Author Topic: Kingdoms of Amalur: Reckoning  (Read 7633 times)

Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #40 on: February 11, 2012, 09:31:56 PM »
New items are marked with a star so it's hard to miss.
Just made daggers and fae blades with shitload of fire damage on fae blades and poison on daggers.
Faeblades deal around 140 damage and daggers 120, stealth kills with daggers deal 24k damage lol :D

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Offline AceHigh

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Re: Kingdoms of Amalur: Reckoning
« Reply #41 on: February 11, 2012, 10:29:28 PM »
Went for assassin/mage myself. Still low level, but with the seamless combat system, combining spells with fae blades (which are awesome!) provided good results so far.
For one thing, Tiff is not on any level what I would call a typical American.  She's not what I would consider a typical person.  I don't know any other genius geneticist anime-fan martial artist marksman model-level beauties, do you?

Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #42 on: February 11, 2012, 10:40:06 PM »
From what I can see every combo makes a fluid combat setup.
Might has the Quake spell, combined with staff and some other things it could be pretty devastating as well.

This game has been done pretty well, I like it more and more.
I'm finally able to Stealth kill the ogres, pretty awesome animations.
They have a huge HP and Def stats so initially killing them from stealth was not possible.

Offline SeventyX7

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Re: Kingdoms of Amalur: Reckoning
« Reply #43 on: February 12, 2012, 01:13:57 AM »
I'm 53 might/12 sorcery atm and I'm synergizing my sorcery with might REALLY well.  I have that huge HP pool + high defense that might affords in addition to all the offensive might shit plus orb of protection from sorcery tree (I'm taking defensive things from sorc).

Screw your pansy little sneaking around with daggers and "ranged" attacks, I'm an unkillable magical juggernaut.   8)

Offline Hadouken

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Re: Kingdoms of Amalur: Reckoning
« Reply #44 on: February 12, 2012, 01:15:03 AM »
Just started playing this. Can't say I'm a fan of the graphics, but hopefully the story is really good and it has a lot of sidequests.
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Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #45 on: February 12, 2012, 07:20:20 AM »
I'm 53 might/12 sorcery atm and I'm synergizing my sorcery with might REALLY well.  I have that huge HP pool + high defense that might affords in addition to all the offensive might shit plus orb of protection from sorcery tree (I'm taking defensive things from sorc).

Screw your pansy little sneaking around with daggers and "ranged" attacks, I'm an unkillable magical juggernaut.   8)
Ranged ? :D


I'm an assassin, not some ranger XDDD
You will die from my poisons :D

Offline SeventyX7

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Re: Kingdoms of Amalur: Reckoning
« Reply #46 on: February 12, 2012, 05:42:35 PM »
One of my friends who went finesse said that he did the majority of his dmg with a bow.  Just putting that out there as a suggestion for anyone thinking bow may be viable as the primary weapon.

Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #47 on: February 12, 2012, 05:49:37 PM »
I like it up close and personal... that being said, I get close behind enemy backs, and personally put a dagger in them and up their level of hugging ground.

:)
Just putting it there :)

Offline RedSuisei

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Re: Kingdoms of Amalur: Reckoning
« Reply #48 on: February 12, 2012, 06:21:56 PM »
Finesse's range (bow) is, well, bad. That's why I play Finesse/Sorcery with Dagger/Chakram for perfect coverage of 1vs1 and crowd control, close range and long range. I got daggers which works perfect vs single target bosses because of it's highest high atack speed (and for Stealth Kills), Shadow Flare which is also good against large boss monsters when used up close because all 5 daggers will hit when used close enough, Chakram which is arguably one of the best crowd control weapon out there combining wide area of attack and decent speed (even better than Faeblades IMO), Mark of Fire for even better crowd control with magic, and Storm Bolt/Ice Barrage for long range. Oh, and poison blink ftw.

Offline logos

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Re: Kingdoms of Amalur: Reckoning
« Reply #49 on: February 12, 2012, 10:35:44 PM »
So I've played through 3 of the faction's questlines, summer/winter fae and warsworn (will hafta replay them to see if/how much my choices change them) and some of the main questline and I hafta say that using RA Salvadore was an excellent choice, the story has the same feel as a book, the same level of engagement and depth, so far I'd say the story of this game is better than any other game I've played.  I hope more devs start using real authors for their game's stories.


Offline SeventyX7

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Re: Kingdoms of Amalur: Reckoning
« Reply #50 on: February 12, 2012, 11:10:48 PM »
So I've played through 3 of the faction's questlines, summer/winter fae and warsworn (will hafta replay them to see if/how much my choices change them) and some of the main questline and I hafta say that using RA Salvadore was an excellent choice, the story has the same feel as a book, the same level of engagement and depth, so far I'd say the story of this game is better than any other game I've played.  I hope more devs start using real authors for their game's stories.
Yeah I've liked the quest arc for the Fae a lot.  It was a great exploration of their culture and society.

Offline TMRNetShark

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Re: Kingdoms of Amalur: Reckoning
« Reply #51 on: February 13, 2012, 12:10:31 AM »
Like I was saying earlier... all of the game reviewers who said the storyline was generic were smoking crack when they wrote the reviews. :P

Offline AceHigh

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Re: Kingdoms of Amalur: Reckoning
« Reply #52 on: February 13, 2012, 01:11:13 AM »
You are wrong!... about the crack...

(Actually it is because they weren't bribed enough for the higher scores and better reviews :P )

I think the side quests are awesome so far. They even gave meaning to many generic collect x amount items quests, by making them a stage of a grander quest line.
For one thing, Tiff is not on any level what I would call a typical American.  She's not what I would consider a typical person.  I don't know any other genius geneticist anime-fan martial artist marksman model-level beauties, do you?

Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #53 on: February 13, 2012, 08:43:41 AM »
Like I was saying earlier... all of the game reviewers who said the storyline was generic were smoking crack when they wrote the reviews. :P
Wait ....
You mean they aren't smoking normally when writing a review ?

Offline Meandola

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Re: Kingdoms of Amalur: Reckoning
« Reply #54 on: February 13, 2012, 08:33:59 PM »
Anyone noticed yet that, when lockpicking chests, the position to open them is always one of 2 possible spots? Ditched all points out of lockpicking because it's wasted like this, lol

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Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #55 on: February 13, 2012, 08:40:37 PM »
extremely rarely I find the lock open spots in other places so it's not exactly 50% here or there.
I think it may depend on your lock picking skill, though I don't care that much about it, I use auto pick cuz I have so many of those lockpicks :)

Offline AceHigh

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Re: Kingdoms of Amalur: Reckoning
« Reply #56 on: February 13, 2012, 08:51:59 PM »
3 positions as far as I can tell. The starting position, the mirrored position of the starting one and one where lockpick points straight down.
For one thing, Tiff is not on any level what I would call a typical American.  She's not what I would consider a typical person.  I don't know any other genius geneticist anime-fan martial artist marksman model-level beauties, do you?

Offline Havoc10K

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Re: Kingdoms of Amalur: Reckoning
« Reply #57 on: February 13, 2012, 09:06:25 PM »
I usually find these though:
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Offline logos

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Re: Kingdoms of Amalur: Reckoning
« Reply #58 on: February 13, 2012, 10:23:45 PM »
3 positions as far as I can tell. The starting position, the mirrored position of the starting one and one where lockpick points straight down.
this, very rarely the far left/right is the sweet spot (and very hard locks are kinda anywhere....)


Offline blubart

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Re: Kingdoms of Amalur: Reckoning
« Reply #59 on: February 18, 2012, 05:18:30 PM »
the story IS quite generic. that doesn't mean that it isn't well told and quite enjoyable though.

my only real complaint is that the game is way to easy. i believe around level10 i stopped blocking damage all-together and around lvl15 i took so little damage that i could brew me a pot of tea while 5 Jottun are trying to deal minimal damage.

i might have instinctively picked the most broken spec combination (might/sorcery), but it should be possible for the mobs to do at least some damage to my health, not just my armors durability OR it should take me more than (on average) 2 swings with my greatsword (~600dmg per target hit @lvl20) to drop any mob if i dedicate all my gear to defensive stats.

that's all on the highest difficulty setting.