Re: Builds
Posted: Tue May 29, 2012 12:00 pm
Wow, Darios! Awesome post!
On my first playthrough on hard, I ran a sword fighter, a dagger rogue, a crossbow wielding rogue, and an earth mage. A few points of contention:
- Dex and Vitality really do very little for ranged characters, since they don't need Accuracy or Evasion and the extra point or so in elemental protection is negligible. The extra Vitality is nice, but most of the time they're not going to get hit anyway.
This is why so many people run Minotaur rogues, because their Accuracy penalty is nullified by wielding ranged weapons and their naturally high Strength and racial trait (Head Hunter) gives nice Attack Power boosts.
- I found a small annoyance with enchanted arrows and bolts: they lose their enchantment after hitting their target. The game regards them as two different ammo types, so they do not stack in your inventory and, unlike plain unenchanted ammo, you can't pick them up mid fight by just walking over them. It's a small thing, but ending a fight with 3 odd poison arrows and 12 regular arrows, and having to re-enchant was tedious. (Enchanting also uses your Mage's energy, possibly sacrificing his DPS in the short term).
- Not a big fan of two sword fighters because, while there are more swords in the game than any other weapon, one of your guys is gonna be wielding a mediocre hand me down for the bulk of the game. I'd rather have a melee rogue of any stripe, because, given armor requirements for Fighters, they'll be 8-16 points ahead on their weapon skills for most of the game.
- I do agree that Strength is nearly useless for frontline, melee based fighters (unless they want to wear plate). Vitality is much more useful for frontliners, athough on a recent run I had a human Fighter starting with 18 vitality and that might have been too much -- by the end of the game he had over 200 health, more than twice that of any other character.
- Frontline Dagger rogues have several advantages: they get a great endgame weapon earlier than anyone else, they have nearly as high an Evasion score as Unarmed for the bulk of the game, and -- most importantly -- you don't have to split their skills. No books required.
This means, after putting two points into Dodge (+5 evasion) you can dump every follow up point into Daggers. They'll have a competitive Attack Power compared to your other physical damaged based characters and they'll get their special attacks sooner. Dagger rogues will have a piercing armor early, a multi attack ability by dungeon level 5 or 6, and get their "kill" ability by dungeon level 10. Seeing your guy hit a mob for 200+ damage on a single swing when their 50 point ability procs is a lot fun.
- For mages, I'd suggest going all in with a single school, outside the necessary 10 points into Spellcraft. The reason being is simply damage. Splitting points gives you more utility, but it also gimps your DPS (and few of the schools really syngeryze well with one another.) Especially with Earth, which does not have burst damage of other schools and depends on melee tanking mobs in a Poison Cloud or ranged characters picking off weakened mobs affected by Bolt's cloud. Without a bigger commitment, the DoT damage of the clouds is far too weak; you're better off putting the points elsewhere. The same could be said for the marginal utility found in Ice and Air.
- Unlike other stats, Willpower (and the resulting Energy boost) only matters on level up. (Try this: Open up a saved game, select your Mage, and take his Conjuring Hat on and off. Notice his Energy level does not move). This means, if you're running multiple Mages, right before one of them levels, you can throw all your best +Willpower gear onto them for the calculation, then take it off and move it to another toon.
Wow, I wrote far more than I expected to. Anyway, great post & thanks for the read.
@Darklord - Thanks
On my first playthrough on hard, I ran a sword fighter, a dagger rogue, a crossbow wielding rogue, and an earth mage. A few points of contention:
- Dex and Vitality really do very little for ranged characters, since they don't need Accuracy or Evasion and the extra point or so in elemental protection is negligible. The extra Vitality is nice, but most of the time they're not going to get hit anyway.
This is why so many people run Minotaur rogues, because their Accuracy penalty is nullified by wielding ranged weapons and their naturally high Strength and racial trait (Head Hunter) gives nice Attack Power boosts.
- I found a small annoyance with enchanted arrows and bolts: they lose their enchantment after hitting their target. The game regards them as two different ammo types, so they do not stack in your inventory and, unlike plain unenchanted ammo, you can't pick them up mid fight by just walking over them. It's a small thing, but ending a fight with 3 odd poison arrows and 12 regular arrows, and having to re-enchant was tedious. (Enchanting also uses your Mage's energy, possibly sacrificing his DPS in the short term).
- Not a big fan of two sword fighters because, while there are more swords in the game than any other weapon, one of your guys is gonna be wielding a mediocre hand me down for the bulk of the game. I'd rather have a melee rogue of any stripe, because, given armor requirements for Fighters, they'll be 8-16 points ahead on their weapon skills for most of the game.
- I do agree that Strength is nearly useless for frontline, melee based fighters (unless they want to wear plate). Vitality is much more useful for frontliners, athough on a recent run I had a human Fighter starting with 18 vitality and that might have been too much -- by the end of the game he had over 200 health, more than twice that of any other character.
- Frontline Dagger rogues have several advantages: they get a great endgame weapon earlier than anyone else, they have nearly as high an Evasion score as Unarmed for the bulk of the game, and -- most importantly -- you don't have to split their skills. No books required.
This means, after putting two points into Dodge (+5 evasion) you can dump every follow up point into Daggers. They'll have a competitive Attack Power compared to your other physical damaged based characters and they'll get their special attacks sooner. Dagger rogues will have a piercing armor early, a multi attack ability by dungeon level 5 or 6, and get their "kill" ability by dungeon level 10. Seeing your guy hit a mob for 200+ damage on a single swing when their 50 point ability procs is a lot fun.
- For mages, I'd suggest going all in with a single school, outside the necessary 10 points into Spellcraft. The reason being is simply damage. Splitting points gives you more utility, but it also gimps your DPS (and few of the schools really syngeryze well with one another.) Especially with Earth, which does not have burst damage of other schools and depends on melee tanking mobs in a Poison Cloud or ranged characters picking off weakened mobs affected by Bolt's cloud. Without a bigger commitment, the DoT damage of the clouds is far too weak; you're better off putting the points elsewhere. The same could be said for the marginal utility found in Ice and Air.
- Unlike other stats, Willpower (and the resulting Energy boost) only matters on level up. (Try this: Open up a saved game, select your Mage, and take his Conjuring Hat on and off. Notice his Energy level does not move). This means, if you're running multiple Mages, right before one of them levels, you can throw all your best +Willpower gear onto them for the calculation, then take it off and move it to another toon.
Wow, I wrote far more than I expected to. Anyway, great post & thanks for the read.
@Darklord - Thanks