![]() Skills: Way of the Warrior 5, Two-handed 5 Talents: Bigger and Better | Picture of Health | Warlord | Assassin (playstyle/fancy) Madera starts with a relatively low STR, so it needs investing ASAP. ![]() While on paper Strength does not add anything except attack rating and carry weight, in reality it allows warriors to equip better weapons and armor, which is crucial for their efficiency. Just make sure to slap some Shield spells onto her if she's gonna be wading into the AOEs of your mages. Teach her the Warrior/Knight skills from Aurelius, and make her the party's wall. Her goal is to wear the heaviest armor, wield the biggest weapon, and protect the squishy casters. The crazy Madera is enough for your tanking needs. They have poorly distributed stats|skills, and don't get any traits. The NPC party members are not as good as the two protagonists. Let Roderick take all the blame and suffer the reputation hit. Just make sure not to use Scarlet to kill off the city guards. Fire magic is a great damage school, and a high Barter skill will let you drop prices almost in half. Scarlett fits well to a fiery but charismatic personality. Skills: Way of the Warrior 5, Fire Elementalist 5, Earth Elementalist up to 5, Barter up to 5 Traits: Renegade, Blunt, Bold, Independent, Heartless, Pragmatic, Egotistical Talents: Pyromaniac, Bigger and Better, All Skilled Up, Geomancer, Trader's Tongue Leader of the Pack gives +5 to Initiative, allowing Roderick the advantage of going first in a battle.ġ point in Ranger gives +8 Signt, which allows you to spot enemies from afar while they remain unaware. Water as the second school gives good synergy (Rain then Chain Lightning = Electrocution), as well as excellent healing in a pinch. Skills: Way of the Warrior 5, Air Elementalist 5, Water Elementalist up to 5, Way of the Ranger 1Īir magic has the most devastating damage spells and the most powerful summon (level 13 Air Elemental). Traits: Righteous, Considerate, Bold, Independent, Heartless, Pragmatic, Egotistical Talents: Tempest, Bigger and Better, All Skilled Up, Rainman, Leader of the Pack So don't waste them on stuff like skill-monkeying and support: they are your heavy hitters and your main conversationalists. So, obviously, the two heroes are going to be the strongest elements of your party. They also get various awesome benefits in the form of Traits. They are the ones you get the most control of, and are easy to min-max. Here's my suggestion on party specialisation: ![]() That way you can have an a$$-kicking party as early as Level 5. You get 4 characters to play with, enough to specialize them in all the important areas and not waste points on duplicate abilities. They wouldn't have been all that good if not for the "+1 to skill" talents/traits/items, and the great benefits from maxing certain abilities. The second best talents are those that add more ability points/skill points The best talents are those that add to a skillĤ.1 The "+1" from a talent always comes "on top" of your invested skillpoints, so eventually it will be saving you up to 5 skill points for the top tier Ĥ.2 It stacks with bonuses from items and traits, so with a bit of luck and good planning you can get a skill to level 5 by only investing 1-3 skill points.ĥ. Combined with low spellcost from high Intelligence, this can almost double the damage output of your mages.ģ.2 Without "Way of the Wizard" or "Way of the Rogue", its only real competitor is Way of the Ranger, which, although good for support, does not compare in terms of brute power.Ĥ. Way of the Warrior rules as a "class skill" for any classģ.1 Natural armor, more HP, and magic resistance are always goodģ.2 The capstone is magnificent with +4 Action Points per turn. And Wizards will be more effective with them.ģ. This is intended as a repository for suggested optimal character and party builds.Ĭonsidering that a number of skills are not functional in the current alpha, here's what I personally found to be good suggestions towards an efficient party:ġ.1 Their primary stat, Intelligence, not only increases spell damage but also gives more skill points per level and decreases ability action point cost (-1 action point cost/5 Int) ġ.2 Their spells are A) ranged, B) AOE, and C) capable of great damage to every target.ġ.3 They get great talents and traits that add to the elementalist skills.Ģ.1 With nonfunctional pickpocketing, and with locks being breakable by brute force/magic, their skills are not really useful.Ģ.2 In melee damage and survivability, they lose out to Knights/Warriors (who can even take the Assassin talent to Backstab with a Greataxe/Greatsword).Ģ.3 In ranged damage they lose to Wizards.Ģ.4 Their specialty spells and abilities, while cool, can be learned by any other class. ![]()
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