You finished whole main plot being at 9 lvl and than done White March and Cragholdt's Bluff? Were You playing with IE Mod Experience nerf 25/50 %? Edited Septemby Gs11 ![]() Now PotD with the high level scaling for White March is a real challenge starting at level 9. I worry that if I went there at level 7 or so, the remaining parts of Act 2 would be a joke when I return at level 10 and I'd be over-leveled for everything. In open ground they just swarmed and beat everyone senseless. The Glimmer Society bounty fight was real tough, had to fight at the ramp where I could keep a front of three melee. It also helps that most things are Wilder or Primordial and thus are affected by the Boreal Dwarf bonus. Good hit points, good saves and good DR makes the team pretty durable. My party is a Dwarven Monk in Sanguine plate and shod in faith boots using fists, Zahua in plate using Greenstone staff and TideFall, Pellagrina w/zealous Endurance , Hiravois, Sagani and Kana in heavy armor & shield. I cleared everything to the left Russet Wood or whatever and am now mostly cleared to the right at the Falls. I went to White March and went with the high level option. On PotD I did everything I could except for the Animancy trial and the lower half of Od Nua. I am certain that if I'd played on either a lesser difficulty setting it would be doable starting at level 6, but for PoTD I'd say level 7 is the minimum for it to be fun as that's when you get access to level 4 priest spells and the wonderful +20 accuracy blessing. I picked up the Devil of Caroc at level 7, close to level 8. ![]() (Aloth only rarely - a two wizard group at level 5+ is way too strong regardless of difficulty level.) Minor Blights when low on spells to bombard the enemy into submission, with my 6th party member varying depending on situation. In my case, my main is a pale elf blaster/control wizard with 18 mig, 3 con, 19 dex, 16 per, 18 int, 3 res, with Blast, Penetrating Blast, Dangerous Implements (and picking up the elemental talents afterwards), and blaster wizards are incredibly frontloaded in damageoutput once they gain third level spells (if you know what you are doing), so battles to a large degree rely on my three melee front line (Eder 2H, Pallegina, Durance S&S) holding back the horde while Durance casts defensive and offensive buffs and Kana shoots and summons meatshields (items and chants open up with the Obsidian Lamps' 3 shades in any dangerous battle give the enemy something to divert it while you get all the priest and wizard buffs up), while my main character casts Deleterious Alacrity of Motion, Infused Vitality, and Merciless Gaze, and uses the 2nd level AOE corruption/siphon spell to regain life, Fireballs for fun and profit, Slicken to knock down concentration of enemies, and K. I guess it depends a lot upon your group composition and the difficulty level you have chosen. Stalwart itself was much easier the second time around, not only because of slightly higher stats or gear, but because I chose to fight my way west along the southern border of the map until I could attack the warboss, thus skipping most of the ogre encounters in the village and preserving almost all my spells for the important battle. If one compares with Defiance Bay, almost all item drops there are Fine with Exceptional primarily available from merchants at high cost.įor what it is worth, I entered it at level 6 playing Path of the Damned, and I found it too damned hard to be enjoyable, but returned at level 7 and found it to be around the same level of difficulty as what I'd faced the first 2-3 levels in PoTD while gathering companions In other words, still much tougher than anything left in Defiance Bay, but definitely doable though it required resting after nearly every group defeated in the wild after securing Stalwart, and I occasionally lose a battle and have to reload. Happy now?Īs for what level it is intended for, I would guess that it was designed for "around level 8 or so on normal difficulty but with a bit tougher encounters to give a bit of Ice Wind Dale feeling" on the grounds that many enemies in White March drop Exceptional items, there are exceptional soulbound weapons, and Exceptional is only available as an enchant at level 8. I hoped to get at least the Devil a little earlier than that to supplement my party. ![]() ![]() Please don't tell me, it's geared at level 10 upwards. Venture into yet another region, wasted by these new monsters mass paralyzing my party. I venture into the other regions, band of fampirs mass charming my party, wasted within seconds. I've got a level 6 party and barely survived Stalwart with many saves and reloads.
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