
DracoSpirit86
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It always cracks me up when I see people state stuff like "till you get the gear off the most powerful creature in the game". Well there are plenty of +2 items extremely earlier. We are talking beginning Act 2 as soon as you get to DBay. You can purchase Might +2 items, extremely easy. And you can easily bull rush Act 2 and then back track to do all of the Act 1 side quests. Plus DBay has plenty of Dex Items +2 and +3 and +2 Int items. Plus the shawl from the light +3 perception. So you are getting "Gear" way earlier. Ok the +3 might ring is kind of late but +2 not a problem I was talking about the Herald Shield btw. With games like this, this always put really awesome gear right after it you no longer need it. Early accessed gear with stats ahead of the curve on the other hand are certainly worth building around.
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So it seems you got most of the deflection you need after 80, and getting a bit over 100 is likely all you will ever need with a bit of management. I just remember a tip from another game that killing your opponent faster than they can kill you is a valid tanking strategy, and it seems if you focus on dps after you hit the golden zone... you probably be a better tank overall.
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Tbh I think a party of one super tank and five glass cannons is asking for trouble, especially on iron man mode. Since all it takes is your tank to fail to stop one foe and you could end up with shattered glass >.<
- 80 replies
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- Fighter
- Optimization
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I'm trying to figure out a way to do a party of fighters with the solider weapons set up that are all the same you see Obviously I got to try and make them reasonably balanced in aggression/defense sides of things and since I want battle to go reasonably quickly I can't follow the traditional line of fighter thinking (max tank). 6 guys with greatswords and decent accuracy should let constant recovery and the odd potion keep me alive.. as long as my deflection is keeping the hits down to reasonable.
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So I was wondering what the big deflection milestone are, in general and by act for the versus difficulties? I seen a lot of just max it out at the expense of everything else, but I'm trying to figure out what kind of deflection scores you can get away on more complex builds, like say a more aggressive fighter setup, and which creatures are the ones to pull out the hatchet!
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So for a Hard Run I thought I try something a bit different than a perfect party. The basic idea to have one leader (likely a priest) and 5 fighters with identical stats and talents who all are armed with guns for the giggles. And yes I know characters should be optimized towards tanking or dps... but the challenge of this is besides the MC, there all clones. >.<
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Not that much of a tradeoff, actually. The +5 to all defenses includes deflection, making the shield effectively +13, only 3 points behind a large shield, and you can enchant it to be fine/exceptional/superb in order to keep up high quality shields. Plus, as a small shield, it doesn't have an accuracy penalty, which is nice if you're leveraging Flames of Devotion. Personally, I really like Lay on Hands. Even with minimal Might, the damage healed is still significant for the first five or six levels, and a high Intellect gives you more ticks of healing to make up for the lower per tick value. In that stage of the game, even my Fighter tank sometimes encounters levels of hate that overwhelm his defenses and endurance, so the extra bump is handy to keep people alive. I like playing a Shieldbearer and taking the Shielding Touch talent to add the deflection bonus for even more damage mitigation. You´re not alone. I think LOH is a solid skill as well. By the way, there is a suberb shield found in the treasure pile of the adra dragon known as Little Savior, which also has Herald. I guess it´s kind of moot though, since the A.D is the toughest encounter in the game and anything after that poses no threat (even thaos is a cakewalk) The age old rpg truth.. they always give you truly awesome stuff after you no longer need it!
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Barbarian seems best off with a reach weapon and next to no armor in my experience. Stick them behind the parties fighter and watch the the enemies struggle to break through the fighters defense while your barb tears them apart.They have nice high hp too.. which keeps them alive when things go wrong long enough to lets you react.