Heya! It's me, Alesia! Is anyone out there and interested in this thread? I'm considering posting a run.
Late to the party, I started playing Pillars of Eternity a little over a week ago. I completed my first run on easy (many reloads), followed immediately by my first run on normal (3 reloads). Yesterday I finished my first no-reload on normal. I think I'm ready to try a no-reload on hard. Would anyone be interested in seeing this? I'm sure I'd benefit from feedback. I'm still very nearly a PoE novice.
Sure, sure. But I'm not there yet, skill wise. As mentioned earlier, I've only been playing Pillars of Eternity for about a week. I still have a lot to learn. The normal NR was my 3rd play through.
This run wouldn't be about displaying expertise. It would be about sharing what little I have learned in the interest of receiving feedback and improving technique.
(I'll note that I've been working with a defense oriented, pale-elf, kind wayfarer paladin, named Ashoka. She parties with Aloth, Durance, Eder, Pallegina and either Kana or Grieving Mother. We completed the normal NR without any close calls, but there are a few things that I need to improve before I'll be able to confidently increase difficulty. Specifically: 1) action timing in combat; 2) command of movement physics; 3) optimization of weapon choices for board and sword configurations; 4) effective leveraging of to ally weapon and effect bonuses; 5) cleric and mage spell combination use and spell sequencing; 6) single use item deployment.)
Ok! I have a little announcement. Serg and I are in the process of founding a Pillars of Eternity No Reload Challenge over in the Obsidian forums. We're currently ironing out the rule set in preparation for the founding post. If you'd like to be a part of that conversation, please stop by! Any and all feedback will be appreciated! That discussion can be found here:
In the interest of minimizing traffic bleed, I'll be cross-posting my run in this thread, BelgarathMTH's Pillars of Eternity Minimal and No Reload Thread. I'll encourage Serg to do the same. Note, though, that the rule establishment and foundation discussion for the upcoming Obsidian based thread will take place over on the other side, at the link above.
I've just started playing Pillars of Eternity and I've already died twice to the bandits in Valewood. It seems a lone mage is awfully easy to kill, and Wizard's Double doesn't seem that reliable (I got nailed by a critical hit immediately after casting). Camping supplies appear limited even in Easy mode, which means we've got very few spells to work with.
Hey! I'm super-pleased that you're getting in on the action, Semiticgod! I'm even more pleased to hear that you, like I, haven't the faintest idea what the rock you're doing. Being novices -and learning alongside each other- will be crazy fun!
Game Version: 3.7.0.1318 with White March I & II Difficulty: Hard Settings: Maim Before Death: On; Injuries: On; Expert Mode: Off Mods: None
Character Description: Ashoka is a pale elf. But she is not like any pale elf you're likely to have met. Ashoka is not graceful; Ashoka is not elegant; Ashoka is not restrained- nor is she somber, deferential or demure. Born to an unknown father and a mother who died in child birth, Ashoka was raised by everyone in her tribe and at the same time no one at all. Ashoka wanted for nothing (receiving a touch of generosity from everyone can add up to a lotl) but she had exactly no one to guide her and teach her. Sleeping alone, playing all day, and being mischievously silent (if undeniably charming) around any and all adults, Ashoka became unique, to put it positively, and, well, strange to put it less so. The problem, in the end, is simple: Ashoka never grew up. And even when she was a child, Ashoka played, far, far too much- especially by Glamfallen standards. Ashoka's energy, ebullience, and youthful whimsy have made her, in the eyes of her tribe, totally and completely unreliable- even if she can be and is faithful, dependable, and kind. Misunderstood, and unispired by the ways of her people, Ashoka did what no pale elf women ever do: she set off on her own, at an astonishingly young age- seeking freedom and the time and space to become the woman she feels destined to be: a shinning light of kindness and joy, and the rarest of rare things: a woman who always plays, yet is entirely independent. In need of an identity, and with fond memories of a visit from an friendly itinerant adventurer in her youth, Ashoka has taken to calling herself a "Kind Wayfarer." In truth, she doesn't know what that is.
Gaming Notes: After years of participating in the Bioware BG NR Challenge, I'm very excited to begin my first public Pillars of Eternity No Reload. Some misguided souls may think of me as a skilled BG player. I am not a skilled PoE player- not in the least. I've been playing PoE for a little over a week now and the learning curve hasn't necessarily been made more gentle by my BG experience. Some things carry over, but may things don't. And old habits die hard.
This game will, hopefully, be my fourth completed play through and second no reload (first on the hard setting). My odds are, I suspect, very, very low. I have completed a NR on normal, but I have never even tried hard. I have no idea what to expect. My character will likely die, but I'm ok with that. In a thread like this, someone has to be the first to die. It might as well be me.
In light of my inexperience with the Unity engine -and my belief that learning from one's peers is a great way to grow- I invite anyone and everyone to offer feedback. Tell me what I'm doing wrong. Teach me. Condescend to me. Treat me like a child. Because, like, Ashoka, I very nearly am- at least in the world of PoE.
Expect Ashoka's first journal entry soon. And wish her luck!
I've just started playing Pillars of Eternity and I've already died twice to the bandits in Valewood. It seems a lone mage is awfully easy to kill, and Wizard's Double doesn't seem that reliable (I got nailed by a critical hit immediately after casting). Camping supplies appear limited even in Easy mode, which means we've got very few spells to work with.
I made that mistake, too! Taking on the Valewood bandits solo at level 1 is not a good idea- at least not for many characters. My paladin can do it safely, wearing the brigandine from Heodan's stock, but I had trouble with other characters.
I've found a solid safe route for the early game, into Chapter II and level 4 (It works consistently on normal- testing it now on hard). I'll share it in Ashoka's upcoming entries.
Gloomy Face, Hearth Orlan ex-Laborer from The White that Wends, now bow wielding wanderer Druid joined Ashoka on her quest of "To Live Is To Learn" (all the best of luck to her!).
Game Version: 3.7.0.1318 with White March I & II Difficulty: Path of the Damned, Trial of Iron Settings: Maim Before Death: On; Injuries: On; Expert Mode: OFF; AoE Highlighting: On; Show Qualifiers/Personality/Reputation: OFF Mods: None
I'm not fond of min-maxing and I want my character to be quick, accurate, smart and able to resolve difficult situations so his stats are:
Might - 10 (not much importance for me and could be buffed) Constitution -10 (the same as above) Dexterity - 15 (we need fast cast) Perception - 15 (we want our spells/arrows hit and with Hearth Orlan's passive ability have more crits) Intellect - 15 (for AoE and larger status effects duration) Resolve - 13 (self-explaining - to resist interruptions, some more deflection and, in conjunction with Perception and Intellect, for more dialog options)
He is also prime party Mechanic (lockster/trapster). Since I long dreamed to play as Ranger/Druid and PoE finally made my dream come true I'm going to play Gloomy Face that way and when he'll graduate to the PoE II (sooner or later) I'll make him true Ranger/Druid multiclass.
The party will be: Eder, Aloth, Pallegina, Sagani, Durance. My latest run was with Grieving Mother in place of Aloth but I don't like his default pre-history in PoE II so I'll make it myself. I also don't like Durance but one need Cleric on PotD and they are by far the strongest class in PoE. Fortunately there is Xoti in PoE II with whom I fell in love the moment I've met her.
As usual for me this will be a completionist run but I'll not fight Dragons except for Adra Dragon from the RP point of view.
Actually, out of eagerness, I've generated Gloomy Face yesterday, before Obsidian No-Reload thread was formed, and have him run through the first area already but still there is not much to write about so, I think, that's it for now.
Ashoka: Pale Elf, Kind Wayfarer- Entry 1: Caravan Camp to Magran's Fork
Ok. I was hoping to RP this run, but since I'd like to make progress quickly, and RPed journals seriously slow me down, I'm going to use a stripped down, tactics oriented writing style. Some of you have seen me do this in the BG challenge, so you know what to expect. Apologies to those who were expecting more. Note, though, that I really, really, really hope to RP my characters going forward and I'd love to see others do the same.
With that out of the way, let's get started! Once more unto the breach, dear friends!
The first area, caravan camp, is super-safe for no reloaders. With Calisca by her side, Ashoka took down the young wolves (there's two on hard), using Flame of Devotion and Knockdown.
Ashoka then attended to some early item tasks. As a White that Wends paladin, Ashoka started with padded armor and a two-hander. Unfortunately, that's pretty much the opposite of what I'd like to see her rock. Emptying the open container at camp, and looting the abandoned corpses by the river, gave Ashoka just enough resources to buy a third lock pick, a set of brigandine armor, a small shield, and a sword. Suitably equipped, and with potions of minor endurance and minor regeneration on hand, she was more than ready to take on the first Glanfathan crew.
Back at camp, charging the Glanfathan leader with Athletics 2 allowed Heodan to escape hostage-hood without injury. Heodan did take some damage in the fray, but he was never really in danger.
(Quickly equipping a long bow immediately after the fight allowed Ashoka to save Heodan in the dialogue cut.)
On to area 2, the refuge cave. The refuge cave, like caravan camp, is super-duper safe. I can't imagine losing a character here. Ashoka was pleased to find a xaurip spear (for the accuracy) and a mace (for the DR bypass). With the xaurip spear equipped, Ashoka started critically consistently under Flames of Devotion and started rivaling Calisca in kill frequently.
We collected the Minor Cloak of Protection and rolled out, exiting over the tiles, disabling the traps by lighting the lanterns. The spiders were no concern.
Area 3. Biawac-Land. After looting Calisca and Heodan's corpses, Ashoka collected all the ingredients she could and headed south. We took our first level up here, choosing Sword and Shield Style.
In the Valewood, we headed directly south, only fighting the isolated outlaw along the road. Happily, she posed no threat.
To Guilded Vale! In Guilded Vale, we immediately added Aloth and then solved the miller dispute, favoring the miller. We then spoke to the dead dwarf. Here, Ashoka reached Level 3. She took Zealous Endurance and allocated her skill point to Survival and Athletics. Aloth leveled up, too, taking Mechanics, Necrotic Lance and Combusting Wounds. Ashoka then added Eder. And with both Eder and Aloth at her side, she was ready to return to the Valewood to rescue Tenfrith and pick up Fulvano's Gloves.
She grabbed the gloves first. Eder and Ashoka formed a wall at the archway, allowing Aloth to blast away behind.
No damage, by the end, but Ashoka did use Second Wind.
Bandits. Ashoka used Flames of Devotion and Eder used Knock Down, while Aloth used Arcane Assault from a comfortable distance. No real damage here.
Upon returning to the Black Hound, Ashoka collected her reward for liberating Tenfrith. She also met a young woman named Cassia.
Cassia is a runaway, like Ashoka. After falling on hard times, Cassia was taken in by a secret circle of Eothasian priests seeking retribution for the worst atrocities of the Saint's War. Rumor has it that one and only one of the Godhammer bomb's creators yet lives, and that he is a Magranite priest with lascivious tendencies. With her background as a hunter, her warehouse of charms, and her fiery red-locks, Cassia was seen as the perfect weapon to assassinate the man who built a perfect weapon. She was hastily ordained and sent off on her mission.
(If you've inferred that Cassia's real mission is to rescue me from Durance's gravelly voiced, pseudo-social-darwinist horse-pucky, you're totally right...)
The party is now enroute to Black Meadow, seeking Tuatanu's missing crate and the rogue Magranite.
(If you've inferred that Cassia's real mission is to rescue me from Durance's gravelly voiced, pseudo-social-darwinist horse-pucky, you're totally right...)
Gods! I've completely forgot one can have hirelings in PoE. Sorry, Durance, but you are out of the Crew. Welcome, Xoti!
Yeah. Durance is the ultimate buzz-killer of RPG NPCs.
When I do party runs, I create conversations between the characters in my head. Durance always wrecks it. I'm so glad I came up with the idea of Cassia. Not only will we not have to deal with Durance, we'll get to kill him, too. Yay!
Best,
A.
(Btw, I named my priest Cassia in memory of your Cassia, lost in the Underdark.)
Not very creative, but fighter class doesn't assume too much creativity, unfortunately...
Aloth, as Wizard, is far more complex and flexible. That depends on how you would like to have him - like cannon squishy spell slinging dude or rock solid melee basher. There is very nice spell for ranged Wizard - Kalakoth's Minor Blights, which are summoned weapon with an assortment of elemental damage and benefit from whichever weapon focus you choose/have alone with Blast/Penetrating Blast and Marksman so it's pretty viable to build a character around this one single spell:
I didn't made 'my' Aloth as melee grunt but rather as more cannon Wizard and since spell casting per rest is limited (with only two camping supplies available on PotD) he mostly shoot via Rod/Wand with Blast/Penetrating Blast being essential choice:
Ashoka: Pale Elf, Kind Wayfarer- Entry 2: Magran's Fork, Black Meadow, and Anslog's Compass
Heading south from Guilded Vale, the party soon encountered Durance: a Magranite who closely matched Cassia's description. Cassia, needing confirmation that she had found the right target, encouraged Ashoka to let him join. The expanded team then headed east to Black Meadow, hoping to find Tuatanu's crate.
In Black Meadow, we found three trolls (one more than I expected, based on my experience on normal). Ashoka and Eder engaged while the casters took position.
A wandering troll forced the casters to scatter and reposition, but in the end the team prevailed using solely per encounter abilities: Flames of Devotion, Knock Down, Holy Radiance, and Second Wind
To the north laid the bandits and Tuatanu's crate. Ashoka and Eder engaged as planned, but a positioning error put Durance in danger. This worried Cassia because she hadn't yet confirmed that he was indeed the Magranite she was looking for. Having cast Armor of Faith, followed by Blessing, Cassia deployed her Holy Radiance to keep the priest alive. Meanwhile, Ashoka and Eder whittled away with Flame of Devotion and Knock Down. Aloth went Arcane Assault->Combusting Wounds->Minor Missiles.
After taking down the melee chargers, the team closed in on the archers and finished while Durance took refuge under Withdraw
That night, at camp, Cassia began to work her charms on Durance. It wasn't long before she had elicited a braggart's confession. Later in the eve, the two slipped off into the woods together. In the morning, Cassia alone emerged, bearing Durance's robe and staff. The party asked no questions, but they knew the deed had been done: the Magranite was no more. Ashoka had mixed feeling about this, but her sympathies laid with her fellow runaway, Cassia.
After returning Tuatanu's crate, Ashoka purchased the Outworn Buckler. The party then headed south to Anslog's Compass, seeking to proffer a potion for the sister of a fallen comrade, Calisca.
In Anslog's Compass I not only noticed but felt the difference between Normal and Hard. The xaurip battle was far more challenging than I had anticipated, due to the presence of a skirmisher and multiple champions. Skirmisher's stun on hit. And while that isn't nearly as bad in PoE as it is in the Baldur's Gate world, it can be a problem. As those who've followed my BG runs may recall, I tend to take fewer screenshots when battles feel out of control. I only have one screenie from the xaurip battle- guess what that means (and guess what Ashoka is beginning to think of me, her untutored pilot...).
The battle wasn't too bad, but it could have went smoother. I just muffed up our positioning, making it hard for us to concentrate fire and quickly eliminate priority targets, notably the stunning skirmisher. That aside, the fight went reasonably well. We prevailed with no knockdowns and little endurance lost. Cassia cast Armor of Faith->Blessing->Prayer Against Fear->Holy Radiance; Aloth went Arcane Assault (2)->Necrotic Lance (1) ->Combusting Wounds (1)->Minor Missiles (3); Ashoka and Eder deployed Flames of Devotion and Knock Down, as per usual. They also cast Second Wind.
The lesson here is that positioning at time of engagement is far more important in PoE. It surely becomes intuitive to veterans, but for novices like myself, it requires a bit of thought. Strategic positioning is the pre-buffing of PoE.
Ok! South to Ranga and her goody, goody juice!
Fresh of a rest, the party took down the guls with ease, using standard, per encounter ability tactics
The party rested again, nonetheless, prior to the dank spore encounter, because I had neglected to give Ashoka and Cassia their Accuracy Against Wilder resting bonuses. With the party fully rested, the sporelings posed no threat, although Ashoka did take some damage, on account of getting flanked.
Approaching Level 4, the party is currently contemplating it's next move. I typically do the Eothasian temple at this point, but after the xaurip fiasco, I'm a little hesitant. I'm considering picking up Kana first. Thoughts on this, my veteran friends? Is the temple quest significantly more difficult on Hard?
Ashoka: Pale Elf, Kind Wayfarer- Entry 3: Madhmr Bridge and the Eothasian Temple
After consulting with an affable yet regal chap, and a disciple of a woman warrior from a distant, nay, forgotten realm. Ashoka recruited Kana and visited Madhmr Bridge before descending into the Eothasian ruins.
At Madhmr Bridge (and the roadway there) it was Cassia's time to shine. She defeated the last spider...
seemingly all of the looters...
and, finally, the xaurip high priest.
You go, girl! But take it easy on the killin'- you can't pile all the bodies all the time. Leave some for the rest of us kind folk!
All of these fights were completed without #per/rest spells, IIRC, save the xaurip high priest. We were headed back to the Hound anyways, so we might as well let Cassia and Aloth razzle-dazzle. Cassia went Armor of Faith->Blessing->Holy Radiance, Aloth added a spell or two, I think, but he may not have gotten past his AAs (This battle ended sooner than expected).
Near Madhmr Bridge, Kana used his summoning chant for the first time and we got to see one of the many RPG notification lines that would be way cooler in real life than it is in a video game.
Anyhoo. With Madhmr Bridge complete, Ashoka and crew found themselves flushed with coppers and on the brink of level 4. We purchased a Minor Ring of Deflection, along with some food, and headed into the temple.
The temple quest was a mixed bag. We completed our first semi-major quest, which was cool. But we also suffered out first knockout, which was not cool. First the good stuff.
Our first fight took place in the spider room. We used an archway to good effects here, allowing us to take down a gaggle of freaks with ease. Ashoka used her Flames of Devotion, Eder brought Knockdown, Kana fired away with his arquebus, and Cassia did the Cassia thing: killing things with a dead guy's staff. Everyone is on point expect for Aloth who is, I don't know, pulling an Agnetha?
Level ups all around soon after. Ashoka took Strange Mercy; Eder took Sword and Shield Style; Aloth added Penetrating Blast and Curse of Blackened Sight; Kana chose Reny's Ghost and Weapon Focus: Solider. Cassia leveled up, too, but she didn't get to choose anything, since she had reached 3, not 4.
The only other battle of note on level 1 was an encounter with four skuldr's. The first two were taken by the door, the last two in open field. This proved much easier than expected. No real damage here- despite Aloth going all Agnetha again.
Ok. Onto level 2. On level 2, we took on very nearly all comers, save the skuldr king who was left for another day.
Against the spirits, we maintained a tight formation (and, no: I'm not talking about Aloth's butt this time...). Strange Mercies from Ashoka kept everyone healthy and happy.
Things didn't go floey until the battle near the inner sanctum. Kana was stunned by a phantom very nearly immediately and then he was doused with aerial ooze from the slimy-slimers. Cassia, wearing chain, couldn't bring her Holy Radiance into play soon enough and Ashoka's Strange Mercy arrived a millisecond too late. This was our first knockout of the campaign (but surely not the last).
The prebuffs here were Resting Bonus: Spirit Accuracy, Resting Bonus: Laborer's Rest, Ale, Sweet Rautai Pie and Savory Pie. We also ate the Duc's Meatloaf and Pearlwood Chicken left over from the Tenfrith quest. Spells cast included Armor of Faith->Blessing->Holy Radiance from Cassia and Arcane Assualt->Combusting Wounds->Necrotic Lance->Minor Missiles from Aloth. All except Kana finished near full health.
Final fight: cloak spirits. Standard tactics here, no damage worth reporting. We again finished near full health, thanks to Strange Mercy.
Ashoka: Pale Elf, Kind Wayfarer- Entry 4: Caed Nua Part 1
With the party anxious about the assault on Caed Nua, Cassia called in a favor from the secret circle of Eothasian priests. Somewhat to her surprise, they sent the hearty and hale, former Deadfire Archipelago raider, turned shining light of Eothas, Ogrnd.
The first battle on the grounds of the keep went well, for the most part. The spirits murdered Kana like he was Durance off in the woods thinking he was going to get some, but aside from that, it was all good. Divine Marks from Cassia and Ogrnd kept the spirits a' droppin'.
(Kudos to Aloth for pointing his butt in the right direction this time.)
So, on to the flame brights. This was easy. (And, yes, yes: I can take a hint. Add a burning lash or two...)
Right! Onto the Showdown in Hoedown Hall (Are hoedowns even a thing in medieval halls?). This went pretty well, actually. No one got murdered- not even Kana.
In preparation for battle, we used the Rite of the Untamed Wild to get everyone to Survival 4 just before resting. That meant Accuracy v Spirit all around, on top of Laborer's Rest. When we awoke, we ate some yummy-yums and aheaded into the fray.
Predictably, the spirits came straight for Kana. In the early stages of the fight, we concentrated on keeping Kana on his feet, while eliminating the phantoms one by one. Inspiring Radiance from Ogrnd, and double Divine Marks from Ogrnd and Cassia, allowed us to make quick progress. Ogrnd tossed a Suppress Affliction in the hope of getting Kana back in the game, out of stun. This worked (maybe, I guess?). But he was still getting hammered (and not in the good way).
Frustrated, Ogrnd tossed Kana a Withdraw so we wouldn't have to worry about him anymore.
Freed to focus on killing, the party did just that. Here we see Ogrnd using his last Divine Mark while Cassia, now tapped at 2, adds some gratuitous buffs.
Arcane Assaults, Combusting Wounds, and Minor Missles from Aloth helped Ashoka and Eder clear the field. And now for the finish- with Kana back in the action.
Fin!
That felt good! Down we go, into the dungeons. If you have any advice on facing Maerwald, now is the time!
I barely even remember fighting Maerwald; he didn't cause us any problems. If he's worth asking for advice, I'm guessing he's much more dangerous on Hard than on Easy!
I'm still screwing around with my first blind run, and I love finally having a full party of 6. The extra numbers make things so much smoother, and we require fewer per-rest options to get through normal fights. I'm probably going to go full-custom for my second run. I keep wondering what it would be like to play with multiple mages, ciphers, or druids--it seems like a suit of armor and a good shield with that shield talent/perk/whatever would be enough to make the whole party reasonably tanky, obviating the need for fighter classes, which I don't find as interesting.
It also looks like a min-maxed Aumaua cipher with 21 Might and 18 Dexterity would be a spectacular damage dealer, with rapid, high-damage physical attacks that would buy Focus points for rapid, even higher-damage spells. A level 5 Aumaua cipher should be able to burn 30 Focus for a 100-point damage-over-time spell, and it wouldn't take very long to reach 30 Focus in-combat. Plus, the potential Accuracy values look similar to Eder's, though its sturdiness wouldn't quite hold up due to lower Deflection and Endurance.
You could even justify minimizing Intellect on the grounds that it was a dim-witted but instinctually perceptive shaman of sorts. Pair it with a high-Intellect, low-Might Orlan mage and you have a great RP and powergaming pair: a gentle giant shaman with explosive emotion powers and a brainy gnome with crazy crowd control powers and extremely long-lasting buffs. Low Intellect wouldn't hurt a damage-oriented cipher, and low Might wouldn't hurt an enchanter-style wizard who didn't rely on damage spells.
Ashoka: Pale Elf, Kind Wayfarer- Entry 5: Caed Nua Part 2
We made it!
And with surprising ease. It turns out Maerwald is a push-over even on hard, after all.
First, the spiders. Eder and Ashoka formed a wall here, allowing Aloth, Cassia, Kana, and Ogrnd to plink away in safety. Since Eder and Ashoka both have low deflection scores for this stage of the game, they were nearly untouchable. And any damage that Eder took was quickly healed by Ashoka's Strange Mercies. Easy-breezy.
Maerwald, too, was easy-breezy. We attempted to implement Enuhal's suggestions, but it didn't work out quite as planned. Maewald got stuck behind a flame bright, and so we had to fight them together, despite our best efforts. No matter. An opening salvo, including double Divine Marks from Ogrnd and Cassia, eliminated Maerwald before he could take offensive action.
Just clean up after that. Yippy-skippy!
The attentive ones among you will have noticed that we have a new party member, Sagani. I usually don't use Sagani, but since we have a couple of runs active featuring rangers, I thought I'd take the opportunity to learn the class. I'll be relying heavily on Serg and Enhual for tips on building her. Tell me what a level 4 Sagani should look like and we'll go from there.
Oh! And if anyone has a comprehensive list of Defiance Bay delivery quests, now is the time to share. We bought the labrador retriever- he's totally our mascot now. We'd like to fetch, fetch, fetch all day long.
As some of you know, I have, in recent years, taken to announcing theme songs for my NR characters. By title alone, it should clearly be Dilettante off St. Vincent's album Strange Mercy. But since that song doesn't really work, I've decided to go with Fear the Future by St. Vincent- the title here alluding to fact that even if we somehow, someway make it through PoE, we'll have to face PoE 2: Deadfire, a game that I don't even own yet.
This shouldn't be taken to imply that the run is hopeless. Rather, it's intended to highlight the extent to which this run will have to be a communal effort, if it is to be a success. So yes, gentle friends: keep the tips and advice flowing. Let's get there!
Ashoka: Pale Elf, Kind Wayfarer- Entry 6: Temple of Woedica
Progress! Ashoka has completed the Temple of Woedica quest and reached level 5.
Upon arriving in Defiance Bay, we recovered Ossric's family armor, choosing the peaceful option.
We retrieved our quest reward, left the city, completed some minor tasks in the Guilded Vale area, and then, finally, descended into the catacombs.
The party now tends to divide itself into two teams. Team A consists of Ashoka, Eder, and Cassia: Team B Ogrnd, Sagani, and Aloth. Itumaak moves between the two. Both teams contain a priest, meaning both have their own Concentrated Ground and Inspiring Radiance. Team B is squishier, but they can also deal damage quicker, and Ogrnd, with his shield equipped, is serviceable as an emergency tank. Both groups are self sufficient, although Team B could, in theory be over run.
Here we see an ideal situation, with Team A, aided by Itumaak, engaging in melee while Team B provides ranged support, enhanced by Ogrnd's spells.
Of course, it can't always work that way. Sometimes Team B will have to engage enemies at close range. That's exactly what we did in the focal battle of this quest: the troll/sporeling encounter over by the Woedica hood.
We could have used the bridge here, but I was very confident heading into this fight and I saw it as an opportunity to practice open field, close quarter tactics in a safe environment. I'm glad I did that. The battle was satisfying, fun, and educational.
We took our Rest: Accuracy v Primordial bonus and ate some food. We then engaged with Team A leading the way. Concerated Ground from Cassia and Strange Mercies from Ashoka -combined with high deflection and heavy armor- made Team A very nearly untouchable. At this stage, we see Team A making progress on the sporelings, while receiving support from Team B. The line is starting to break now, though, and Team B will soon have to defend itself.
Ogrnd fires up Consecrated Ground in preparation for Team B's stand.
Looking good- although that troll on Sagani will soon become a problem.
Sagani, whose bow is no longer needed, breaks for safety while Team A finishes up its foes and prepares to join Team B to close.
Ogrnd takes a well earned Withdraw after heavy tanking duty. Sagani re-engages, now at a safe distance.
Fin!
A little sloppy -that troll should have never reached Sagani, for example- but passable and satisfying. We're getting better. I'll fill you in on the level up choices and recent item moves in our next post. Toodles-doodles!
Ashoka: Pale Elf, Kind Wayfarer- Entry 7: Heritage Hill
Do you know what time it is, boys and girls? That's right: It's zombie apocalypse time! Yay!
Ashoka and friends just completed the Heritage Hill quest. This was fun. It was easy enough that we were never in danger, but challenging enough to make things interesting. It was a lovely little vacation- despite the fact that we were surrounded by dead people and all.
In the opening fight by the gate we let Team B fight an air war with the undead ranged fighters while Team A ground through the melee foes. Here we see Team A breaking through, closing for the finish. No real damage here, aside from a pair of opening necrotic lances.
Moving through the graveyard, we used our now standard bulldozer tactic: we let Ashoka's defenses, and our support priests' spells, keep Ashoka on her feet, while Ashoka's Strange Mercies, in turn, heal everyone else. It's kind of hard to stop.
Things did get a little interesting when we accidentally pulled two crews at once.
Things got more interesting when I neglected to lasso Aloth, leaving him endangered. Fortunately, the solution was simple. Since there were so many low powered enemies on the field, we got everyone into Strange Mercy range and let Ashoka mow the ninnies down, tossing healing to everyone. Concecrated Ground kept Ashoka well. A Witdraw kept Aloth safe.
No significant damage, by the end.
The limit to the bulldozer method is Ashoka's health, as opposed to her endurance. We ran up against that boundary in the quest's central battle: the brawl at the base of the tower. The issue was that I underestimated the health damage dealing capacity of these blokes.
Here we see the early stages of the fight. All is seemingly well, but, in truth, I've erred by ignoring the ranged casters.
Eventually, we were forced to toss Ashoka a Withdraw. And once Ashoka was out of the action, damage began to accumulate on the others.
This could have been avoided had we chosen to be freer with our spells. Lesson learned: Against enemies that damage health, skimping on spells can end up being false economy. Whether you spend your spells, or take health damage, you'll have to rest. Might as well cast.
Into the tower. On level one, we let Ashoka, Eder, and Cassia engage in melee while Ogrnd and Sagani provided ranged support. Aloth and Itumaak circled around and took out the mage.
Straight bulldozer on level 2.
After chatting with Incantha, destroying the machine, and rescuing Saeda, we claimed the quest's grandest reward: the spider figurine. Admittedly, Eder found the process of claiming said reward something other than rewarding. This was the only knockout of the quest and the only knockout that any current member of the crew has sustained.
The party is currently celebrating at the Goose and Fox. Eder is drinking for free tonight: he earned it.
Comments
Late to the party, I started playing Pillars of Eternity a little over a week ago. I completed my first run on easy (many reloads), followed immediately by my first run on normal (3 reloads). Yesterday I finished my first no-reload on normal. I think I'm ready to try a no-reload on hard. Would anyone be interested in seeing this? I'm sure I'd benefit from feedback. I'm still very nearly a PoE novice.
Best,
A.
This run wouldn't be about displaying expertise. It would be about sharing what little I have learned in the interest of receiving feedback and improving technique.
(I'll note that I've been working with a defense oriented, pale-elf, kind wayfarer paladin, named Ashoka. She parties with Aloth, Durance, Eder, Pallegina and either Kana or Grieving Mother. We completed the normal NR without any close calls, but there are a few things that I need to improve before I'll be able to confidently increase difficulty. Specifically: 1) action timing in combat; 2) command of movement physics; 3) optimization of weapon choices for board and sword configurations; 4) effective leveraging of to ally weapon and effect bonuses; 5) cleric and mage spell combination use and spell sequencing; 6) single use item deployment.)
Best,
A.
https://forums.obsidian.net/topic/106570-any-interest-in-starting-a-no-reload-challenge/
In the interest of minimizing traffic bleed, I'll be cross-posting my run in this thread, BelgarathMTH's Pillars of Eternity Minimal and No Reload Thread. I'll encourage Serg to do the same. Note, though, that the rule establishment and foundation discussion for the upcoming Obsidian based thread will take place over on the other side, at the link above.
More soon!
A.
Ashoka: Pale Elf, Kind Wayfarer Paladin
Game Version: 3.7.0.1318 with White March I & II
Difficulty: Hard
Settings: Maim Before Death: On; Injuries: On; Expert Mode: Off
Mods: None
Character Description: Ashoka is a pale elf. But she is not like any pale elf you're likely to have met. Ashoka is not graceful; Ashoka is not elegant; Ashoka is not restrained- nor is she somber, deferential or demure. Born to an unknown father and a mother who died in child birth, Ashoka was raised by everyone in her tribe and at the same time no one at all. Ashoka wanted for nothing (receiving a touch of generosity from everyone can add up to a lotl) but she had exactly no one to guide her and teach her. Sleeping alone, playing all day, and being mischievously silent (if undeniably charming) around any and all adults, Ashoka became unique, to put it positively, and, well, strange to put it less so. The problem, in the end, is simple: Ashoka never grew up. And even when she was a child, Ashoka played, far, far too much- especially by Glamfallen standards. Ashoka's energy, ebullience, and youthful whimsy have made her, in the eyes of her tribe, totally and completely unreliable- even if she can be and is faithful, dependable, and kind. Misunderstood, and unispired by the ways of her people, Ashoka did what no pale elf women ever do: she set off on her own, at an astonishingly young age- seeking freedom and the time and space to become the woman she feels destined to be: a shinning light of kindness and joy, and the rarest of rare things: a woman who always plays, yet is entirely independent. In need of an identity, and with fond memories of a visit from an friendly itinerant adventurer in her youth, Ashoka has taken to calling herself a "Kind Wayfarer." In truth, she doesn't know what that is.
Gaming Notes: After years of participating in the Bioware BG NR Challenge, I'm very excited to begin my first public Pillars of Eternity No Reload. Some misguided souls may think of me as a skilled BG player. I am not a skilled PoE player- not in the least. I've been playing PoE for a little over a week now and the learning curve hasn't necessarily been made more gentle by my BG experience. Some things carry over, but may things don't. And old habits die hard.
This game will, hopefully, be my fourth completed play through and second no reload (first on the hard setting). My odds are, I suspect, very, very low. I have completed a NR on normal, but I have never even tried hard. I have no idea what to expect. My character will likely die, but I'm ok with that. In a thread like this, someone has to be the first to die. It might as well be me.
In light of my inexperience with the Unity engine -and my belief that learning from one's peers is a great way to grow- I invite anyone and everyone to offer feedback. Tell me what I'm doing wrong. Teach me. Condescend to me. Treat me like a child. Because, like, Ashoka, I very nearly am- at least in the world of PoE.
Expect Ashoka's first journal entry soon. And wish her luck!
Best,
A.
I've found a solid safe route for the early game, into Chapter II and level 4 (It works consistently on normal- testing it now on hard). I'll share it in Ashoka's upcoming entries.
Best,
A.
Gloomy Face, Hearth Orlan ex-Laborer from The White that Wends, now bow wielding wanderer Druid joined Ashoka on her quest of "To Live Is To Learn" (all the best of luck to her!).
Game Version: 3.7.0.1318 with White March I & II
Difficulty: Path of the Damned, Trial of Iron
Settings: Maim Before Death: On; Injuries: On; Expert Mode: OFF; AoE Highlighting: On; Show Qualifiers/Personality/Reputation: OFF
Mods: None
I'm not fond of min-maxing and I want my character to be quick, accurate, smart and able to resolve difficult situations so his stats are:
Might - 10 (not much importance for me and could be buffed)
Constitution -10 (the same as above)
Dexterity - 15 (we need fast cast)
Perception - 15 (we want our spells/arrows hit and with Hearth Orlan's passive ability have more crits)
Intellect - 15 (for AoE and larger status effects duration)
Resolve - 13 (self-explaining - to resist interruptions, some more deflection and, in conjunction with Perception and Intellect, for more dialog options)
He is also prime party Mechanic (lockster/trapster). Since I long dreamed to play as Ranger/Druid and PoE finally made my dream come true I'm going to play Gloomy Face that way and when he'll graduate to the PoE II (sooner or later) I'll make him true Ranger/Druid multiclass.
The party will be: Eder, Aloth, Pallegina, Sagani, Durance. My latest run was with Grieving Mother in place of Aloth but I don't like his default pre-history in PoE II so I'll make it myself. I also don't like Durance but one need Cleric on PotD and they are by far the strongest class in PoE. Fortunately there is Xoti in PoE II with whom I fell in love the moment I've met her.
As usual for me this will be a completionist run but I'll not fight Dragons except for Adra Dragon from the RP point of view.
Actually, out of eagerness, I've generated Gloomy Face yesterday, before Obsidian No-Reload thread was formed, and have him run through the first area already but still there is not much to write about so, I think, that's it for now.
to be continued...
Ok. I was hoping to RP this run, but since I'd like to make progress quickly, and RPed journals seriously slow me down, I'm going to use a stripped down, tactics oriented writing style. Some of you have seen me do this in the BG challenge, so you know what to expect. Apologies to those who were expecting more. Note, though, that I really, really, really hope to RP my characters going forward and I'd love to see others do the same.
With that out of the way, let's get started! Once more unto the breach, dear friends!
The first area, caravan camp, is super-safe for no reloaders. With Calisca by her side, Ashoka took down the young wolves (there's two on hard), using Flame of Devotion and Knockdown.
Ashoka then attended to some early item tasks. As a White that Wends paladin, Ashoka started with padded armor and a two-hander. Unfortunately, that's pretty much the opposite of what I'd like to see her rock. Emptying the open container at camp, and looting the abandoned corpses by the river, gave Ashoka just enough resources to buy a third lock pick, a set of brigandine armor, a small shield, and a sword. Suitably equipped, and with potions of minor endurance and minor regeneration on hand, she was more than ready to take on the first Glanfathan crew.
Back at camp, charging the Glanfathan leader with Athletics 2 allowed Heodan to escape hostage-hood without injury. Heodan did take some damage in the fray, but he was never really in danger.
(Quickly equipping a long bow immediately after the fight allowed Ashoka to save Heodan in the dialogue cut.)
On to area 2, the refuge cave. The refuge cave, like caravan camp, is super-duper safe. I can't imagine losing a character here. Ashoka was pleased to find a xaurip spear (for the accuracy) and a mace (for the DR bypass). With the xaurip spear equipped, Ashoka started critically consistently under Flames of Devotion and started rivaling Calisca in kill frequently.
We collected the Minor Cloak of Protection and rolled out, exiting over the tiles, disabling the traps by lighting the lanterns. The spiders were no concern.
Area 3. Biawac-Land. After looting Calisca and Heodan's corpses, Ashoka collected all the ingredients she could and headed south. We took our first level up here, choosing Sword and Shield Style.
In the Valewood, we headed directly south, only fighting the isolated outlaw along the road. Happily, she posed no threat.
To Guilded Vale! In Guilded Vale, we immediately added Aloth and then solved the miller dispute, favoring the miller. We then spoke to the dead dwarf. Here, Ashoka reached Level 3. She took Zealous Endurance and allocated her skill point to Survival and Athletics. Aloth leveled up, too, taking Mechanics, Necrotic Lance and Combusting Wounds. Ashoka then added Eder. And with both Eder and Aloth at her side, she was ready to return to the Valewood to rescue Tenfrith and pick up Fulvano's Gloves.
She grabbed the gloves first. Eder and Ashoka formed a wall at the archway, allowing Aloth to blast away behind.
No damage, by the end, but Ashoka did use Second Wind.
Bandits. Ashoka used Flames of Devotion and Eder used Knock Down, while Aloth used Arcane Assault from a comfortable distance. No real damage here.
Upon returning to the Black Hound, Ashoka collected her reward for liberating Tenfrith. She also met a young woman named Cassia.
Cassia is a runaway, like Ashoka. After falling on hard times, Cassia was taken in by a secret circle of Eothasian priests seeking retribution for the worst atrocities of the Saint's War. Rumor has it that one and only one of the Godhammer bomb's creators yet lives, and that he is a Magranite priest with lascivious tendencies. With her background as a hunter, her warehouse of charms, and her fiery red-locks, Cassia was seen as the perfect weapon to assassinate the man who built a perfect weapon. She was hastily ordained and sent off on her mission.
(If you've inferred that Cassia's real mission is to rescue me from Durance's gravelly voiced, pseudo-social-darwinist horse-pucky, you're totally right...)
The party is now enroute to Black Meadow, seeking Tuatanu's missing crate and the rogue Magranite.
Best,
A.
Good hunting!
Cheers,
A.
Ashoka is looking good. Keep on it, Alesia!
When I do party runs, I create conversations between the characters in my head. Durance always wrecks it. I'm so glad I came up with the idea of Cassia. Not only will we not have to deal with Durance, we'll get to kill him, too. Yay!
Best,
A.
(Btw, I named my priest Cassia in memory of your Cassia, lost in the Underdark.)
(I'm happy with my Pallegina, but I think I can get more out of E & A)
Not very creative, but fighter class doesn't assume too much creativity, unfortunately...
Aloth, as Wizard, is far more complex and flexible. That depends on how you would like to have him - like cannon squishy spell slinging dude or rock solid melee basher. There is very nice spell for ranged Wizard - Kalakoth's Minor Blights, which are summoned weapon with an assortment of elemental damage and benefit from whichever weapon focus you choose/have alone with Blast/Penetrating Blast and Marksman so it's pretty viable to build a character around this one single spell:
I didn't made 'my' Aloth as melee grunt but rather as more cannon Wizard and since spell casting per rest is limited (with only two camping supplies available on PotD) he mostly shoot via Rod/Wand with Blast/Penetrating Blast being essential choice:
Hope it helps.
Heading south from Guilded Vale, the party soon encountered Durance: a Magranite who closely matched Cassia's description. Cassia, needing confirmation that she had found the right target, encouraged Ashoka to let him join. The expanded team then headed east to Black Meadow, hoping to find Tuatanu's crate.
In Black Meadow, we found three trolls (one more than I expected, based on my experience on normal). Ashoka and Eder engaged while the casters took position.
A wandering troll forced the casters to scatter and reposition, but in the end the team prevailed using solely per encounter abilities: Flames of Devotion, Knock Down, Holy Radiance, and Second Wind
To the north laid the bandits and Tuatanu's crate. Ashoka and Eder engaged as planned, but a positioning error put Durance in danger. This worried Cassia because she hadn't yet confirmed that he was indeed the Magranite she was looking for. Having cast Armor of Faith, followed by Blessing, Cassia deployed her Holy Radiance to keep the priest alive. Meanwhile, Ashoka and Eder whittled away with Flame of Devotion and Knock Down. Aloth went Arcane Assault->Combusting Wounds->Minor Missiles.
After taking down the melee chargers, the team closed in on the archers and finished while Durance took refuge under Withdraw
That night, at camp, Cassia began to work her charms on Durance. It wasn't long before she had elicited a braggart's confession. Later in the eve, the two slipped off into the woods together. In the morning, Cassia alone emerged, bearing Durance's robe and staff. The party asked no questions, but they knew the deed had been done: the Magranite was no more. Ashoka had mixed feeling about this, but her sympathies laid with her fellow runaway, Cassia.
After returning Tuatanu's crate, Ashoka purchased the Outworn Buckler. The party then headed south to Anslog's Compass, seeking to proffer a potion for the sister of a fallen comrade, Calisca.
In Anslog's Compass I not only noticed but felt the difference between Normal and Hard. The xaurip battle was far more challenging than I had anticipated, due to the presence of a skirmisher and multiple champions. Skirmisher's stun on hit. And while that isn't nearly as bad in PoE as it is in the Baldur's Gate world, it can be a problem. As those who've followed my BG runs may recall, I tend to take fewer screenshots when battles feel out of control. I only have one screenie from the xaurip battle- guess what that means (and guess what Ashoka is beginning to think of me, her untutored pilot...).
The battle wasn't too bad, but it could have went smoother. I just muffed up our positioning, making it hard for us to concentrate fire and quickly eliminate priority targets, notably the stunning skirmisher. That aside, the fight went reasonably well. We prevailed with no knockdowns and little endurance lost. Cassia cast Armor of Faith->Blessing->Prayer Against Fear->Holy Radiance; Aloth went Arcane Assault (2)->Necrotic Lance (1) ->Combusting Wounds (1)->Minor Missiles (3); Ashoka and Eder deployed Flames of Devotion and Knock Down, as per usual. They also cast Second Wind.
The lesson here is that positioning at time of engagement is far more important in PoE. It surely becomes intuitive to veterans, but for novices like myself, it requires a bit of thought. Strategic positioning is the pre-buffing of PoE.
Ok! South to Ranga and her goody, goody juice!
Fresh of a rest, the party took down the guls with ease, using standard, per encounter ability tactics
The party rested again, nonetheless, prior to the dank spore encounter, because I had neglected to give Ashoka and Cassia their Accuracy Against Wilder resting bonuses. With the party fully rested, the sporelings posed no threat, although Ashoka did take some damage, on account of getting flanked.
Approaching Level 4, the party is currently contemplating it's next move. I typically do the Eothasian temple at this point, but after the xaurip fiasco, I'm a little hesitant. I'm considering picking up Kana first. Thoughts on this, my veteran friends? Is the temple quest significantly more difficult on Hard?
Best,
A.
After consulting with an affable yet regal chap, and a disciple of a woman warrior from a distant, nay, forgotten realm. Ashoka recruited Kana and visited Madhmr Bridge before descending into the Eothasian ruins.
At Madhmr Bridge (and the roadway there) it was Cassia's time to shine. She defeated the last spider...
seemingly all of the looters...
and, finally, the xaurip high priest.
You go, girl! But take it easy on the killin'- you can't pile all the bodies all the time. Leave some for the rest of us kind folk!
All of these fights were completed without #per/rest spells, IIRC, save the xaurip high priest. We were headed back to the Hound anyways, so we might as well let Cassia and Aloth razzle-dazzle. Cassia went Armor of Faith->Blessing->Holy Radiance, Aloth added a spell or two, I think, but he may not have gotten past his AAs (This battle ended sooner than expected).
Near Madhmr Bridge, Kana used his summoning chant for the first time and we got to see one of the many RPG notification lines that would be way cooler in real life than it is in a video game.
Anyhoo. With Madhmr Bridge complete, Ashoka and crew found themselves flushed with coppers and on the brink of level 4. We purchased a Minor Ring of Deflection, along with some food, and headed into the temple.
The temple quest was a mixed bag. We completed our first semi-major quest, which was cool. But we also suffered out first knockout, which was not cool. First the good stuff.
Our first fight took place in the spider room. We used an archway to good effects here, allowing us to take down a gaggle of freaks with ease. Ashoka used her Flames of Devotion, Eder brought Knockdown, Kana fired away with his arquebus, and Cassia did the Cassia thing: killing things with a dead guy's staff. Everyone is on point expect for Aloth who is, I don't know, pulling an Agnetha?
Level ups all around soon after. Ashoka took Strange Mercy; Eder took Sword and Shield Style; Aloth added Penetrating Blast and Curse of Blackened Sight; Kana chose Reny's Ghost and Weapon Focus: Solider. Cassia leveled up, too, but she didn't get to choose anything, since she had reached 3, not 4.
The only other battle of note on level 1 was an encounter with four skuldr's. The first two were taken by the door, the last two in open field. This proved much easier than expected. No real damage here- despite Aloth going all Agnetha again.
Ok. Onto level 2. On level 2, we took on very nearly all comers, save the skuldr king who was left for another day.
Against the spirits, we maintained a tight formation (and, no: I'm not talking about Aloth's butt this time...). Strange Mercies from Ashoka kept everyone healthy and happy.
Things didn't go floey until the battle near the inner sanctum. Kana was stunned by a phantom very nearly immediately and then he was doused with aerial ooze from the slimy-slimers. Cassia, wearing chain, couldn't bring her Holy Radiance into play soon enough and Ashoka's Strange Mercy arrived a millisecond too late. This was our first knockout of the campaign (but surely not the last).
The prebuffs here were Resting Bonus: Spirit Accuracy, Resting Bonus: Laborer's Rest, Ale, Sweet Rautai Pie and Savory Pie. We also ate the Duc's Meatloaf and Pearlwood Chicken left over from the Tenfrith quest. Spells cast included Armor of Faith->Blessing->Holy Radiance from Cassia and Arcane Assualt->Combusting Wounds->Necrotic Lance->Minor Missiles from Aloth. All except Kana finished near full health.
Final fight: cloak spirits. Standard tactics here, no damage worth reporting. We again finished near full health, thanks to Strange Mercy.
Our next stop is Caed Nua. Wish us luck!
Best,
A.
With the party anxious about the assault on Caed Nua, Cassia called in a favor from the secret circle of Eothasian priests. Somewhat to her surprise, they sent the hearty and hale, former Deadfire Archipelago raider, turned shining light of Eothas, Ogrnd.
The first battle on the grounds of the keep went well, for the most part. The spirits murdered Kana like he was Durance off in the woods thinking he was going to get some, but aside from that, it was all good. Divine Marks from Cassia and Ogrnd kept the spirits a' droppin'.
(Kudos to Aloth for pointing his butt in the right direction this time.)
So, on to the flame brights. This was easy. (And, yes, yes: I can take a hint. Add a burning lash or two...)
Right! Onto the Showdown in Hoedown Hall (Are hoedowns even a thing in medieval halls?). This went pretty well, actually. No one got murdered- not even Kana.
In preparation for battle, we used the Rite of the Untamed Wild to get everyone to Survival 4 just before resting. That meant Accuracy v Spirit all around, on top of Laborer's Rest. When we awoke, we ate some yummy-yums and aheaded into the fray.
Predictably, the spirits came straight for Kana. In the early stages of the fight, we concentrated on keeping Kana on his feet, while eliminating the phantoms one by one. Inspiring Radiance from Ogrnd, and double Divine Marks from Ogrnd and Cassia, allowed us to make quick progress. Ogrnd tossed a Suppress Affliction in the hope of getting Kana back in the game, out of stun. This worked (maybe, I guess?). But he was still getting hammered (and not in the good way).
Frustrated, Ogrnd tossed Kana a Withdraw so we wouldn't have to worry about him anymore.
Freed to focus on killing, the party did just that. Here we see Ogrnd using his last Divine Mark while Cassia, now tapped at 2, adds some gratuitous buffs.
Arcane Assaults, Combusting Wounds, and Minor Missles from Aloth helped Ashoka and Eder clear the field. And now for the finish- with Kana back in the action.
Fin!
That felt good! Down we go, into the dungeons. If you have any advice on facing Maerwald, now is the time!
Best,
A.
I barely even remember fighting Maerwald; he didn't cause us any problems. If he's worth asking for advice, I'm guessing he's much more dangerous on Hard than on Easy!
I'm still screwing around with my first blind run, and I love finally having a full party of 6. The extra numbers make things so much smoother, and we require fewer per-rest options to get through normal fights. I'm probably going to go full-custom for my second run. I keep wondering what it would be like to play with multiple mages, ciphers, or druids--it seems like a suit of armor and a good shield with that shield talent/perk/whatever would be enough to make the whole party reasonably tanky, obviating the need for fighter classes, which I don't find as interesting.
It also looks like a min-maxed Aumaua cipher with 21 Might and 18 Dexterity would be a spectacular damage dealer, with rapid, high-damage physical attacks that would buy Focus points for rapid, even higher-damage spells. A level 5 Aumaua cipher should be able to burn 30 Focus for a 100-point damage-over-time spell, and it wouldn't take very long to reach 30 Focus in-combat. Plus, the potential Accuracy values look similar to Eder's, though its sturdiness wouldn't quite hold up due to lower Deflection and Endurance.
You could even justify minimizing Intellect on the grounds that it was a dim-witted but instinctually perceptive shaman of sorts. Pair it with a high-Intellect, low-Might Orlan mage and you have a great RP and powergaming pair: a gentle giant shaman with explosive emotion powers and a brainy gnome with crazy crowd control powers and extremely long-lasting buffs. Low Intellect wouldn't hurt a damage-oriented cipher, and low Might wouldn't hurt an enchanter-style wizard who didn't rely on damage spells.
We made it!
And with surprising ease. It turns out Maerwald is a push-over even on hard, after all.
First, the spiders. Eder and Ashoka formed a wall here, allowing Aloth, Cassia, Kana, and Ogrnd to plink away in safety. Since Eder and Ashoka both have low deflection scores for this stage of the game, they were nearly untouchable. And any damage that Eder took was quickly healed by Ashoka's Strange Mercies. Easy-breezy.
Maerwald, too, was easy-breezy. We attempted to implement Enuhal's suggestions, but it didn't work out quite as planned. Maewald got stuck behind a flame bright, and so we had to fight them together, despite our best efforts. No matter. An opening salvo, including double Divine Marks from Ogrnd and Cassia, eliminated Maerwald before he could take offensive action.
Just clean up after that. Yippy-skippy!
The attentive ones among you will have noticed that we have a new party member, Sagani. I usually don't use Sagani, but since we have a couple of runs active featuring rangers, I thought I'd take the opportunity to learn the class. I'll be relying heavily on Serg and Enhual for tips on building her. Tell me what a level 4 Sagani should look like and we'll go from there.
Oh! And if anyone has a comprehensive list of Defiance Bay delivery quests, now is the time to share. We bought the labrador retriever- he's totally our mascot now. We'd like to fetch, fetch, fetch all day long.
Best,
A.
As some of you know, I have, in recent years, taken to announcing theme songs for my NR characters. By title alone, it should clearly be Dilettante off St. Vincent's album Strange Mercy. But since that song doesn't really work, I've decided to go with Fear the Future by St. Vincent- the title here alluding to fact that even if we somehow, someway make it through PoE, we'll have to face PoE 2: Deadfire, a game that I don't even own yet.
https://www.youtube.com/watch?v=IMTO_cBUaQI
This shouldn't be taken to imply that the run is hopeless. Rather, it's intended to highlight the extent to which this run will have to be a communal effort, if it is to be a success. So yes, gentle friends: keep the tips and advice flowing. Let's get there!
Best,
A.
Progress! Ashoka has completed the Temple of Woedica quest and reached level 5.
Upon arriving in Defiance Bay, we recovered Ossric's family armor, choosing the peaceful option.
We retrieved our quest reward, left the city, completed some minor tasks in the Guilded Vale area, and then, finally, descended into the catacombs.
The party now tends to divide itself into two teams. Team A consists of Ashoka, Eder, and Cassia: Team B Ogrnd, Sagani, and Aloth. Itumaak moves between the two. Both teams contain a priest, meaning both have their own Concentrated Ground and Inspiring Radiance. Team B is squishier, but they can also deal damage quicker, and Ogrnd, with his shield equipped, is serviceable as an emergency tank. Both groups are self sufficient, although Team B could, in theory be over run.
Here we see an ideal situation, with Team A, aided by Itumaak, engaging in melee while Team B provides ranged support, enhanced by Ogrnd's spells.
Of course, it can't always work that way. Sometimes Team B will have to engage enemies at close range. That's exactly what we did in the focal battle of this quest: the troll/sporeling encounter over by the Woedica hood.
We could have used the bridge here, but I was very confident heading into this fight and I saw it as an opportunity to practice open field, close quarter tactics in a safe environment. I'm glad I did that. The battle was satisfying, fun, and educational.
We took our Rest: Accuracy v Primordial bonus and ate some food. We then engaged with Team A leading the way. Concerated Ground from Cassia and Strange Mercies from Ashoka -combined with high deflection and heavy armor- made Team A very nearly untouchable. At this stage, we see Team A making progress on the sporelings, while receiving support from Team B. The line is starting to break now, though, and Team B will soon have to defend itself.
Ogrnd fires up Consecrated Ground in preparation for Team B's stand.
Looking good- although that troll on Sagani will soon become a problem.
Sagani, whose bow is no longer needed, breaks for safety while Team A finishes up its foes and prepares to join Team B to close.
Ogrnd takes a well earned Withdraw after heavy tanking duty. Sagani re-engages, now at a safe distance.
Fin!
A little sloppy -that troll should have never reached Sagani, for example- but passable and satisfying. We're getting better. I'll fill you in on the level up choices and recent item moves in our next post. Toodles-doodles!
Best,
A.
Do you know what time it is, boys and girls? That's right: It's zombie apocalypse time! Yay!
Ashoka and friends just completed the Heritage Hill quest. This was fun. It was easy enough that we were never in danger, but challenging enough to make things interesting. It was a lovely little vacation- despite the fact that we were surrounded by dead people and all.
In the opening fight by the gate we let Team B fight an air war with the undead ranged fighters while Team A ground through the melee foes. Here we see Team A breaking through, closing for the finish. No real damage here, aside from a pair of opening necrotic lances.
Moving through the graveyard, we used our now standard bulldozer tactic: we let Ashoka's defenses, and our support priests' spells, keep Ashoka on her feet, while Ashoka's Strange Mercies, in turn, heal everyone else. It's kind of hard to stop.
Things did get a little interesting when we accidentally pulled two crews at once.
Things got more interesting when I neglected to lasso Aloth, leaving him endangered. Fortunately, the solution was simple. Since there were so many low powered enemies on the field, we got everyone into Strange Mercy range and let Ashoka mow the ninnies down, tossing healing to everyone. Concecrated Ground kept Ashoka well. A Witdraw kept Aloth safe.
No significant damage, by the end.
The limit to the bulldozer method is Ashoka's health, as opposed to her endurance. We ran up against that boundary in the quest's central battle: the brawl at the base of the tower. The issue was that I underestimated the health damage dealing capacity of these blokes.
Here we see the early stages of the fight. All is seemingly well, but, in truth, I've erred by ignoring the ranged casters.
Eventually, we were forced to toss Ashoka a Withdraw. And once Ashoka was out of the action, damage began to accumulate on the others.
This could have been avoided had we chosen to be freer with our spells. Lesson learned: Against enemies that damage health, skimping on spells can end up being false economy. Whether you spend your spells, or take health damage, you'll have to rest. Might as well cast.
Into the tower. On level one, we let Ashoka, Eder, and Cassia engage in melee while Ogrnd and Sagani provided ranged support. Aloth and Itumaak circled around and took out the mage.
Straight bulldozer on level 2.
After chatting with Incantha, destroying the machine, and rescuing Saeda, we claimed the quest's grandest reward: the spider figurine. Admittedly, Eder found the process of claiming said reward something other than rewarding. This was the only knockout of the quest and the only knockout that any current member of the crew has sustained.
The party is currently celebrating at the Goose and Fox. Eder is drinking for free tonight: he earned it.
Best,
A.