![]() ![]() high STR with a mix of SPD and CON (constitution increases health)īully: 50% damage to slowed/cripppled/knocked down enemies (these are 3 of the best styles of debuff in the game anyway, so use them as much as possible) benefits all classesįar out man: for mages, increases the range of your skills by 2m, might not sound like much, but it is, and generally means you can outrange your enemies forcing them to waste points on moving. However, if you do decide to have a mage, i can recommend fire/earth (pyro/geo), water/electric(hydro/aero) are good combos due to the game being heavily based around environmental and elemental interactions ie: lightning poison with a fire spell to make explosions etc jsut focus on high INT and SPD for a mageįor a ranger, you really only need the expert marksman tree with high dex and perception (perception = crit/accuracy etc, dex = offence rating and defence rating -chance to hit, chance to avoid-) and a point in scoundrel can help with some nice things like invisibility and haste.įor a rogue style class, you want speed and dex with either 2 daggers (high amount of potential stats) or a dagger and shield(amazing amount of defence with very limited amount of loss of stats-you do the same damage whetehr you have 1 or 2 daggers, it doesn't make a difference, the ony thing is a shield won't have the potential stats a 2nd dagger could).įor a strength based one you want man at arms at max as soon as possible, and can basically ignore all other schools of skills. eve polar opposites can work well together (fire/water). ![]() it all comes down to how you like to play that makes the difference. There isn't really any combos that work ridiculously well together or any that are bad together either. its not turn based like things like xcom (where each team has an entire turn), its more like how DnD plays (each individual character/enemy has its own initiative which determines its place int eh order). This has a similar character progression to games like balldurs gate/dungeon siege, but the play style is centered more around strategic turn based actions. I would recommend using a 4man party (no lone wolf) on your first try, just so you have more "builds" to work with so you can see what style of characters you'll be more interested in without having to completely restart (although you most likely will a few times) consider your first time a test run (you're probably going to a restart a few times before you find a composition you're really happy with, almsot everyone does)ĭon't use leech, zombie, glass cannon, guerilla if you want a challenge, these talents (especially when combined) will make the game difficulty a complete joke. The best advice i can give is trial and error, quicksave often, dont be afraid to reload a lot on your first time. Last question is, with said build, should i be going for lone wolf? ![]() Originally posted by Joshua |UKCS|:I don't want a class/build combo that will completely break the game, I still want to have a challenge. Never go Lone Wolf the first time you play. The preset classes take on the following roles.īattlemages are warriors who use a melee weapon complemented with spells (generally close range).Įnchanters focus on crowd control and disabling enemies. They are fast moving and can dish out high damage when positioned behind, but are pretty fragile and can't take many hits.įor Mages, you have a few varieties. They also benefit from defense of course, but they are much more focused on dealing heavy damage. Two Handed warriors fulfills a frontal attack role. ![]() They won't be a great killing machine, but they can stay alive and pump out consistent damage, buff allies. Pump them full of defense and resistances. Single Handed + Shield warriors fulfills a tanking role. You should think more in terms of roles you want the party members to fulfill instead of the specific skill schools and classes. You should generally pick a party which complements each other's strengths and weaknesses. ![]()
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