Mage Tank.

Talk about anything Legend of Grimrock 1 related here.
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Darklord
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Location: England

Re: Mage Tank.

Post by Darklord »

I like this, I do wonder if a Minotaur would be a better choice for a Mage Tank? They do get a lot of health.

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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King Semos
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Re: Mage Tank.

Post by King Semos »

Darklord wrote:I like this, I do wonder if a Minotaur would be a better choice for a Mage Tank? They do get a lot of health.

Daniel.
Yeah, starting with 20 or 22 vitality means a ton of health. Just doing some rough calculations I bet you could get it up to 230 if you went for at least 32 in Staff Defence. That and their low dexterity won't matter much, since they won't be getting evasion from dexterity, rather just from flat evasion bonuses. It would definitely be worth it to get some in Willpower though.
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pimpskinny
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Re: Mage Tank.

Post by pimpskinny »

This is looking very interesting to create a Shaman or Druid type character! Either the Air or Earth schools would be a good front line magic class. But I'm wondering about weapons. Gamebanshee lists some weapons that do not appear to require having the appropriate weapon skill in order to use them.
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But I don't know how reliable that list is. Long story short - does the Mage Tank have weapon options? Or is it limited to a shield and orb/staff?
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Merethif
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Re: Mage Tank.

Post by Merethif »

Any character can use any weapon UNLESS there's skill restriction, but in such case character's class doesn't help you.
Mage can use Flail or Warhammer without a problem, she just won't be very efficient without a proper weapon skill.
Also note that mage equipped with weapon and shield is unable to cast spells.
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pimpskinny
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Re: Mage Tank.

Post by pimpskinny »

Merethif wrote:Any character can use any weapon UNLESS there's skill restriction, but in such case character's class doesn't help you.
Mage can use Flail or Warhammer without a problem, she just won't be very efficient without a proper weapon skill.
Also note that mage equipped with weapon and shield is unable to cast spells.
OK, but I wasn't really wondering about weapon efficiency as much as wondering if a mage would even be able to pick up and use certain weapons. The item listings sometimes say that Axe X requires the mace skill. Does this mean that a mage would not even be able to wield Axe X?
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King Semos
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Re: Mage Tank.

Post by King Semos »

pimpskinny wrote:This is looking very interesting to create a Shaman or Druid type character! Either the Air or Earth schools would be a good front line magic class. But I'm wondering about weapons. Gamebanshee lists some weapons that do not appear to require having the appropriate weapon skill in order to use them.
SpoilerShow
( here )
But I don't know how reliable that list is. Long story short - does the Mage Tank have weapon options? Or is it limited to a shield and orb/staff?
Most of the really good weapons, like the dismantler, sword of nex, ancient axe, icefall hammer, etc. Those all require skills to use. The one thing my mage did use a lot of that wasn't a staff was bombs and weapons with spell charges. But during lower levels if you don't have a staff or cant equip one yet you can use basic melee weapons like a sword or dagger no problem.

pimpskinny wrote: OK, but I wasn't really wondering about weapon efficiency as much as wondering if a mage would even be able to pick up and use certain weapons. The item listings sometimes say that Axe X requires the mace skill. Does this mean that a mage would not even be able to wield Axe X?
So yeah, you can pick up and swing basic weapons even though they say it has a skill requirement on game banshee. Also a few of the staffs and orbs on game banshee actually require X amount of Spellcraft skill to use, thought it does not specify on the site.
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pimpskinny
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Re: Mage Tank.

Post by pimpskinny »

Perfect info! Thanks, King Semos! I think it's time to send a Lizardman Shaman into the frying pan and see what happens. :twisted:
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King Semos
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Re: Mage Tank.

Post by King Semos »

pimpskinny wrote:Perfect info! Thanks, King Semos! I think it's time to send a Lizardman Shaman into the frying pan and see what happens. :twisted:
Nice, good luck.

Post up a picture of his stats here later on.
huldu
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Re: Mage Tank.

Post by huldu »

My problem with the mage is that there is no recast function. That makes the mage very tedious and boring to play in the long run. Just clicking up the proper sequence make my eyes bleed.
RedOwl
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Re: Mage Tank.

Post by RedOwl »

mages require LESS clicking per monster than any other class. I have a 4 mage party in a middle of the game - they level EVERYTHING up to including crabs in one volley of fireballs. Its the most calm and relaxed clicking party I tried so far.

In case of the tanking mage with second row of archers I think the optimal stats are in fact:

sectoid, +5 protection trait, skilled trait. all in vitality, rest in STRENGTH.

Usage: 7 level air magic for enchanting arrows. Rest in staff defense till you max tank. Use THROW weapon from front row, dont use magic. Use magic only to enchant arrows after you get second row with bow and cross bow.

Reasoning:

- If you tank, you want to tank, can't waste points on magic or spellcraft
- You use magic only to enchant you main archer weapons
- if you dont attack with magic, you need very little energy, so you dont need spellcraft or highest possible willpower
- you throw weapon from mages in first row first, they always hit so your mages will get even exp. if you use spells chances are you kill a lot of stuff before all 4 guys can score hit, so you'll lose exp on some chars


key unconventional decision is that if you tank mage, you do it for protecting and enchanting archers. if so you tank is first damage second. if you forget maxing attack magic you have plenty of skill points to invest in tank. You dont need a lot of energy so you can have low willpower, but high vitality strength and add skillful and +5 protection skin perk for better tank.
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