Level 8 powers list and thoughts

erectorz

Active Member
Aug 8, 2021
32
38
31
I think they meant for coc1 rather than coc2
Coc1? Legit is there any strategy in that game? I played quite a bit of it with and without mods and by the end game you are maxed stated with every useful perk, with like 30 defense.

The only Guide like thing I could think of is that the armorer perk is extremely valuable since defense is broken in that game, that and the numb rocks and dragon scales tf also give more armor making you near indestructible with good armor. Coc1 holds a special place in my loins but that game was very conducive to grind till you become a god.
 
  • Like
Reactions: LazyAJ

NinjaTacos

Well-Known Member
Aug 19, 2023
193
280
36
UK
Coc1? Legit is there any strategy in that game? I played quite a bit of it with and without mods and by the end game you are maxed stated with every useful perk, with like 30 defense.

The only Guide like thing I could think of is that the armorer perk is extremely valuable since defense is broken in that game, that and the numb rocks and dragon scales tf also give more armor making you near indestructible with good armor. Coc1 holds a special place in my loins but that game was very conducive to grind till you become a god.
The longest tentacle hair you could get, and naga lower body, if you could stomach most scenes still claiming you had legs. Disable your enemy and sting them out of the fight.
 

Anonymous Bat

Active Member
Feb 16, 2023
29
47
The longest tentacle hair you could get, and naga lower body, if you could stomach most scenes still claiming you had legs. Disable your enemy and sting them out of the fight.
I understand why Savin & Co. don't want it to be a mechanic anymore, but man do I miss when your anatomy gave you useful powers. I thought it was fun and flavorful, and it was by no means necessary to turn yourself into a weird chimeric creature unless you were going all-in on min/maxing; you could easily play a mundane race if that was your preference.
 
  • Like
Reactions: NinjaTacos and Arai

Tempestfury

Well-Known Member
May 28, 2016
62
15
Equip the Dawnsword, Asira's Wing, and dodge based armor. Level strength, agility, and cunning. Start with the warrior class, and for powers take Deflection for your stance, Bull Rush for your encounter, and honestly whatever you want for the recharge powers.

For companions, bring Cait and Viviane. Cait casts Spirit Veil for extra dodge, Viviane casts Elemental Fury for extra damage.

This easily clears most things.

I mean... that might be effective, but probably not the way I want to play? Like, what if I want to play a Spellblade or a Bard or a Paladin?
 

ExtraMan

Member
Dec 30, 2021
6
6
33
I mean... that might be effective, but probably not the way I want to play? Like, what if I want to play a Spellblade or a Bard or a Paladin?
For bard take Discord to deal with everything that's immue to tease and remind yourself that Seductive Sway hits three times.
For a spellblade or paladin... Look, one of the big reasons why Dawn/wing is so powerful is that with only warrior powers silence doesn't effect you, Asira's Wing means you can't be disarmed, and if a stun or knockdown does come your way you have two chances to deflect it. For spellblade, capping STR and WILL means that spell-attack powers like Power Wave hit for big numbers, but if you're going to cap STR and WILL you can't cap agility and toughness. Either your accuracy and dodge is bad and you fold like paper, or your health is bad and you fold like paper. To make matters worse, if all your powers are spell-attacks, which benefit for STR and WILL, then silence completely shuts you down, disarm completely shuts you down, and stun and knockdown completely shut you down. The spellblade builds I've tried struggled with undermountain imp gangs while Dawn/wing breezed through the toughest fights in the arena. Once I realized how powerful Deflect is, it made me wonder how to build anything else.
 

denzo12362

Member
Apr 1, 2024
5
4
25
Played 8.1 as a threat tank (paladin?), here are my 2 cents.
Since I am inclined to not lose fights than to win quickly, turn economy is more or less ignored in this setup.

If anyone wants full threat control (to self) then the new "Endure" ability straight up gives double "Vanguard" threat.
It also heals for 50ish% then regen 10ish% afterwards, so losing durability from "Vanguard" would be acceptable
If you ever lose control of threat, then "Lay on Hands" would be useful. However, I doubt any companion could generate enough threat to ever warrant that.
(the only time my companion actually overtook me was when I used spellblade Cait and spammed "Charge weapon" on a group of imps)

When enemies are dealing too much weapon damage, swapping your At-will to "Deflection" is going to help immensely.
(There was exactly ONE encounter which screwed me over, and the silver bullet was "Deflection". I actually reset multiple times to make sure I never lost against it.)
"Bark skin" and "War banner" if you need extra healing. Honestly, your job as a threat tank is done after pressing "Endure" most of the time. Therefore, encounter and recharge is free to choose. Personally, I use lv6~8 summons + "Empower Summon" for extra damage. Preferably an AoE mage/charmer.

I have no recommendation for ults due to them being pretty bad.
"Unbreakable", "Revive", and to a lesser extent "Inspiration", requires your party to be near destruction to be effective. You probably lose that fight anyways.
"Abjure" is pretty effective (3 turn stun + disenchant is always good in any game), so I choose them for tougher encounters.

For companions, I take Spellblade Cait for single target burst + dps, and a situational. Agni is a personal favorite due to her 1-click nuke, nice set of buffs and giant heal. Funny build is to take Rimebound Cait and attach Rime veil to PC. Especially effective against cultist barghests. Why are you hitting yourself