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Comprehensive Walk Softly Guide?


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10 réponses à ce sujet

#1
CATS3688

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This trial changes up the enemies a LOT. Way more than I was expecting. I haven't even beat the prologue and there are all kinds of random crap on the shades and wraiths (plus about half of them have been "promoted" to elites, which more than doubles their health). Has anyone been documenting this craziness? I'll leave some of my own observations in this thread.

 

Shades gain the ability to freakin' teleport. They do this flippy move that makes it look like they're diving into the ground, then reappear wherever. Terror demons will now do the Envy Demon's attack of 4 spirit damage projectiles fired from their hands. Not sure if these are gained by all enemies of these types, or just the "promoted" ones. But the promoted ones at least can definitely do this stuff.

 

Examples of random traits I've seen already:

 

Electric resistance on shades (wtf?) coupled with immunity to shocked

Immunity to freeze and paralyze on shades

A trait called "Barrier Breaker" (bonus damage vs barrier I guess)

A trait called "Armor Penetration" (which is funny because it was on a wraith, where armor should theoretically be irrelevant already)

Immunity to physical effects on a greater shade

Immunity to being sundered (again..... wtf) on a shade, which is funny because it doesn't even actually work (Cass was still able to sunder him by proccing the Sunder on Hit effect of the Morning Star you loot during the prologue). Maybe it only works on abilities that sunder, and not %-based sunder on hit effects from gear.

 

I'll add more observations to this thread as I play more with this trial. It is like a post-nightmare sort of difficulty..... definitely makes the game more fun.



#2
actionhero112

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Elite Brutes do the jump attack gap closer and can pommel strike which will stun you for a while.

 

Elite Rogues have a weird knockout powder which stuns in an area. This is frequently deadly in the hinterlands if they get the jump on you. 

 

Elite Archers can explosive shot, and will leaping shot when melee units engage on them. Leaping shot is extremely deadly.

 

Elite Mages have mind blast (aoe close range spirit damage), and their barriers regenerate on their own. Very difficult to remove without dispel. Special variants of these elites (such as fiona) can use dispel and can use fade cloak which makes them immune to damage.

 

Elite Guardsmen can shield bash, which they usually perform after doing their charge attack. This combo does a lot of damage. They also spawn with guard. Red Templar Variants can spell purge barrier. (Templar variants might do this too in the hinterlands)

 

Elite Footsoldiers just spawn with guard, they don't have special attacks as far as I know. 

 

Elite Red Templar abominations explode on death, this is an AoE spirit damage and knockdown effect. Their shield spirit aura is extremely deadly in elite form

 

Elite Red Templar Knights can emporer palpatine you. They shoot out a red lightning tether which does damage. You can break this tether by walking out of its range or interrupt the Red Templar Knight with a status effect.

 

This is all the special attacks I've encountered that I can remember besides your aforementioned shade and terror demon attacks. 



#3
Disco Overlord

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I've had encounters in the Emerald Graves where some Freemen captains(?) (the ones with shields) seem absolutely impervious with guard on even against shield bash.  I want to say maybe they have some sort of immunity or something else is going on.  Has anyone else noticed this?



#4
jonmoore86

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Elite mages that are level 8+ also have fade cloak. Pissed me right off whenever i was doing my dw rogue run and every time i went to use deathblow they would fadecloak.


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#5
Mr Fixit

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Walk softly is great. Having much fun with all the upgraded and promoted enemies. Although, once I got to mid levels, even they aren't that much of a challenge.



#6
CATS3688

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Yeah I ran into the regenerating barriers on elite mages at the crossroads fight and couldn't even put a dent in the rebel spellcaster's barrier. Had to turn off the trial to get past that part as he was for all intents and purposes invincible. Sucks cause it was a pretty fun trial up to that point.



#7
Evelynne

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Yeah I ran into the regenerating barriers on elite mages at the crossroads fight and couldn't even put a dent in the rebel spellcaster's barrier. Had to turn off the trial to get past that part as he was for all intents and purposes invincible. Sucks cause it was a pretty fun trial up to that point.

 

I disengaged from that fight the last time I blocked out on it. Went gathering, leveled everyone up to 3, crafted them all some gear. When I came back he melted. It was so satisfying.



#8
Arvaarad

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If it helps (for people doing some combination of all trials/Trial of the Fool/soloing/Nightmare/no nug+), that Crossroads mage only raises barrier if he's aggroed.

 

I specced into Leaping Shot + stealth upgrade as my only skill (at level 2), going through the height bonus passive, and plinked him to zero from on top of one of the huts. Was doing decent damage because of the passive, so my crappy bow wasn't a problem.

 

Another early-game tip: remember that teleporting enemies can't erupt through certain obstacles like thick walls or pillars. The wall near the entrance to Redcliffe saved my ass when I was closing the rift at level 3. Stand on the wall = shades have to walk to reach you, even if they're the promoted teleport-y kind.



#9
squidney2k1

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The most threatening are the Elite mages that havr regenerating Barriers, or are capable of spamming Barrier on a group of enemies. I would say that now, more than ever, Dispell & Spell Purge are incredibly valuable.

A very annoying attack is the red lightning crap that the large Red Templars will emit when you are close to them. It lasts about 7 seconds and can sometimes stagger you, interrupting attacks, right before they flatten you with that overhead strike. Dagger Rogues on Nightmare beware because sneaky enemies will hit you with that stupid poison sleep bomb while you're on the ground out of nowhere.

I do like the fact that you can't simply steam-roll enemies with the trials on. I especially like the increased damage that Barriers can observe, and more enemies have Guard now meaning you can't keep them constantly on their backs for an easy win.

#10
Cydh

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Elite Footsoldiers also have Parry now.

 

Elite Wraiths can shapeshift into a different element (was that the case before? I never noticed). For instance, Fire Wraiths will set you on fire.

 

Elite Fire Spellbinders' barriers also adds fire to melee damage dealt by their allies.



#11
jonmoore86

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Elite Footsoldiers also have Parry now.

 

Elite Wraiths can shapeshift into a different element (was that the case before? I never noticed). For instance, Fire Wraiths will set you on fire.

 

Elite Fire Spellbinders' barriers also adds fire to melee damage dealt by their allies.

elite wraiths could always do that. It's actually the rage demon/despair demon that does it. If they are in the group with them, they take on the demon's element.


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