the arrows away and it blocks respawns within its field.
Askvin and Valkyires are the only 2 that can catch you if you run away in a straight line. Charred are frankly not even an issue if you _walk_ away, due to warriors being slow, archer arrows having a big problem if you walk even slightly in an angle and the twitchers do next to no damage with the throw (about 10 in heavy armour) that also hardly ever hits.
Asksvin and Morgens have a hard time turning and Asksvin can be staggered somewhat easily from damage (depends on your weapon skill and type of course) and are generally the easiest to stagger and the remain in stagger the longest. Most others are staggered for an unusually short time.
Archers and twitches have next to no HP and can be killed quickly after a parry. Twitches tend to run out of your combo hits if you do not stagger, but can be combo killed if you ignore their hits instead and do your combo. My general advise is to just not kill warriors or if you have to: kill them last. They kinda hit hard and are hard to parry for someone who relied on parry for most of their game. If you are fast on your feet and kill stuff around, they might frankly often just stop combat and walk away. If you have a hammer or sword, you can kill them safely with max range alt fires.
The big thing in Ashlands is causing panic, but if you have some time to breath and look at what each enemy is capable off.. it gets really disenchanted and stuff feels too weak/easy quickly. I am still more afraid of wolves and big groups of Fulings after finishing Ashlands twice, but landing there the first time looked definitely scary. I expected the charred to be like seekers with higher stats (because next biome). They are not. They are Greydwarfs.
What is your main weapon and armour/food/playstyle?
Failing that, bring a hoe, some wood for a workbench and a pocket of rocks; when you see you might be running into a problematic situation, slap that workbench down and use the raise earth function to confound enemy pathfinding and give yourself a perch or two with which to achieve tactical superiority.
All in all though, the ashlands spawn rates are a tad high, and the current public test branch is looking into dialling some of the enemies back a bit. so maybe you could wait for that to go through to live. I'll admit I'm taking a bit of a break while I wait for this myself because it's more tedious than anything else to barely have any time to myself to snoop around.
Especially with all that lava about...
I feel like this is the strats for anything. Basically manipulate the environment around you to be in your favour. But it's getting too common and frantic now, and I feel like it's slowly becoming 'Fortnite' out building your enemy gameplay.
Not that there's nothing wrong, I did this in the swamp too. And other game has done this right, like Terraria.
Wish I have your optimisms, I do agree that Wolf is still OP with its attacks and in group you're almost guaranteed to be dead.
I'm still experimenting, but I'm mainly using the Mist sword and shield, Crossbow, and full Flamemetal armour (low level). I just got the staff of the wild, and it's really helping so far.
I think I need to eat HP/Stam/Etr, before it was mainly HP/HP/Stam.
at least some of it's features to help
difference makers here are the shield bubble and Staff of the Wild, you can solo final boss or anything and let the roots do most of the tough job.
The 4 skeletons will help and raise your blood magic, so your shield, and act as bait
I would love to see you try to temporarily lower your magic skills to something more at the level of someone that went straight to ashlands from mistlands (30-40?). It just doesn't work for me, and I don't know if it's just my skills, playstyle, or if it is just not nearly as effective at lower skill levels.
I suspect the latter, since I can't maintain my bubbles or skellies, and I feel like I'm in a constant defensive race to keep the mobs at bay, which makes it impossible to do anything. With a heavy melee buildout, I can just slice through the mobs and don't really have a problem.
My staves are mostly level 4 as well, except staff of the wild, which is only 2. That does help, but it just add another element to the rotation that I have to keep regenerating.
Edit: And when I say my skills, I mean MY skills, which I'm sure are not up to par with magic... :-)
askvin agroed? move back to empty area. morgan agro? move to empty area. in fact morgan with your current setup can parry lock them. hope your block is at 30+
Went into ashlands with magic skills of about 40 they intially got to 70+ (in the ashlands) then I hit a major death loop and all skills that still had any points in them were under 10. I stopped trying to recover my stuff and did a side trip to capture a fort (died a few more times ) and got a lucky blood stone. Trollstav was the turnaround (mostly...got stroll stomped at least once) and by the time I got my gear back all skill I still had point in...
Trollstav is great for damage, distraction, and target practice(magic skills back to 40 ish after a few hours).
Sure the skeletons you summon tend to die pretty quickly for various reasons but a bubble on them and they last a little longer- they aren't your primary offense but they are decoys and a reason you can gain exp towards blood magic.
Would have to test it with lower magic level . I think i first went in ashland weeks ago with mage in 50's and blood magic in 30's .
In many situations i do have to run away even with better skill levels , keep moving , my bubble bursts, skeletts die all the time from mobs or lava. bit of a hustle .
Not a fan of this biome, at all, but wanted to clear it for completion and it's gear , upgrades...
Resetting your shield is the only priority during combat, and moving . Then calling skelets again when its calm . so 1 would be a staff of frost or fracturing , 2 staff of protection, 3 staff of the wild ( lvl 3 is max i think )
Dont fight everything you see . Jump on higher rocks , enter caves , breaks their path and lose aggro
Btw i don't play with death penalty anymore, so no skill lost. Combat is at max diff though
My point is that a decoy is only as good as the amount of time that it lasts. You only have a limited amount of eitr, and if you're spending it all keeping your defenses and decoys up, you don't have anything left for offense. That's the point that I feel like I'm at.
I suspect there's a point that you reach where you get ahead of the game and can actually get a few shots in before your decoys/defenses go down, but I feel like I haven't reached that point yet.
Or maybe I just don't know what I'm doing...
Moving through Ashlands is not so much of a problem, it's dealing with the mobs when you get where you want to go. In this case, I just wanted to clear a couple of spawners around my landing spot, and it turned into quite a chore.
Krom/Slayer have even a bit more range, burst and is even capable of staggering warriors sometimes, but need a bit more practice both due to the speed and because it does not freeze slow, meaning if you start the hit too late the warriors can often reach you with the one feint move where they are stepping forward. Higher weapon skill also helps a lot due to higher knockback. Just take care to not start it when they decide to turn a bit and walk 1-2 steps 90° away from you. They do that sometimes.
You can play however you want, but if you already have sword skill rather high up, I would suggest to stick with HP/HP/Stam or maybe 2 stam if that is your thing. The extra HP helps a lot to just raise your shield and walk in a cycle while you watch all the enemies killing each other with their attacks and even 2 star twitchers and archers can be parried with that and in general as a failsafe if you messed up and got hit twice or thrice in a row both for not getting staggered and for actually surviving it. On the other hand though: blood barrier.
Staff of the wild can basically do Ashlands by itself when you get higher elemental level. It scales way too hard (seems to be a copy/paste from some skeleton code) and at level ~70 1 hit after the projectile can simply kill an archer, while just putting some on the ground and hiding behind them (they do block enemy projectiles, have knockback and the imobilisation effect (which also works on Fader!?)) can kill basically any large group of enemies. They do cost quite a lot of Eitr though and are not great on uneven terrain or when you kite the enemies too far from them. Their hits also do not level up elemental, so relying a lot on their damage can hamper your skill leveling quite a lot. I tested it a bit on higher levels on Fader and got him down to like 70% in 30 seconds or so due to the ridiculous root + high dps. It gets a lot worse when he starts to wind up though.
Staff of embers is frankly still okay against most trash even with that 50%-75% fire resistance. It does have extra fire damage in Ashlands due to creating ground fires and it frankly still busts hard enough to kill anything(even groups) except a warrior/morgen/valkyire with a full Etir bar. Warriors can be killed with 1 bar with 2 Etir foods though. The instant and blunt damage is more relevant than it was in Mistlands. Not the best choice due to the resistance, but still weirdly strong. It is also such a low player skill weapon, since it is AOE and does not need perfect aim. You can even spam it around you while wildly jumping around and over enemies, due to the buffed feathercape jump. I had multiple situations with my mage where I was surrounded by multiple Askvin and charred warriors and just jumped around in the middle of them without any of them hitting me and them slowly dying from the Embers. In generally it feels elemental mages need a nerf to be honest. It feels their only downside is their long downtime.
Dundur can kill Valkyires and Morgen quite well, both due to the damage and the way too high knoback. You can shoot it when they are about to hit and it can easily knock them out of range while you reload. With some higher skill (which increases reload speed) you can even stagger Morgen from damage with it due to their vulnerability to lightning.
I'd say in general every combo is viable in Ashlands and it is probably best to stick with what your char AND your as the player have the most experience and skill with, but stuff like different vulnerabilities and weapon pros/cons still apply.. tough a lot less with the addition of the Iolite weapons. The main thing about Ashlands is to stay calm and make a plan instead of feeling like you have to kill everything you see. You don't. You can walk away or let them kill each other. Especially blobs are not enemies, but bombs that come to your rescue. I'd say basically if you get a quiet moment once or twice with just a few enemies, you can see how little they are actually capable of and can then start to pick them apart one by one the next time you see them in a group. Really use how slow charred warriors are. They are the enemies tanks. Focus on the dps : p
My blood mage still annoys me way too quickly. They improved the lava stuff a bit but.. you still have to recall them way too many times in Ashlands. If you run around the coastal area it is not so bad, but once you play more with the skeletons you realise just how often you actually dodge tiny patches or jump over a small lava river or constrain yourself to not melee an archer in the lava. They require so much more babysitting now. On top of that twitchers basically pull them away from you and hardly get hit if you don't use the harpoon or parry stagger to help, while the warriors have rather high HP and knockback and the whole "we are many many melees stacked together!" thing is not working great in general. It does not help that getting archers is basically only "naturally" possible if you run around for a longer time and resummon the ones that died in melees and slowly build up a more ranged military, capable of actually hitting the enemies (except twitchers..) and of course the 50% piercing resistance.
You also get so much bloat drops in Ashlands and the only indoor dungeon is 1 room with 1 enemy.. meaning you lose all skeletons when you enter and a minute later you lose them again because you are finished with the dungeon (camp fire reg helps, but still). Then add to that how often you would have to teleport home if you don't want to leave all the 3-4 Asksvin drops + other stuff on the ground.. which also makes you lose all of them again. On top of the slow leveling (does skeleton XP even profit from rested?) AND the fact that the new blood staff makes it so you can not play blood while it is active due to:
- It not profiting from blood shield
- It making most of your skeletons useless while it is out
- It not giving you any blood XP whatsoever
It feels so much like a mod item and not like one from Irongate. You can however level with it by letting your skeletons hit it and it breaking all of their shields quickly I guess.. It is just way too annoying to play blood in Ashlands and the new staff feels more for made as a tank for elemental mages. I am still running around with level <40 because I don't want to "train" afk on a spawner and thought Ashlands could be a chance to let them roam freely and get some levels, but my spear skill has gained more levels than blood magic. It is a pain to babysit the skeletons now. The staff of the wild would have frankly been so much more fitting on blood (but elemental gets 3 while blood gets "kinda one") and I thought maybe the new mage armour they've mentioned might give something special, like "yours skeletons are lava immune charred now!" or similar instead of "like the one you just got, but with higher numbers".
Of course blood shield still exists.
I did enter Ashlands with elemental around 35-40 I think, but that was during public testing where fracture/dundr still gave tons of XP quickly (I still see people spreading that in threads, despite not being true anymore). I was around 90 when I killed Fader still during the testing period and have since remove some skill. I did not feel like the low skill level held me back that much though, especially since the new feather cape makes it so easy for elemental mages to be inside the battle field and still not get hit. The high level was definitely the reason why Fader was so astonishingly easy though, because of the hard staff of wild scaling. I should probably retry him. What is your main issue there with magic? Running out of Eitr before the enemies die? Archers sniping you? Asksvin chasing you a lot and blood shield failing (don't treat it like constant armor)?
I was scared to fight the queen and after the fight, thinking... "it's super easy !".
Since I put the feet in ashlands I changed my parameters as a resilience.
And it's ok, ashlands become less difficult and more enjoyable.
GL