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chaosticket

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About chaosticket

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  1. I encountered a bug that has some of my characters disappearing from "My characters" if I changed their names and logged in later. So far Ive lost at least 2 Sorcerers(and all the progress with feats) because of that. Im almost to adventure 5 so this is really irritating. Can I get a "rollback" to about a week ago in terms of progress to get my characters all back?
  2. So gold is worthless? Whats the point of having a market you cant buy anything?
  3. I cant find any way to purchase the majority of selections for Gold so my Gold just grows now. All the Goblin Scenarios, Valeros's Tale, most of the alternate character costumes and that one gnome Fighter character are unavailable to me.
  4. 1 As previously put up: The ability to re-choose Feats is very important. I think I may have to remake at least 1 character because I picked something wrong months ago. 2 Treasure really needs less randomness. Ive purchased something around 30 of them in the past few months however I have no control. What I want is a handful of items but many copies to actually equip several of them and to several characters. For example the Shock Glaive is something I would like to replace many of my current weapons, but out of all those chests I have only 1 Shock Glaive. Oh and Ive gotten things all the
  5. Ive been playing this game a long time and Ive never encountered a problem this strong. So many details I that I dont think will help. So story mode Adventure 3, scenario 2. I take 4 characters, Fighter, Monk, Bard, and Cleric. At one point I use a Shalelu Andosana card to examine a card, which turns out to be Goblin Commando. Normally I would have the option to "encounter" the card, press a large red X to ignore it and let Shalelu Andosana be recharged, but not now. The "encounter" option isnt up, pressing the Red X does nothing and trying to select the "store" or "options" menu to
  6. Oh yes, Sajan. I dont know why people say he is terrible. In terms of raw combat ability he has the most blessings that he recharges for combat checks. He can beat basically anything. For him weapons are weaker but more only need to be revealed. He has plenty of item slots for things like healing items. He never learns spells and his roles are rather weak so there's that that. I didnt know anyone until this point who actually based anything in the card game about Roleplayng.
  7. If you compare characters I would put Lem higher on the list. Note this isnt basing on later adventures on legendary so experiences may vary. Valeros is a combat specialist. He has miniminal blessings, location closing is pretty much stuck to "fight monster", and his support ability is stuck mostly to whatever allies and items you can get. He is strong at fighting(der) but doesnt even get into any kind of secondary function. Closest you can get it extra items and allies for utility. Lem has strengths in most area Valeros lacks, but can also fight. a D8(+0-3) Dexterity for ranged check
  8. Ah, yes. Rogue Acrobat has "Delay". I forgot about that. That one ability would be incredibly useful in nearly any situation a Rogue might get into so you can acquire boons or bring in another character able to handle banes like the Villain. Ranger. Well Animal Trick(not to be confused with Druid Animal Trick) gives the power to recharge animals allies. I can see that very powerful in nothing more than free explores. If you had more powerful animals like the Velociraptor it would make some problems a breeze. In the case of Miraculous Dexterity Vs Wisdom that can be a harder choice. The Ra
  9. After that things are less clear. What secondary stat should skill points be put into? Which Role Path is better? Where should other card feats be placed? 1 Barbarian. 2nd Skill points into ? , "Our Lord in Iron" feat , More ? cards. Maybe items? Role? 2 Bard. 2nd Skill points into Dexterity?. Virtuoso for "Solo Performance" feat, More weapons or Items. ? Role: Viruoso 3 Cleric. 2nd Skill points into Strength, "Dawnflowers Favor/ite" feat , more Blessings and Weapons. Role? 4 Druid. 2nd Skill points into Strength, Wild Warden for "Ritual raining", more allies. Role: Wild Warde
  10. 1 Barbarian. Skill points into Strength, improve hand Size, More Blessings. 2 Bard. Skill points into Charisma , improve Bardic Performance , More Spell . 3 Cleric. Skill points into Wisdom, improve everything but Undead Lore , More Spells . 4 Druid. Skill points into Wisdom , improve Animal trick , More Spells. 5 Fighter. Skill points into Strength, improve Hand Size , Max Blessing . 6 Monk. Skill points into Dexterity , Increase Hand Size and Magic fist, more Weapons. 7 Paladin. Skill points into Strength , Increase everything, more Weapons/Blessings/spells(order?) .
  11. Missing a few steps there. 1 or 2 Early On getting strong weapons, magic armor(to recharge when not needed), and looking for Blessings of Gorum are my suggestion. Putting Card feats in Weapons and having a Hand Size of 5 makes her alot better both personally and gives her more support from having more options in her hand especially blessings. Thats a solid way to survive early on. 2 or 1 Blessings or Spells are also important, possibly enough to get before weapons. I think Spells should have higher priority mainly as you would have 6 blessings and 1-3 Cure spells to allow you reco
  12. Now that causes argument. So I dont think she is good solo AT FIRST. She can be great at that but it takes a while. I dont understand why youre downplaying it like she is flawless. For now Ill try 2 paladins. One start with weapons and the other getting spells.
  13. We are not actually arguing. My default objective is to heavily focus on increasing Seelah's combat ability. Max her weapon slots, all skill points to strength, and then go after blessings and spells. The alternative I see is the other way by focusing on Blessing and Spells first off. I dont know if Strength is passed over for Wisdom/Charisma but Ill assume it is. In that case she is poor in combat but great for support. Both paths can meet up eventually. Its a question of whether Inspiring Grace is your main focus on power feats. Until now I would pick just about everything else.
  14. I dont think I would use any ranged weapons on him before he gets to Weapon Master and has the feat that allows him to use his Melee skill. Before that he just has a d8 dexterity die compared to a D10+3+(0-4) melee. Later he could use Ranged weapons equal to melee ones and be able to use their support abilities without discarding. It wouldnt be great but it would at least give him some extra support use.
  15. Hey if you burn through everything but your blessings by using Inspiring Grace that is dangerous. However like I said earlier it could work by focusing on increasing your number of blessings and spells. In that case half your deck get recharged by using it. Just a couple power feats means you dont discard your Cure spells when using it and you can give a D6+1 to everything, including your spell recharge rolls. Its still risky for combats. A melee weapon is stronger and reusable. So again thanks for the build Idea. Going directly for 8 Blessing and 3 spells would give Seelah good cl
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