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Turn-based mode is slow and I would rather know beforehand what classes are just not fun to play. And it seems there aren't any posts with consolidated basic turn-based tips. 

Veteran difficulty. 

0. Is resolve or dexterity more of a dump stat? I keep reading dex is kinda important for casters, but does that mean I should leave it at 10 instead of dropping all the way to minimum? Is resolve of any significant importance anywhere?

0.1 -- heavy armor for everyone, am I right? 

1. Ancient druid. Chance to try that staff I always steal from Arkemyr's shop and never use. Seems like Resolve and Dex are dump stats, Intelligence then Might and Perception are important but I cannot quite figure out whether Might or Perception is more important of the two. I plan for utility and damage-over-time druid, so Might seems to be preferable?

2. Spellblade (Blood Mage/Debonaire). I see a lot of potential and I love mind-controlling enemies, seems to be fun. Now can I leave Con at 10 and again, what to do with Dex? 

3. What makes for a better pyromaniac (like, efficiency and minmaxed highest level spells not important, what I want is the widest and most varied arsenal of tools to set things on fire) -- the Evoker Wizard, the priest of Magran or the combo of the two? 

4. Seriously, is dexterity useful or not? 🙄

Posted (edited)
On 7/8/2019 at 4:57 AM, bugarup said:

0. Is resolve or dexterity more of a dump stat? I keep reading dex is kinda important for casters, but does that mean I should leave it at 10 instead of dropping all the way to minimum? Is resolve of any significant importance anywhere?

It depends on the character, but I felt comfortable setting Dex to 8 - 10 for Druids and Priests and 3 for everyone else.

 

On 7/8/2019 at 4:57 AM, bugarup said:

0.1 -- heavy armor for everyone, am I right? 

I still look more at the special abilities (and style 😀), but for the most part, yes, the heavier the better.

 

On 7/8/2019 at 4:57 AM, bugarup said:

1. Ancient druid. Chance to try that staff I always steal from Arkemyr's shop and never use. Seems like Resolve and Dex are dump stats, Intelligence then Might and Perception are important but I cannot quite figure out whether Might or Perception is more important of the two. I plan for utility and damage-over-time druid, so Might seems to be preferable?

I would max PER, MIG, and INT, and then equalize DEX, CON, and RES.

 

On 7/8/2019 at 4:57 AM, bugarup said:

2. Spellblade (Blood Mage/Debonaire). I see a lot of potential and I love mind-controlling enemies, seems to be fun. Now can I leave Con at 10 and again, what to do with Dex?

I feel safe setting Wizards' DEX to 3 in turn based because you cast Fleet Feet as a free action to get more DEX and you can use Escape as a free action for getting around the battlefield.  You may also want to consider Beguiler/Debonaire, Skald/Debonaire, and/or Tactician/Debonaire.

 

On 7/8/2019 at 4:57 AM, bugarup said:

3. What makes for a better pyromaniac (like, efficiency and minmaxed highest level spells not important, what I want is the widest and most varied arsenal of tools to set things on fire) -- the Evoker Wizard, the priest of Magran or the combo of the two? 

I ran Tactician/Priest of Magran for most of my PotD run, and I could basically nuke every turn.  Blood Mage or Blood Mage/Berserker would also be good options.  I'm generally not a huge fan of the specialist mages because I don't like being locked out of useful spells.

 

On 7/8/2019 at 4:57 AM, bugarup said:

4. Seriously, is dexterity useful or not? 🙄

Dump it, homie.  I generally want to go after the enemies, because I want them to gather around my tank so I can more efficiently AOE the crap out of them 😀.

Edited by JackalTornMoons
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