July 8, 20196 yr 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? 🙄
July 10, 20196 yr 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 July 10, 20196 yr by JackalTornMoons
Create an account or sign in to comment