bugarup Posted July 8, 2019 Posted July 8, 2019 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?
JackalTornMoons Posted July 10, 2019 Posted July 10, 2019 (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 July 10, 2019 by JackalTornMoons 1
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