Heijoushin Posted November 6, 2015 Posted November 6, 2015 (edited) So, started a new character/party the other day: Rogue Fighter Paladin Barbarian Chanter Priest (okay, the last two aren't really martial, but the main point here is: no wizard) It's really fun! At first I was worried that things would be boring without a dedicated caster, but actually, things seem to go more smoothly. When you have a squishy caster, he gets 80% of your attention and micro-management. But now I'm spending more time on group placement and weapon management etc. Also relied way too much on paralysis/petrify spells when playing with a wizard. I'd probably die if I had to go up against a dragon without them, but feels refreshing to do without for a bit. And Trial of Iron adds a bit of tension before the big fights! Anyone else done a run like this? Edited November 6, 2015 by Heijoushin 2
djphong Posted November 6, 2015 Posted November 6, 2015 I don't think its hard w/o wizard Tidefall on barbarian is just broken Team with a jugger monk and you can wipe most fights add in 2 range heavy hitter rogue/ranger/cipher and Ice dragon go down on path of the damn mode. (after he's healed from the quest)
aweigh0101 Posted November 6, 2015 Posted November 6, 2015 (edited) last two potd runs i've gone sans wizard. i simply got tired of spamming slicken man. i needed some SPICE!my favorite current party is:PC-Paladin w/ Great Sword Tide-Fall and backup War-Hammer godynsthur (stuns-on-crit) wielded one-handed for ACC bonusPallegina w/ Great Sword The Hours of St. Rumbault (prones-on-crit) w/ backup war-hammer strike hard (speed enchant) w/ paladin bucklerEder w/ Drake's Bell Estoc (has extra -3 DR bypass in addition to estoc's native -5 DR bypass for total of -8 DR bypass) and backup warbow borraseine (jolting touch proc)Devil of Caroc (or hired rogue from inn if i'm feeling impatient) w/ Tall-Grass (prones-on-crit, 10% extra-crit modifier, Reach weapon) and backup arquebus Long-Feller which has Reliable enchantment on itZahua dual-wielding battle-axe We-Toki (prones-on-crit) and Edge of Reason (godlike weapon). his backup is being too cool for school.those are my 4 enforcers, i.e. the front line. as you can tell, i find weapons that prone-on-crit are the most useful and it so happens 3 of them are in Soldier Focus group. the drake bell estoc is the highest-damaging estoc in the game thanks to its additional -3 DR bypass. in order to compete with the blade of the endless paths however it would need to be enchanted to Superb, and dipped in durgan steel. I prefer the bell's huge DR bypass because late game enemies have 20-25 dr and that is very annoying.the other two units are:grieving mother w/ arquebus Pliambo per Casilta which inflicts -5 defenses on hit (!) w/ backup war-hammer strike hard + shieldDurance (mandatory on potd IMO) with hold-wall Arbalest that has the Speed enchantment; i carry that baby throught entire game all the way from gilded vale just so i can eventually make it Exceptional and dip the sucker in durgan steel. Not worth making it superb tho, too many other choices. I don't bother stocking durance with backups really, all he needs are his spells (and his hold-wall).I find that a solid wall of 4 tough martial units, in my case them being 2 pallys 1 fighter 1 monk make an absolutely devastating path thru the enemy mobs. and if you keep your formation tight properly they are nigh unbeatable meatshields that can also DPS. i used to think it would be too many melee units but nope, not at all. 3 of the 4 martial units have weapons that prone on crit, and the fourth one, the PC pally, has tide fall. that is a powerhouse combo. and to top it off all four classes represented have very high accuracy too, so they use the weapons correctly. if blockage occurs, then there's a reason there are backup ranged weapons and reach weapons as well as far strategy goes i send the four killers in front and have them create a line then i spam amplified wave w/ GM and spam shining beacon with Durance. before you know it the fight ended wee. Edited November 6, 2015 by aweigh0101 1
mosspit Posted November 6, 2015 Posted November 6, 2015 @OP: Yes. It is very refreshing and fun. Personally pre-2.0, I done one with all martials (Pally, Fighter, Monk, Barb, Rogue and Ranger). I had so much fun I re-did the same all-martial combination post-2.0 with slight build variation. Triple crowned the 2nd run (PotD ToI Expert Mode) to add a bit of excitement to it. Even though I game overed like 5 times, it was a blast! Basically most of the party members are built to handle their own, with at least some level of survivability. So for those playthroughs, I didn't really have a frontline. Sometimes the ranger got an enemy in her face but nothing that can't be managed. Currently I am doing an all melee playthrough but with a priest and cipher. ToI just to keep things interesting too
Sedrefilos Posted November 7, 2015 Posted November 7, 2015 (edited) There's nothing so mandatory about wizards in this game anyway. And that's a plus to me. I changed the mixture of my party every now and then and played a lot without Aloth (the wizard) so no biggie if one is absent. Edited November 7, 2015 by Sedrefilos 1
Doppelschwert Posted November 7, 2015 Posted November 7, 2015 Yeah, that's a really nice aspect of the game. Played through with -melee chanter (no summons), -implement monk, -tanky rogue, -ranged fighter, -normal paladin, -normal ranger. Bending the classes into roles they were not set up for with the help of cross class talents made the game very interesting as i had much more balanced characters. As soon as you get the soulbound weapons, and distribute them among the party, they are really powerful as well. As I didn't want to use any scrolls, the optional major fights were too hard for me though, which is probably due to them being balanced around casters being in the party. 1
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