Maxed Mark of Flame is way overpowered. Most stuff (except bosses) die before I even get into melee.
With mercantilism you dont have to go back to a vendor wen the bag is full, you use the empty trash button. Repair with the repair tools is much better than with the vendor. I have like 100 inventory slots now and usually i only go back home to store named items... In theory I may switch "class" any time and reequiq with named gear and sets, in practice i feel at home with the current set of skills. Blink is silent, so you can use blink to get quickly behind a mob...
Seriously? Crap, I'm putting more points into that, then. Is it comparable to what you'd get if you sold it at a shop?
only 30%? Screw that then.
Once I get rich, maybe, but I'm nowhere near there yet.
I don't understand the complaints about being too easy or overleveling. I have done every single quest/dungeon in the first two areas up to Rathir and never encountered an enemy less than yellow, bosses are always orange. I am straight Finesse, and am often killed/ overwhelmed by 8 plus enemies. I think this game is great so far.
You did the desert route to the south as well? With the gnome city at the end?
Played the Finesse build today, once I hit the tier 4 abilities, I felt a lot more powerful. That ability that boosts crit damage is tremendous. Got stealth up pretty high with some items and have gotten a lot more mileage out of it.
And man, they did a great job with some of the Fateshift kills. Of recent note:Gnome, Niskaru, Thresh, all very cool.
I should really use fateshift more. I treat that fate meter like BFG ammo, saving it for when I need it, which is almost never because the game is totally easy anyway.
When you get there, you'll see grey enemies right away. I suggest you skip all sidequests and just do the main and faction quests.
My impression if that finesse isn't as omgwtfbbq as might at lower levels. I play finesse/sorc, and sorc is definitely what brings the pain at lower levels for me.
Alchemy in this game has really made me appreciate the contrast between health/mana potions and everything else. My #1 dream for this game, and similar games, would be to totally revamp alchemy under the idea of having everything on the D-pad. Basically, in addition to having health as <- and mana as right, up would be +offense and down would be +defense. I'm NOT saying have just 1 generic type of offensive or defensive potion in the game, but instead that you only have 1 on your character at a time.
Alchemy magic skill could determine how much of your existing potion stock you could convert from one type of offensive potion into another. Say you are primarily a rogue and use poison offensively, but go into a fire area and decide you want ice damage -- if you didnt have alchemy leveled, you'd basically have to scrap all your potions and start making frost potions. On the other hand, if you had it leveled you could just convert some large fraction directly from poison to ice. Honestly, alchemy traditionally involves transmutation, so I'd argue if anything this treatment is closer to standard lore.
Alchemy skills could also obviously determine variety and strength of potions. I'm not saying throw out ingredients altogether -- some ingredients would be better for some recipes, and your alchemy strength could determine how well you convert raw nightshade into a frost potion.
Anyway, this would solve my #1 issues with potions -- Nobody wants to fiddle with menus for 30 seconds every 5 minutes to assign greater/lesser this that and the other to submenu #2. I will say that because this is such a simple idea and hasn't happened already, I don't have too much hope
If you're finding the constant combat tiresome and just want to get through the story like me, switch back to magic once you can get the meteor ability. It's ridiculous. One cast clears an entire room on easy.
Once again, PS3 gamers got the shaft compared to other versions.
However, the blur factor is only part of the story: it's not just the post-AA that is missing in the PlayStation 3 version - other effects are also absent. Most notably, Kingdoms of Amalur on Xbox 360 features an accomplished motion blur system that operates on both a camera and per-object level. This adds an additional level of fluidity and accomplishment to the presentation that is lacking on the PS3.
PlayStation 3 has also been pared back in other, less obvious areas - the shadowmap cascade is more noticeably aggressive compared to the Xbox 360 game, meaning that fewer objects cast shadows. Texture filtering on PS3 also lacks some of the precision we see on the Microsoft platform. Indeed, the 360 even seems to best the PC set-to-max levels (which includes anisotropy set to the highest level), which doesn't seem right, but it's there in the videos if you look for it.
Aside from the cleaner look afforded by the lack of post-process AA, the only real PlayStation 3 advantage we see comes from a higher-resolution implementation of the odd texture here and there, only really evident in cut-scenes where the artwork is pushed to the fore. Quite why the 360 suffers at these points isn't exactly clear. It may well be a streaming issue, it might just be a simple bug, but it has no impact to the experience overall.
"got the shaft" is maybe a bit much, considering the conclusion:
In conclusion, it's safe to say that you can buy Kingdoms of Amalur: Reckoning on any of the three major HD gaming platforms and you're going to be in for a real treat. The experience on console is essentially interchangeable where it truly matters, but if we had to make a choice, it would have to be the Xbox 360 release. While the more minor visuals upgrades such as texture filtering and improved shadows are nice, it's the motion blur and reduced aliasing that makes it the marginally better buy.
I would say that when the PS3 is almost always getting the subpar version of a game compared to the 360 or PC, then "getting the shaft" is appropriate.
Started with pure finesse, switched to mostly might with a little bit of sorcery and am now full sorcery.
I think I went from pretty good to overpowered to godlike.
My only weakness at the moment is a lack of mana. What would be the best gems / blacksmith recipes to counteract this? +mana reg, +%mana reg, +mana and/or +% mana?
It is? Huh, I love mine, but I've never owned a 360 so I'm likely ig'nant.
As you level up and choose sorcery talents you get much more mana. I'm at the point now where casting meteor doesn't even norticeably drop my mana pool. And of course boss battles and distance enemies aside, 1 meteor clears an entire room, so I rarely need to cast anything else. When I do, the powered-up lightning storm takes care of anything remaining.
My review of Sorcery abilities--
storm bolt: I sometimes use this on single low-power enemies at range so I don't put meteor on cooldown.
all weapon talents: unnecessary, but choose chakrams
mark of flame: crap
conservative casting: very useful at lower levels
ice barrage: crap. Spreads out at range.
healing surge: unnecessary since meteor oneshots entire rooms, but nice at lower levels
summon zombie: horrible AI, 120s duration, just say no
sphere: worth taking as it can stagger enemies that get close, allowing you to cast a powered-up lightning storm
elemental rage: doesn't do enough damage, useless
Tempest/Lightning storm: Core ability. Short wind-up time, but can one-shot most enemies. Close-ish range only.
Meteor: core spell. Use on cooldown, clears/one-shots entire rooms. Short-ish cooldown too.
Winter's Embrace (powered up ice): useless garbage. Low damage, doesn't kill anything.
Mark of flame is crap? Do you mean at the higher levels or always? I'm not high enough level for meteor or lightning storm yet, so I'm only using mark of flame and storm bolt, and the former almost always does twice as much damage as the latter. Plus the AoE is larger and the cooldown is much shorter. Is there a lot more fire resistance later in the game?