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Krackus

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About Krackus

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  1. For the NPC cipher I start combat by using 2-3 high level spells and then switch to dual rapiers/daggers. It genearates focus a lot faster than ranged weapon, does more damage and at this point in combat the enemies are usually already focusing on another target (except for the !!! shadow summoning shades)
  2. + Deflection on hatchet is very good for tanks, DR reduction, accuracy and reach are probably my favourites for the rest, regarding choose best damage type weapons i think the bonus is often useless - you can instead switch to a single damage type weapon that best suits the situation and that has a bonus on top of that, you just need to scout ahead. I can however see the advantage of dual damage type weapons later on when you take specialisation talents and you start fighting more enemies who may have different types of DR, you probably want to stick to a specific weapon at that point.
  3. You can wear any amor on any character but it will affect the recovery time between attacks and using skills so you probably want high armor for tank but something lighter if you want more attacks/spells. Judging from my experience with NPCs and friends the fighter can be very tanky but he is also fairly passive so a bit boring, I changed him for a paladin who is less of a tank (but still OK) and has some more interesting active and passive abilities. Barb can be built in many ways even with high armor and deflection but is probably better as a slightly risky light armor damage dealer. I think a paladin with a 1H weapon and shield with a weapon specialisation (whichever you prefer, some are better for defense, other for offense) and weapon and shield talents would be a decent balance between tank and damage. You would want high might, perception and resolve for that, with some constitution and maybe dexterity mixed in. Added bonus is high resolve which helps in some conversations and there are some dialogue options for specific paladin orders.
  4. It definitely helps in fleeing, my chanter often helped me outrun enemies. But you can use it in the same way to start a fight and be able to position yourself better e.g. behing corner to avoid enemy casters/shooters, with low speed the enemy will be able to engage you and your characters will get stuck. You can also use it for kiting i.e. running away while some characters shoot the enemy from distance. It can be quite effective, also a bit cheesy in my eyes (still fairer than cheesing Drizzt though ). All in all i wouldn't consider it essential or worth a talent but it's useful.
  5. Phrase - basic passive action for chanter, Chant - a customisable combination of phrases, Invocation - A 'powerful' effect unleashed using chant tokens. People seem to use phrase/chant interchangebly making it pretty confusing to read. @Epsilon Rose - I'm assuming that you get 1 token/phrase if instead you get 1 token/chant I would consider it a bug or terrible design, I'm going to test it once I'm back home, might just as well also have a look at phrase linger duration, someone suggested it's not affected by intelligence which I'd also consider a bug or terrible design (phrase duration shouldn't be affected but linger duration should)
  6. I have decided for a druid as my main and I'm playing him as a part of my frontline, focusing on melee with use of some buffs, cone spells etc. What's the classification of druid shapeshift wildstrike attack for specialisation talents? Is it one handed or dual wielding? Does it count as unarmed? I'd love someone to confirm taking appropriate talents and seeing the benefits.
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