Six Crowns for a Singer: Thayn Goron's Triple Crown Full Saga Run - Final Update: Ukaizo
First we have to defeat 2 engwithan sentinels. These guys are vulnerable to constitution afflictions, but we barely have any of those available. They also have super high armor, apparently - despite our penetration bonus via animancy cat and "The Arrow Sings", the animated weapons often underpen unless they crit:
However, the Aspect of Galawain does well, and so does Spark the Souls of the Righteous. We call Incarnates to help as well - the sentinel facing Cymedrol does okay damage, but we have unbending at the ready. In the end, our sheer numbers and the extra damage from our chants do the job:
Time for the faction battle - we use most of the same tactics we did for the attack on Fonferrus, but we don't sabotage ourselves thist time by destroying our own animated weapons via a figurine summon. Sjáanda goes for defensive mindweb, time parasite, and starts spamming amplified waves - she also puts reaping knives on Doador in case her ascension runs out, for some extra PoE1 vibes. The insect plague is much more effective here, and the Aspect of Galawain manifests as a huge bear this time around:
Hazanui Karu abjures our animated weapons, but we're at 6 phrases, so new ones are coming soon:
The melee fighters of the RDC have now fallen thanks to our summons, Amplified Waves and Sparking the Souls of the Righteous - We storm in, with the Aspect of Galawain leading the charge and providing a great target for more Amplified Waves:
This is the final RDC soldier - victory is ours, and we meet with Eothas to end the run:
In the end, level scaling didn't feel too different in the lategame - the endgame battles were still relatively simple. It was felt by far the most during midgame boarding battles and during the first battle in Shadow under Neketaka, which was propably the hardest battle during this run (which is unusal - it never stood out to me before).
Here are my thoughts on the subclasses/multiclasses I tested out during this run:
Ancient: This is relatively close to a normal (Animist) Druid. I didn't feel the negatives much, there were maybe two battles (both against skeletons) where they turned out to be an issue. The unique ancient spells can be pretty good - the sporelings are especially useful because they are super tanky early on when such tankiness is needed. I did lean in on the plant/beast theme by using The Spire of Thicket Green with the +3 to both power levels enchant. This gave us good FotD duration, summons and insect plagues. The druid in general felt quite good in the early game and in the lategame, but surprisingly somehwat weak in the midgame, because some of the super powerful PoE1 tools, such as shapeshifting and Relentless Storm (which is still good, don't get me wrong), have been heavily nerfed. Overall I think a wizard is mostly better for doing a similiar job (though FotD is hard to replace), but in the super early game the Ancient may just have the edge.
Ascendant: A bit interesting. I used The Red Hand for that one, but the special enchant cone fire attack from Fire in The Hole propably does a better job at ascending very fast (but on expert mode, without seeing the AoE, I didn't feel like it would work for me). Ascension was often happening in 2-3 doubleshots. Being an Ascendant instead of a regular cipher is a bit of a tradeoff (and in the early game, when you want to charm something asap, it's maybe not ideal) but gets extremely powerful at higher levels, especially when combined with Salvation of Time. Since this is the first time I've played a full run with a cipher in deadfire, I don't have a real comparison to the standard class; It seems powerful, especially in longer battles, but I did like how it handled in PoE1 a bit more.
Beckoner: This subclass is very strange in some ways - focusing on summons but having the summons have low health, so they aren't tanky at all, but, having double the numbers, dealing insane damage. It's not the most exciting to play, and has some weaknesses early on. The ogres start getting strong, but you still have times when you just don't have any summons up due to the reduced duration. This gets really much better with Sasha's Singing Scimitar (once enchanted) when you can empower your first summon spell in every single battle and even get some phrases back, which allows for constant summoning for much of the battle. That scimitar is awesome for every chanter. Without checking on auto-attack AI for the ogres/swords this would propably be too much of a hassle, and the tiny summons can look a bit silly at times. However, once we had the scimitar and ancient weapons, the power level was definitely there (though not a lot of variety in gameplay).
Priest of Eothas: In my last run, Xoti taught me that despite all the nerfs to priests, they are still incredibly useful in Deadfire, especially on PotD. The differences between her and Doador are small, Xoti has a better level 1 unique spell and cool equipment, though her stat distribution isn't as streamlined. Still always good to bring such a priest.
Battlemage (Unbroken/Illusionist): So, the the special illusionist power automatically granting mirror images when first attacked is definitely good for tanking, and it's nice to have something to do while taking hits aside from a few paladin support spells. Still not too much impactful spell options until late in the game when the spellbook expands, mostly because accuracy for the wizard spells was pretty terrible so they weren't the most impactful. Going illusionist robs us of the armor rating bonus spells, so maybe a no sublcass wizard would've been better for this - but I guess any class combined with Unbroken (or Shieldbearer of St. Elgca) will do the job for tanking. I guess Herald is still the most impactful choice here, as much as it saddens me to say.