initiative

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rayres
Posts: 20

initiative

Post by rayres » Fri Aug 23, 2019 3:57 am

What determines how soon I act in combat? I need my mages to go first to cast farther foe against the 50 x 2 groups of mountain men in ridge fault.

Thanks.

Rob

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Visstar
Posts: 395
Location: Loch Caetar

Re: initiative

Post by Visstar » Fri Aug 23, 2019 6:52 pm

Yeah, 50-100 attacks from mountain dwellers can lead to problems. :(

The answer is Dexterity. The better your dex, the sooner you act in melee.

Also, remember that having your first four characters defend, rather than attack, makes them significantly less likely to be hit by the mountain dwellers that get their attacks in before your mages can cast.
May the Vishanti guide me through this eldritch maze!

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Roland of Yew
Posts: 13

Re: initiative

Post by Roland of Yew » Wed May 13, 2020 11:46 pm

This is a real problem for me, I have increased other stats across-the-board except for rogue and bard which are maxed out for DEX. With this in mind, what else can I do to avoid 40 blasts of mine blade?
The reason I ask is, no party no matter its constitution could survive 40+ enemies casting mind blade! In closing, starting again, considering I’m deep into the game is just too unthinkable. 🥺😞🥺

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chrlpolk
Posts: 126

Re: initiative

Post by chrlpolk » Sat May 16, 2020 12:29 am

Roland of Yew wrote:
Wed May 13, 2020 11:46 pm
This is a real problem for me, I have increased other stats across-the-board except for rogue and bard which are maxed out for DEX.
When you say they are maxed out for Dex, do you mean the initial soft max? Unlike other abilities that "max out" at 24, Dex just keeps on giving! It was my dump stat for Archmages until they had over 50 AC, then started increasing Luck - is it yet known whether Luck over 24 confers additional bonuses? If not, I've wasted a lot of levels!

If that's the case, then yeah, you just have lots of room to grow and eventually HP, saving throws, and luck (yours, not your characters' scores) will see you through fights with magic & abilities spams.

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Visstar
Posts: 395
Location: Loch Caetar

Re: initiative

Post by Visstar » Sun May 17, 2020 3:48 pm

I don't remember any masses of 40 casting mind blade. Who is doing that?

There are options, like anti-magic, but they require you to go first, which is your basic problem. I think you may need to step back and gain a few more levels before proceeding. Where are you, and what levels are your characters?
May the Vishanti guide me through this eldritch maze!

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Roland of Yew
Posts: 13

Re: initiative

Post by Roland of Yew » Fri May 22, 2020 9:43 am

Visstar wrote:
Sun May 17, 2020 3:48 pm
I don't remember any masses of 40 casting mind blade. Who is doing that?

There are options, like anti-magic, but they require you to go first, which is your basic problem. I think you may need to step back and gain a few more levels before proceeding. Where are you, and what levels are your characters?
Apologies, I was referring to the 20 Igniters summoning ‘Fire Elementals’ who in turn cast a ferocious party-targeted spell which I believed was Mind blade?

Good news, I finally defeated the enemies awaiting me by chance, instead of casting group-targeted combat spells one one occasion the 40 Witcher’s chose physical combat; however, I was protected by various buffs including Gabriel’s Cloak allowing me to cast Farthest Foe, Absorb Magic and Invisibility then whittling down their numbers using various long-distance combat spells.

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Visstar
Posts: 395
Location: Loch Caetar

Re: initiative

Post by Visstar » Fri May 22, 2020 4:01 pm

Yeah, Igniters are tough. No shame in running when you encounter them.

But, what you could do is go to the Ridge Fault. The encounters with Mountain Dwellers are tough, but with Farther Foe you should be able to manage a few at a time. The XP are good, but the main plus is the quality of drops. Andursteel stuff is fairly common, but the real prizes are rings of destruction and (the one you'll like) sorcerer's hoods. One of those will make tackling enemy casters, like igniters, much easier.

There are similar problems with summoned creatures later on, but eventually you will get the spell Preclusion, which prevents the summoned creatures from arriving.
May the Vishanti guide me through this eldritch maze!

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chrlpolk
Posts: 126

Re: initiative

Post by chrlpolk » Sat May 23, 2020 12:07 am

After Bandit's Cave, Ridge Fault is (IMO) the best grinding spot! I try to get there as soon as my party can just barely squeak by the Mountain Dwellers, even if I have to save-scum initially. in addition to Visstar's post, the Bard gets nice horn drops to complement the magic users. Not to mention some awesome defensive gear! If you have a Hunter and Rogue, ranged weapon critical hits are helpful, too. The rest of the party can either defend or you can give them ranged weapons, but definitely avoid melee.

You probably already know but Ridge Fault entrance is
Spoiler
Show
On the south part of the Mountain Ridge map. There are 3 repeatable fixed encounter spots between the Entrance and the Statue (will be a star on your map), and a 4th one in a side spot between the second and third. After you hit them, go back to Mountain Ridge and re-enter the area to do it again! If I remember right, the Paladin Crusader's Path spell will stop these encounters so make sure it's not active.

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Visstar
Posts: 395
Location: Loch Caetar

Re: initiative

Post by Visstar » Sat May 23, 2020 3:05 pm

Yes, that. ^^^^^^^

It will be a long time before you can handle melee with a mountain dweller. Defend, defend, defend, defend, Farther Foe!
May the Vishanti guide me through this eldritch maze!

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Roland of Yew
Posts: 13

Re: initiative

Post by Roland of Yew » Fri May 29, 2020 9:50 am

Visstar wrote:
Fri May 22, 2020 4:01 pm
Yeah, Igniters are tough. No shame in running when you encounter them.

But, what you could do is go to the Ridge Fault. The encounters with Mountain Dwellers are tough, but with Farther Foe you should be able to manage a few at a time. The XP are good, but the main plus is the quality of drops. Andursteel stuff is fairly common, but the real prizes are rings of destruction and (the one you'll like) sorcerer's hoods. One of those will make tackling enemy casters, like igniters, much easier.

There are similar problems with summoned creatures later on, but eventually you will get the spell Preclusion, which prevents the summoned creatures from arriving.
Fantastic advice , thanks! I’ve finally levelled one of my mages and they now have Preclusion in their armoury :-)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
chrlpolk wrote:
Sat May 23, 2020 12:07 am
After Bandit's Cave, Ridge Fault is (IMO) the best grinding spot! I try to get there as soon as my party can just barely squeak by the Mountain Dwellers, even if I have to save-scum initially. in addition to Visstar's post, the Bard gets nice horn drops to complement the magic users. Not to mention some awesome defensive gear! If you have a Hunter and Rogue, ranged weapon critical hits are helpful, too. The rest of the party can either defend or you can give them ranged weapons, but definitely avoid melee.

You probably already know but Ridge Fault entrance is
Spoiler
Show
On the south part of the Mountain Ridge map. There are 3 repeatable fixed encounter spots between the Entrance and the Statue (will be a star on your map), and a 4th one in a side spot between the second and third. After you hit them, go back to Mountain Ridge and re-enter the area to do it again! If I remember right, the Paladin Crusader's Path spell will stop these encounters so make sure it's not active.
No, I completely missed the Ridge Fault entrance! In fact, that’s really going to help thanks 🙏

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