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Foumantoo

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Posts posted by Foumantoo

  1. Well I decided to play this while I waited for Version 1.2 of Avernum 3 to come out, judging by the bug/balance reports and Jeff's comments it seems I may avoid some of the problems people have encountered, and I always like to wait a while anyways to read strategies etc.

     

    I decided to play a Tinkermage on Hard, and used mostly the Blademaster and Mage for my game play as my party.

     

    -I probably should have tried and played other types during my play, as it wasn't till the end I used a few others and enjoyed trying new styles with Shaman, Shadowwalker and a second Tinkermage.

    -Turrets are a bit underpowered as discussed in the forums compared with a razordisk flinging Tinkermage with high Dexterity and the overpowered Charge Weapons ability. However I liked the level 6+Snare Turret  that slows enemies and the Level 6 Blessing Pylon that has a heal-they are quite handy and can serve as a taunt to some enemies.

    -Blademaster (and melee in general) is disappointing (as discussed in forums), and really the best use of the Blademaster is as a buffer (Battle Frenzy) and a Tank absorbing damage and taunting. Really disappointing as a weapons user.

    -Mages are a great idea-however 1 HUGE problem is Area of Effect. On hard mode (and rightly so) most of your spells damage your own party beside the mobs. This makes sense to me as a game player, but that difference changes your whole strategy, build priorities etc. The problem is not getting into position really-it's being surrounded by mobs, which happens virtually every fight taking away much of your spell usage. I wound up using single target spells much of the time.

    -I probably should have rebuiklt my Blademaster and mage I guess to focus on single target and buffs etc while letting the Missile/Ranged people do most of the damage.

    -I didn't hoard my wands I used them with my Blademaster as he usually was close enough to do area of effects with the least amount of setup.

    -I SHOULD have really hoarded rejuvenation, healing etc potions for the final battle. I should have had enough to distribute to all my party members in final battle

    -I SHOULD have distributed my equipment to all NPC's more regularly as they needed the equipment in the end, but I found I was lacking in funds at the end and sold a lot of stuff I shouldn't.

    -Once vendors were bought out, I didn't ever see them restock, so the potions became rare and precious at the end, I wish I could have crafted some.

    -I wish I could have replaced runestones on equipment as I used the early ones on good gear and wished I had waited till I found better runestones (the ones that improve stats and evasion etc). Why couldn't hey be removed/replaced?

    -I had a few battles were I had to go down to normal setting, even though I felt if I had perhaps min/maxed better or used a different party maybe I didn't have to step down.

    -I wound up cheating twice: For more money and the final battle.

    -regarding the final battle: Goddam impossible for an idiot like me I guess. I tried on Hard for hours, then tried on Normal and ALMOST made it, and after finishing the game by letting Redbeard win which was a lousy ending, I went back and cheated my way to victory out of sheer exhaustion that I couldn't beat him. A much better ending story. I have read many players having not so much trouble with this and am embarrassed that I couldn't do it. Clones, multiple enemies with 2-3 turns every turn I wound up fighting a battle of how long I could stay healed and with bad armor for some of the NPC's it was a drag. Just too hard for me. Not very satisfying....

    -It was the final battle where I had all my loyal Hands that I noticed that other classes were fun to play-too little too late-lesson learned.

    -I love this game but balancing is an issue for me. Not fun to just play ranged classes to win, and I am bummed that I couldn't finish it. I wish there was a Normal mode with NPC area damage or something like that.

     

    MORE THOUGHTS 2/28/18

    -Was at the gym and still thinking about the Melee Blademaster-I would just fiorget about adding to Strength as I don't believe I ever landed a killing blow with him even with a strong 2 hander. I would focus on Challenge, Buffs and Battle Frenzy and forget about him doing damage. You just gotta use Ranged weapons

    -It's too bad that Melee is so weak-I'm also playing Divinity 2 and 2 handers can actually kill things if you add to their strength stat enough

    -2 Tinkermages with the OP Charge Weapons, a Shadowstalker or Blademaster just for buffing and meat shield and maybe a magic user who is much m,ore effective in Normal mode than Hard mode

    Spoiler

    No spoiler made mistake in edit

     

  2. On 1/31/2018 at 5:31 PM, Randomizer said:

    Biggest changes are:

     

    Crystals that can give points to certain skills - Hardiness, Sniper, Resistance, Magical Efficienc,y and Luck.

     

    No place to make Wisdom Crystals and Invulnerability Potions/Elixirs.

     

    Shields now give parry.

     

    Almost impossible to geta character higher than level 43 to reach level cap.

     

    No shortage of money thanks to Job Board Deliveries.

     

    Blessings to armor/weapons in metal box near lever makes armor value increase and/or weapon do 5 or 6 levels more damage.

    Would you say that if I followed the build advice from Avernum 2:CS I would pretty much have the same type of characters?

  3. Need a spoiler-I am trying to get the Lvl 3's on Divine Host and Arcane Blow in the Castle, I have AL 13 VL 4 and have entered Garzahd's Area to the point I can return and go back and forth to it. I see the requirement chart says "Garzahd" as a requirement. What exactly does that mean? Do I need to defeat him first? That wouldn't make a ton of sense as game would be over at that point. I'm confused.

  4. Dual Wielding gives you both increased to hit and increased damage (reducing the penalties) whereas Lethal Blow gives you a slightly better chance of extra damage.

     

    from the Slartyanalysis of Lethal Blow:

    "2. If you DO get a check, you receive a bonus of 5% (as stated in docs) plus 0.5% per experience level, in addition to the chances from items (longbows, spears) or skills.:

     

    Thanks-which one do you think is more valuable? Chance of crits or chance of extra damage?

  5. Hi Lilith,

    One last time I want your opinion on Sage Lore, Vahanatai Lore vs. Arcane Lore. I have restarted on Hard and am able to try different things with some testing of course, but testing stuff through the editor is really not a fun immersive experience.

    13 Arcane Lore for all spells and Resistance buff?

    3/4 people taking Sage Lore with 2 Arcane Lore for basic requirement in beginning of game for Ritual ( or whatever) Spell?

    If going with the 13, at which point do I really need to go past the beginning 2 points? I am having tough battles early here and wondering if I should be putting more initial points in defensive (Hardiness,Resistance etc). Maybe taking points after the early"demo" area? Or does the extra few defensive points for melee fighter and mage/priest spell points really matter in making early fights a little less ass kicking?

     

    I promise I won't ask again-I realize it's a common thread question and appreciate your good will.

     

    Thanks

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