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enthusiast
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enthusiast
Joined: Apr 2014
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The tunnel he means opens up from the graveyard where Jake's dog is. There's an unmarked pit that isn't a grave It also opens from two other locations in the city. There's a hatch beside the stairs, but you have to teleport or jump someone to it. There's an entrance to the basement of the abandoned smithy, but Holy Crap the traps at low level. Also lockpicks needed if you go in from the top. The graveyard outside the city is *not* low level, as you already noted.
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stranger
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OP
stranger
Joined: Aug 2008
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Mikus, thank you very much for the tips! Having a bit of an idea on how to build my characters is very helpful. I hadn't yet done any blacksmithing, as even the starter weapons seem to require 5 blacksmithing skill, and I hadn't yet seen an item with even +1 blacksmithing, and from what I'd seen so far, it's 1 points for the first skill point, and 2 points for the 2nd, and I assume it goes up from there, so investing anything in it at this point looks pretty wasteful.
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addict
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addict
Joined: Mar 2014
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Sure, hope they help! As for Blacksmithing, if you allow any piece of equipment to drop below certain durability damage "thresholds," you'll need a progressively higher Blacksmithing ability level to repair it. E.g. any weapon between 80-100% of max durability requires only Blacksmithing level 1 to repair to 100%, but the same weapon between 60-80% of max durability requires Blacksmithing level 2, and so on until a very damaged weapon/armor piece will only be repairable at Blacksmithing level 5 (the 60/80/100% thresholds aren't exact, but you get the idea). So currently, you really should repair all your equipment with a repair hammer - or at least your weapons, which degrade very quickly - after each battle; if you do, you'll only ever need Blacksmithing level 1 or 2 maximum. I found level 2 to be plenty.
(Whether this system is actually "good" gameplay-wise has been exhaustively discussed and re-discussed elsewhere on the forums, but that's what's going on right now.)
EDIT: By the way, you do get more ability points at later level-ups. I think it's 1 each level until level 5(?), then 2 each for the next few levels, etc. You also get an additional ability point at every level-up after you take the "Lone Wolf" talent - which, despite not being able to take on a companion, can be very powerful when combined with the "Raistlin" talent (lots of AP for skills!), as already mentioned.
Last edited by Mikus; 08/05/14 07:37 PM.
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veteran
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veteran
Joined: Jan 2009
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Ikarius - I didn't hear you mention the three enemies outside the western gate (two skeletons and a zombie). That should easily be handleable at level 3 with both companions. That's actually the easiest way to go (aside from the graveyard tunnel). You did find that other exit, didn't you?
If you did not, all the other encounters you listed are level 5 or so, so yes you will likely struggle a little with them at level 3.
I agree that combat targeting could be improved and it is too fiddly now.
The enchanter is based around crowd control - particularly stun and freeze. It works best with a character who can is Immune to stun and can take advantage of electrified surfaces to attack helpless enemies.
Arhu the mage sells fire spells. He is in the upstairs Legion HQ. Maybe you didn't talk to him because he was in cat form.
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stranger
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OP
stranger
Joined: Aug 2008
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Ahh, I did talk to Arhu, but I didn't trade with him. He seemed more a quest NPC than a merchant. I'll go back and check his inventory. I only found Esmerelda (the widow), and the enchantress in the marketplace selling spells/scrolls.
The combat I found outside the western gate was about 5 skeletons and a magic user.
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veteran
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veteran
Joined: Jan 2009
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The combat I found outside the western gate was about 5 skeletons and a magic user. At the old house, right? Well, between the west gate and that house should have been a smaller encounter. That house encounter is also appropriate for a level 3 player. Basically that entire western area is the best place to be until you reach level 5 or so. Right now the rogue is a little bit hampered because Sneak and Guerrilla are broken in this build.
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member
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member
Joined: Jan 2014
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O
Issues: 1. My damage and hit-chances with melee are absolutely crap.
This is something I've never come across - I suspect it is because I min/max str for melee chars (never less than 10). In fact, even using the melee stances that provide -% to hit chance, I rarely miss even on boss mobs.
It might be interesting to list your stats for us.
2. Combat targeting is stupidly fiddly.
This seems to have got worse in the last build ~ a lot of people have commented on it, including me.
3. I suspect I chose poorly when I created my characters- enchanter and assassin seem to be vastly underpowered.
You've chosen the two 'worst' builds, for sure. When you say "enchanter", what do you mean? Crafting build?
4. Also on the obnoxious side is that clicking on a character who died in the poison from the zombies intending to rez the character gathers the entire party around them
Lots of people have complained about the new formation auto-feature. I suspect it'll be tweaked, or at the very least be optional.
In short, combat in the game so far is a mass of frustration.
The early fights (west of town, zombie groups, not north or east!) have several things that slant them in the player's favor: notably barrels / exploding pumpkins and so on. Scrolls, as far as memory serves, do not require skill checks to use - try investing in a couple of summon scrolls. The NPC mage, Jahar, is very weak early game (better used as a mini-healer), so without a dedicated ranged DPS char you're a bit stuck.
You can also (reportedly) abuse the stealth mechanics / smoke bomb teleport as well, but I've not played a rogue. At the moment, you're correct on each of these points; the game really 'opens up' once you start using summons and is fairly harsh towards melee stealth atm. However, you mentioned that you have both NPC party chars - I'm surprised you're not using rush / bull + healing to get M as a tank into the fray, and your melee stealth char to backstab. This is rather suggesting I should do a play through going for " worst possible builds" and see how it goes. Maybe next patch.
Last edited by SteamUser; 08/05/14 09:18 PM.
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veteran
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veteran
Joined: Jan 2009
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@SteamUser - The disparity in STR stats is probably one of his problems, but I think the cause of it is more tied to the level difference. I don't min-max for STR, and I only really have trouble with my CTH when I'm underlevelled.
The Enchanter is actually a pretty powerful class. The trick with them though, is that they are poor damage dealers. You have to use them to control the battle more - using Rain + Blitzbolt, Slow Current, Teleport, Bitter Cold, those kinds of things to disrupt the enemy, to make it easier for your other classes to take care of them. Jahan is an Enchanter, and makes an excellent pairing with another Enchanter and someone who is either a ranged attacker, or has the Lightning Rod talent and is immune to stun.
Now that Rogues have their own skills, they don't get Tactical Retreat, that's part of the Ranger skillset. Tactical Retreat also no longer leaves a smokecloud behind.
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stranger
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OP
stranger
Joined: Aug 2008
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@SteamUser:
Heh. The assassin class starts with 5 strength, which explains the abysmal to-hit for him. Unfortunately, M isn't doing a ton better with I think 8 str. M shows about a 65% chance to hit, and seems to miss a lot more than that to-hit suggests she should. I'll have to see if I can get my assassin to actually go into combat stealthed by opening/charging with M, which I had been doing, but because my previous attempts at using stealth just didn't work out; I could never get my assassin close enough to a baddy without stealth breaking to actually attempt a backstab.
As Stabbey said, enchanter is a crowd controller- air/water. However, the stuns from Blitzbolt just never seem to land; perhaps 1 in 4 would land, and when there's a 4 round cooldown on it.... that's just not very effective. I don't know if that's a function of being underlevelled, whether the undead are particularly resistant to stun, or what, but it just hasn't been working for me. I did recently figure out that rain + deep cold will freeze with a single cast of freeze, which means I can freeze two enemies between my enchanter and the companion enchanter rather than one. That's an improvement.
Now that I've got an area where I can manage some fights, things are looking up. I'll see if I can't manage to get level 5 with my party, and see how they feel at that point.
Last edited by Ikarius; 08/05/14 10:01 PM.
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addict
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addict
Joined: Mar 2014
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Hmm, Madora's only got a 65% chance to hit... seems odd. Against which enemy(ies)? But for your player characters at least, if you start at 10 STR/DEX/INT (choose the "primary" stat for melee/ranged/spells) and the base 5 for the other three stats, and then add a STR/DEX/INT point whenever you can, you shouldn't ever really have a problem with poor to-hit chances.
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stranger
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OP
stranger
Joined: Aug 2008
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D'ya think to-hit is partly based off level? That might explain it somewhat...
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addict
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addict
Joined: Mar 2014
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I don't think Offense Rating increases with player level (not 100% sure?), but higher level enemies definitely have a higher Defense Rating (evade chance) - so maybe you were just trying to take on relatively powerful enemies at Madora's starting level. But it sounds like you're on the right track now anyway - have fun!
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veteran
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veteran
Joined: Jan 2009
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@SteamUser:
Heh. The assassin class starts with 5 strength, which explains the abysmal to-hit for him. No. Daggers, bows, crossbows, and spears use DEX as their to-hit stat. Staves use INT as their to-hit stat. I've taken a rogue to level 10 and he hit just fine with only 5 STR. As Stabbey said, enchanter is a crowd controller- air/water. However, the stuns from Blitzbolt just never seem to land; perhaps 1 in 4 would land, and when there's a 4 round cooldown on it.... that's just not very effective. I don't know if that's a function of being underlevelled, whether the undead are particularly resistant to stun, or what, but it just hasn't been working for me. The stun chance is like 35 or 45% on a dry target, I think it increases on a wet target, and if you electrify a puddle they're standing in, it's pretty much a guaranteed stun. D'ya think to-hit is partly based off level? That might explain it somewhat... I don't know for sure, but I imagine that's certainly part of it.
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addict
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addict
Joined: Mar 2014
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D'ya think to-hit is partly based off level? That might explain it somewhat... OK, just did some more testing, and according to the tooltips, Offense Rating (to-hit chance) is affected only by the character's STR/DEX/INT (depending on the equipped weapon - melee/ranged/magic staff), with an additional 3% added for each point in the "Lucky Charm" talent. Player level doesn't affect it. Later -
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old hand
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old hand
Joined: Mar 2014
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Elwyn meant the graveyard in the town, to be sure. Not the big one in the north of the map.
Im playing a kind of an assasin-fighter character, with a wayfarer build for Scarlet. So both are hybrids and i dont have that much of a trouble with combat.
The usual route to take is towards west, from the city. The first fight will be helped by the guards and then you should be able to take care of the rest by yourself, slowly, one by one.
I usually do the Wulfram quest (found inside first few ruin houses on the right, after you exit the town through the west gate) after that first fight in front of the gates, and then the loot and xp starts piling up and i can go on with some efficiency.
The wayfarer build has the "summon wolf" spell which i find very helpful through the early stages and i generally get much more stuns from the lightning bolt spell now too. Although that spell is best used to electrify any wet surfaces.
If you got both Jahan and Madora i dont see how you could be having that much trouble... unless youre trying to go to areas too difficult for the start, which is everything except western regions.
Generally, try to use environment to your advantage as much as you can. Be careful about positioning and making sure that enemies have to get to you - although that doesnt help much but, the devil is in the details.
Then try to concentrate more of your characters on each single enemy.
Youll see, after a few levels and some loot your character will get much better at it all. - What Mikus said about leveling up -
Last edited by Hiver; 09/05/14 02:16 AM.
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stranger
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OP
stranger
Joined: Aug 2008
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Welp, figuring out that the western region had fights which were manageable was really the key. A couple of levels, a few gear improvements and some skill improvements, and yeah.... I'm now punching through the combat without much difficulty.
I went through, cleared to the lighthouse, including the guardian outside, and talked to the ghost inside, and then went north, and dealt with the murder mystery stuff. I'm a bit confused now, though, as after clearing the secret base, there's no option to tell the legion captain that I cleared it. He's got the same dialog options he had before, and my last journal update is the one saying that I used the spell to reveal the secret base.
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apprentice
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apprentice
Joined: May 2014
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I'm a bit confused now, though, as after clearing the secret base, there's no option to tell the legion captain that I cleared it. He's got the same dialog options he had before, and my last journal update is the one saying that I used the spell to reveal the secret base. You have to make sure that Zombie Jake is not killed during the fight or the quest will not update.
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stranger
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OP
stranger
Joined: Aug 2008
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What?? Oh crap. I took zombie jake out during the combat. He was a zombie for gosh sakes, Now I have to see if I even have a save from just before the fight. I used quicksave, and I don't know if it's past my 4 quicksaves or not 
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apprentice
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apprentice
Joined: May 2014
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you have an autosave when you enter the room
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