Jump to content

Aqvamare

Members
  • Posts

    136
  • Joined

  • Last visited

Everything posted by Aqvamare

  1. You should pick orlean as class, and wild as subrace. as stats, Might: 9 -> you need the def stat (theoretically, you can make it lowest as possible, becaus echanter has on every level chant and spells, whch do damage independet from might value) Con: highest possible -> you need the def stat Dex: 3 ->lowest possible Wa: 20 -> 10 deflection, balance out the reflex from low Dex, high interrupt Int: 3 -> lowest possible Pe: 20 -> 10 deflection, balance out the low will from int, high concentration, needed that your long cast do not get interrupted Defence stats at start: 50 deflection --> on level 2 you wil have around 70 with shild and shild specc 40 Fort --> you need it so high as possible, if you check negative status, poision can give you stun and -40 deflection....it is like instant death, when it triggers... 30 Ref--> you can buff it over shild talent, which convert shild deflection into reflex defence (first pick on level 2) 30 Will--> your race abiltity gives +10 to all defence stats after a will defence check (so really good) Chants: good: +10 fort, +10 will --> if you find enemey who posion you to death...activate this chant, and you will survie good: +10 ref --> against heavy mage combos good: aoe damage --> at the start to get little more DPS Summon: phantom ... phantom has highest defence stats of all summon, all for at 60, and his attacks stun the enemy...it is best summon at start. with phantom you can solo first solo map, without bear cave. Good items at start: the horn from the blacksmith in first town, for 600cu you get a summon with similar stats like phantom, which can be castet 1 per rest at the beginning of fight. helps to get 3 chants to summon phantom. scrolls: coin of fire scroll, this aoe makes groups easier, but you will get in your first 4 level only 2 scrolls of this spell. but this two make quest possible. Stealth, useless--it only increase the time enemies need to find you, but they will find you. athletic -->2-3 points, lore--> very important, you need scrolls in solo run. mechanik, very important ---> you need the extra XP from traps, and you need the traps you get, by useing this last--> unimportant, you should have always enough of food to rebuff it, when it runs out. Items: you need different set for stacking different damage reduction stats...for example, phantoms in first town do fire and cold damage.-->you can find in early maps a cape what gives you 20% cold damage to endurance, very helpful to do it. Shild (already told, you need shild talent, to boost refex defence with shild value. Weapon-->1 handed, hatchet give +5 extra deflection as standart, stilleto and knife have +5 accuary. Later you find a sabre, which gives you 20% endurance from damage done, as 1 hand. The good point as chanter, he is flexible to his enemies. if you get killed by a group, check the damage log and see, what kills you. than restart fight over save game with a chant what increase your defence against this attack. If this still not enough, switch items, too. For example, in the map for the cure quest in fist town, the camp in north eastern have poision as attack, which gives a stun effect, and -40 to deflection....they could simply kill me. at this try I had 40 Fot defence, I increased over item to 45...still got the poision...than I added the chant and i was at 55 Fot....now i never got the poision...and i could corner tank this camp and won it with phantom. Later, there are more nasty effects, but you get in defensive talent screen good buffs to counter it. (and ater even chants, too)
  2. it is even worse, if a character specce into stealth...the stat only makes the time how the detection works, slower. so you have more time to bring your character into position, but he will be discovered after some time.
  3. Might is not so important like it looks on first glance.... some damage classes like chanter, ciper and wizard have always some spells, were there damage is independent from might. For example wizard level 6 death ring AOE spell does 1200 damage, completly independed from might. Chanter AOE damage chant does 40dmg as fire, and 40dmg as pierce, completly seperated from might. Summon, too.
  4. the biggest downside of druid is there shapeshifting...shapeshifting reset the carried weapons to claws...so if you want to do a frontline "tank" and specc them into tank through basic stats...and shild talents...they will loose in shapeshifting form all there buffs they got through this specc...
  5. Chanter get as tank the same level of defence stuff...they drow in low and mid level the phantom summon, which stuns on crit and have 60+ defence stats overall. it lacks only endurance (only 50). On high level they have a dragon as pet, 260 endurance, 2 knock down, 1 aoe firebreath as off tank, it's defence value is around 45+....unfortunanly, lower than phantom. They can buff and debuff...like the situation is needed, and have on level 12 a combat rezz for other tanks which died. _________________________ more tricky, but possible, wizard tank...he is more a jake for special fights. if the basic stats are right, like for every tank, he can get the highest defensive values of all classes. (selfbuffed) And even when you drop all might and int to 3 for a wizard, they get a level 6 cast which does 1200 RAW AOE damage (indepedent from might)... but be carfull about this cast, it can wipe your party in an instant. ---------------------------------------- in this game, tanking is less a question about class, it is about basic stats and race....a tank has to avoid the nasty debuffs...and i have the feeling, that every class can be speeced into tank.
  6. Best party, 6 selfmade chanter. Two of them, Tank specced, level 12 tank chanter have only 60 endurance and 400 health less than warrior tanks, by little higher defence stats overall. 4 other chanter for the rest, range damage. All of 6 bring there own small little dragon with 260 endurance, 2 knock down, and 1 little cone of fire. It needs 5 chants to resummon them. To get again 2 knock down, and 1 little cone of fire. If you look to phases, you see how 6 chanter buff and debuff themself into oblivion... Think the easies "path of doom" group.
  7. Actually, you can play this game in 6 wizzard, 6 chanter, 6 cipher setup. If a class is DPS, Tank or (Heal) is only a question about your stats they have at beginning. A tank wizard with defensive skill and cast will have around 150-170 deflection, the highest deflection in game, means he is nearly immun to physic attacks. And still can use level 6 cast syrcle of death, 1000 raw damage, uneflected by might or int in damage numbers. A heal wizard use the 50 to everythink geal and heals with a overshild, and can boost 1 targets number in the other deflections stats . And DPS wizard is DPS wizard...wizards can kill groups before they even reach you. ...... 6 chanter would look like 6 different chants to debuff, buff and damage, working on each of them, and summon 6 pets all the time, at beginning, 6 phantoms will stunlock everythink.... If tankskilled, a chanter will have around 110 deflection, less than a similar skilled wizard, but on exact sam level like warrior. With fear debuff or anti accurcy, they get nearl immun, too. And when phantoms starts to become weak, they can switch to a ****ing dragon....with 260 health, weaker def stats than phantom, but 1 Fireblast and 2 knockback, given enough time for chanter to recast the dragon when his health runs low. ........................... About cipher, nothing to tell...there charm will simply kill everythink, and in tank stats specc, they tank good enough. And there last level spell is RAW wound damage like wizard and complety indepedent from might. ............................... All the other class can do the same. In this game your role in party is not decided by your class...it is decided by your choosing stats, talents and race (a dwarf with anti posion and illness race talent is better tank than a non dwarf), because it prevents a debuff with -40 to deflection.
  8. there is a cap what you can find early, do not ask me were, which gives you cold damage to healh, when you get damage. the shadows actualyl do this kind of damage. so yu can tank them really easily... actually, they are one of the easier to kill mobs in first village dungeon....
  9. Firgit to add, abuse save system. In ironman, games save always at the end of a fight, if you leave game during a fight, you can "reset" the fight and do it better.
  10. Hi, my Path of Doom, Expert, Ironman Solo Run is now 1000 XP below level 4. My Experience so fare: 1.) Class choise, Chanter, race orelaner, with + defence bonus after will attacks. But perhabs moonlight could be better Stats: Might: average Health: all rest points Dex: low as possil PUS: high as possible (20) Int: low Ent: high as possible (20) Fighting, you body tank until 3 songs are ready, than summon phantom and let him handle the crowed. 2.) Tipps, use the map, if there is a small bottleneck, use it, thaht only 1 enemy attacks you. If you are in caves, add and run to entrance, so that if you are lucky, on half adds you. Against big groups, bottleneck. 3.) Items: in forst town you can buy a horn wich summons a knight for you once per rest. Very usefull against stronger groups. 4.) Spellroles, fireblast...unlucky, you cannot simply but them. 5.) Quest, rotate...you really have to rotate your enemies on map....
  11. Hi, was thinking, to do a Solo run as Chanter Solo run on Expert, Doomed and Ironman for the Three King Solo Archievment. My Hero got max deflection, max life, minimum dex and int, and might as high as possible. As starting summon I taken Phantom, and it worked actually fine. On level 2, i chooses skelletons as support summon for my phantom. Good old styl, more is better... unlucky..at the moment I summon Skeletons, my Phantom disaperated... Seems Obsidian locked summons to only per kind or level... Someone else experience???
×
×
  • Create New...