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Abraxis

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Everything posted by Abraxis

  1. There's an equipment bug right now that is probably removing that bonus.
  2. I'll second Shadowrun. Buy Dragonfall first, it's better. If you play that and like it and want more, then get Returns.
  3. I've restarted 3 times. My first game was insanely hard (with my chanter), Second game was reliably modderate in difficulty (with paladin) Third game with rogue is alternates between insanely easy so long as my rogue lives, and impossible if she dies. This is all on hard. I think it really comes down to what class you are and how you've built. A lot of things just seem brokenly over-powered, and other things flat out completely unviable.
  4. This was my conclusion as well... I was hoping it was my own misjudgement somehow as I really like the class in theory. But, even some of the priest's buffs only make a moderate to slight difference from what I can tell, and they blow the chants out of the water statistically. I never noticed anything switching between chants.
  5. I'm curious how everyone has designed their Chanters. More than other's, they seem like they're really open to go any direction in combat, since their bonuses don't relly on any particular strategy. Simultaneously, it's really hard to find a way to really find a way to excel My first character ended up being a terrible chanter, forcing a restart. I then tried a Paladin and Rogue, both worked fine as the former survived forever, and the later killed everything too fast for survival to mater. The chanter though.... I almost feel like you need to fill up your party with custom adventurer's ASAP at that first tavern to really get anything from them. Admittedly, I didn't take the summons, so maybe that was my problem. Anyways, as for combat, you're probably not going to benefit a whole lot from might or trying to go for damage (correct me if I'm wrong). The way I see it in order to make use out of them outside of a buff-bot, you need to find a way to force some utility out of their combat, or just make them super tanky to hold the line and keep your buffs/debuffs where they're most important. Perhaps making them a highly dextrous and perceptive dual wielder to lock down targets with interrupts? What are some other ideas? Whether in theory or from your experience with them.
  6. I'm curious how everyone has designed their Chanters. More than other's, they seem like they're really open to go any direction in combat, since their bonuses don't relly on any particular strategy. Simultaneously, it's really hard to find a way to really find a way to excel My first character ended up being a terrible chanter, forcing a restart. I then tried a Paladin and Rogue, both worked fine as the former survived forever, and the later killed everything too fast for survival to mater. The chanter though.... I almost feel like you need to fill up your party with custom adventurer's ASAP at that first tavern to really get anything from them. Admittedly, I didn't take the summons, so maybe that was my problem. Anyways, as for combat, you're probably not going to benefit a whole lot from might or trying to go for damage (correct me if I'm wrong). The way I see it in order to make use out of them outside of a buff-bot, you need to find a way to force some utility out of their combat, or just make them super tanky to hold the line and keep your buffs/debuffs where they're most important. Perhaps making them a highly dextrous and perceptive dual wielder to lock down targets with interrupts? What are some other ideas? Whether in theory or from your experience with them.
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