![]() ![]() You're going to get a ton of strength and HP from headhunter/barbarian class so losing a few points in character creation in those isn't really a issue (remember your stats don't affect what you get on lvl up, only your class do). I think putting Dexterity at maximum on MinauBarb at the start is well worth it despite what people say. Did you use alchemy with one of your character? Alchemy seem El'Chouché I realy like your party! It seems really "damage" oriented. ![]() but unless you focus on defense the rogue kept out performing him as a front rower (aka if you focus on offense, the rogue/barb start looking relatively tanky just cause their evasion/hp respectively keep climbing, where as the BM just started stagnating.) Lizard Alchemist - Fast Metabolism & Strong Mind - WILL / VIT - Fire & Concentration (to get Light spell ASAP) Insectoid Wizard - Quick & Strong Mind - WILL / VIT - Water & Air (only 1 point air for frostbolt ASAP) Ratling Rogue - Mutation & (Agressive or Agile) - DEX / VIT - Light Weapons & Critical (both up to 3 points for duel wielding backstabs, then missile weapons for the now buffed up crit rating from leveling) Minotaur Barbarian - Headhunter & Agressive - STR / VIT - Heavy (so I could use a shield with a 2H) & Accuracy Originally posted by Drake Ravenwolf:My party has no real focus on defense so only for normal mode: ![]() Be sure to take at least one point in air as well so you can throw fireballs. Could work! They'd do nicely with missile weapons as well, that's a lot of Dex on them.ĭon't lizardmen get a slight willpower penalty? Still, an alchemist caster works just fine. The headhunter trait is super insanely powerful. Taking points in accuracy handles the penalty nicely. You'll only want to take either dex OR strength, and with a minotaur strength is the key. Staffs aren't weapons at all, they just boost your spellcasting/allow you to cast spells if you're not a mage class. Air magic and quick are both wonderful though. Battlemages are also incredibly underwhelming when placed in the front row, you end up with a character who's only modertately competent at swinging a sword or casting spells. I personally don't see why everyone raves chitin armour, it's only 10 protection. Liz Alchemist (my main caster) - Wis + Vit - Endure Element + Fast Meta - Fire + Concentration Liz Rogue - Dex + Vit - Endure Element + Weapon Spc - LightW + Crit Mino Barb - Dex + Str - Headhunter + weapon spc - HeavyW + Alchemy (I dont know where to take this skill on my other player) Insect Battlemage - Dex + Vit - Chitin armor + Quick - Air + Concentration (at least 1 ) then armor (Question here : Staff is light or heavy weapon?) (Currently approaching Level 5) Even in second slot, with around 30 protection, he's the first to die when I get backed up against a wall and have to tank and spank.Įrgo, my recommendation, for what it's worth, is to consider grabbing the +20HP trait, and possibly dropping a point in the HP skill early on.Originally posted by El'Chouché:Hello, here my party composition. What I DID notice was that my Lizard Knight needs a lot of babying. Your protections will get rolling pretty soon, and in small amounts I'm not sure you'll notice it if you take the talent for 5-10 points out of the gate. I took the +Accuracy trait so that I could hit more reliably, and I'm torn on whether or not that was a decent idea. It doesn't seem to be adding to HP on level up currently. That super-resist!įor your second Trait, I might advise against +Vit. If anyone has tipps for me plz give them to me. This is WiP since this will be my last reset and I want to choose carefully. Naturgewald wrote:So after I spend some time in the game I decided to make a new party. ![]()
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