Re: The Mage-less Party?
Posted: Wed Apr 18, 2012 12:21 pm
I don't doubt that you can do it with all melee. I wouldn't want to, though; ranged attacks are comparable to melee attacks in overall power with adequate skill investment in each (they are somewhat weaker initially, but scale better with double attacks and attack speed bonuses), and being able to fight from a distance when a 2x2 room isn't readily available is very convenient. I was actually considering a four Rogue party for my second playthrough, but decided against in favor of doing a more balanced party and writing about it.Saice wrote:I have completed the game with 2 fighters up front 2 rogues in back and no range skills what so ever. Torch management is a non-issue there are so many on the walls you will never run out only need to keep maybe 2 on you at any given time just to be safe because most times when one is about to go there is one near by on a wall you can swap with. And even if you do lose all your light the dark is not as crippling as you might think.
If I cast fire shield only my minotaur takes damage and he takes about 5 per hit. When I fought the 4 lantern guys only poison and lightning really hurt my team (but I dodged 99% of the magic that could hurt me).Saice wrote:
More or less true. I think the only one I would like to have had was the fire resist/shield but I got through the game mageless so its not a must have.
There is one set of valor armor, one set of chitin armor, one set of evasion armor and two sets of platemail. You get the good light armor long before you get the good heavy armor. For most of the game you can't have everyone in good armor. Yea at the end it works out just fine if you found everything but you're also giving up a couple of nice treasures (gold key options). Chitin is good for a rogue but somewhat pathetic for a fighter really. Mages can wear the evasion armor too you know right? I think you missed using the hat properly.... it can give you a ton of extra energy.Saice wrote: Yes there is enough good are for 4 melee types. I had two heavy armor guys a light armor guy and a clothy with no problems with armor. Heck there was extra light and heavy armor to spare that I abounded. Mages get a hat and a cloak Whoopy. And while they have a few nice weapons it is nothing to write home about.
Hissssa wrote: Nothing in the game beats the power of a mage to freeze targets in place.
Except you can't throw the hammer and the bombs quickly run out. Near the end I was freezing enemies somewhere around 50% of the time with each ice shot. The enemy stays frozen so long I can reset both spells and get 1-2 free swings with my melee characters.Saice wrote: Ice Fall Hammer and frost bombs do the same.
Hissssa wrote: Mages are the best form of spike dps against tough groups of enemies or being trapped in a narrow corridor.
I used the amulet to space out my characters levels. Whoever was leveling up got the hat and vitality cloak. If a mage was leveling up he got the + willpower weapons too. ROFL... what do you mean mages running out of energy? I had to start letting my fighters use throwing weapons to guarantee they would get a hit. Two big spells kills weaker enemies and an additional two melee hits kills tougher enemies. In places like level 10 where multiple enemies spawn I would kill 1 before the door opened all the way (I swapped out my fighter weapons and while the enemies ran over to me reset my spell runes). If you aim spells well they never miss and that is something you didn't experience. I know melee attacks can miss often even when you've got high accuracy.Saice wrote: Debatable I was seeing hits of up to 200 with my main melee guy by end game even when completely out of energy that is something a mage can not do.
Hissssa wrote: If you don't have a mage you can't use the orb that grants a continual light source (which is extremely convenient).
Yes it is convenient but I didn't have to do anything for light once I got the orb and that is exactly my point. Needing to use torches means someone doesn't get an offhand item. That translates to someone not getting a shield or someone not being able to use missile weapons OR having less throwing weapons (1 hand instead of 2). If you don't use the auto map and need the compass that is a really big deal.Saice wrote: Convenient ... sure needed no not really I had so many torches by mid game I stopped picking them up.
Im not disagreing that the Mage is a late game bloomer. I just did not feel the investment was worth it or that it was at all needed.Hissssa wrote:Just like almost every game that includes mages this game has the same level power curve.
Melee classes tend to increase in a linear fashion and are largely tied to gear to make real advances.
Mage classes tend to increase in an exponential or log function. This means they are very slow to start but have the strongest finish.
Somewhere around character level 3 my fighters became the liability. If I had to stop and wait it was for their health not my mages mana.
A melee rogue has the same liability until he is lvl 3 if human or level 4 if not because he needs the reach skill.