![]() The infants in the Dyrwood are plagued by a recent phenomenon in which they become "hollowborn" upon birth, meaning they are born with no soul. The game takes place in the fantasy world of Eora, mainly inside the nation of Dyrwood. The campaign raised over US$4 million, which was the highest funded video game at the time. Obsidian started a crowdfunding campaign on Kickstarter for it in September 2012. The game is a spiritual successor to the Baldur's Gate and Icewind Dale series, along with Planescape: Torment. It was released for Microsoft Windows, OS X, and Linux on March 26, 2015. They're also Real-Time With Pause, but there's less party management, so it's more of a hack-and-slash.Pillars of Eternity is a role-playing video game developed by Obsidian Entertainment and published by Paradox Interactive. Speaking of which, maybe you would prefer Soldak Entertainment's single-player RPGs: If you try that fight in the open, you will get surrounded and crushed. I've been in "one more fight before I go home to rest" mode since level 5, and I still can't find a fight big enough to need 3 spells. IIRC, I finished all of Od Nua level 6, level 7, and about 1/2 of level 8 without resting. I won so efficiently that I used only 2(?) spells out of ~15 remaining, took light damage, and charged out of the room to hunt down the last 3 monsters. The first fast Spectre in the doorway blocked it for the rest of the fight, while my ranged and AoE killed every shooter behind it. I set up my 1-wide doorway trap in a dead-end room, which means I have no escape. All of the corridors are wide, and don't help. On Od Nua level 7, there's a big fight in a huge room that will crush L8s if you fight in the open. It's the difference between getting killed, and winning with minimal damage. Eliminate that numerical advantage, and you can grind down vastly superior encounters. PoE's stat system gives PCs enormous "vertical" advantages (Health, talents, weapon sets, consumables), and compensates by giving monsters significant numerical advantages. ![]() Never fight a big encounter in wide-open areas if you can avoid it. Sometimes you can lure out 1 ogre at a time, and drag them ~200.0m to a bridge. If this fight didn't wake up all monsters in the room, repeat. Follow up with AoE abilities or spells as needed When leading enemy sticks his nose through doorway, dogpile him 3-v-1 (or 3-v-2, etc.) Front-line fighters immediately switch to melee weapons, and wait As the enraged enemy rushes you, everybody shoot once Scout runs back behind the fighter line Scout fires one shot at nearest enemy (which breaks stealth, begins combat, and auto-pauses) Leave 1 open lane for the scout to return behind your lines Send your high-stealth scout, preferably with a 12m bow, forward. Everybody switches to their war bow/arbalest/arquebus. I have Durance (Magran's Fork), Kana (Caed Nua), and my wizard PC. Set your spellcasters behind the fighters. ![]() My front-line are all story companions: Edér (Gilded Vale), Pallegina (Ondra's Gift), and Itumaak the fox. Set your fighters about 1 footprint-diameter from the opening, so that the 1st monster in the doorway (or first 2) blocks the doorway, and all 3 of your front-line can hit it. Pick a doorway, bridge, or other chokepoint, ideally 1-wide, but 2-wide is OK.
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