Dr.Disaster wrote:Azel wrote:It's interesting to read a player talk negative about a Mino Throwing Barb in contrast to the experience of almost everyone else.
He stated he gave up early on throwing so he's hardly qualified in that matter.
Actually the Mino part is overkill for a throwing barb;
he's always a powerhouse
For that throwing solo run, you realize that's easy to do with any ranged character because you can easily run away to the other side of the map to throw your weapons. I'm not sure how he managed to get 25 shurikens when there's only 20 in the game. You people also realize the first solo run was done by someone with dual wield light weapons, right?
Azel wrote:
Your logic is sound as long as we ignore the fact that we can get a good amount of Stat Potions from multiple Alchemists. If you are able to get close to Max Stats with your entire party then you get plenty of Resists for all Races; coupled with resists from armor/items... it is very easy to pass up a party full of Lizards. One lizard is good for sure, possibly a second. But 4? Overkill and gimp.
It's interesting to read a player talk negative about a Mino Throwing Barb in contrast to the experience of almost everyone else. But when we see that your party build doesn't take advantage of some key strats (increased number of stat potions and powerful spells), then it sounds like you ended up relying too heavily on the poor Barbarian to make up for the gimp'd group: 3 Barb's and an Alchemist? All Lizards? No wonder
You ran out of throwing weapons and the enemy was still alive? You might wanna give up one or two of those Lizards
As for throwing vs light weapons, I base it off of this thread:
viewtopic.php?f=18&t=8027
Where both dual sickle sword and throwing axes are 18d3 damage, but I don't have to worry about finding throwing weapons. However, that's assuming you have throwing axes in both arms. In reality, you'll have shurikens in your left arm and throwing axes in your right, which gives a total of 30d3 damage, while dual sickle swords will give 36d3. Add in backstabs, and light weapons will easily outdamage all other weapons.
The damage difference between a minotaur(with headhunter) vs lizardman is about 13 points of damage per attack. That's nothing. 100% resist vs 13 points of damage? What would you rather choose. As for running out of throwing weapons ... for prolonged fights, EVERYONE runs out unless you run around picking them back up during the fight. For example, the ratling boss will have about 8 mobs with him. There is no way you have enough shurikens and throwing axes for the ratling boss fight, so you have to switch to rocks and throwing knives OR you have to run around trying to pick up your thrown weapons
In the end, I don't know if I can trust the math I find in this thread, as well as the subpar suggestion to use more than one alchemist. You actually think you'll walk enough steps to generate 14+ crystal flowers on each alchemist? Are you seriously planning to stand in one place and run around in circles for several hours?
As for "powerful spells", I laugh at that. Spell downtime is too long, cast time too long, and you risk getting hit when you use the stronger spells like meteor. Seriously, you were planning to use two casters on your team and have one of them as a "support caster" because that support will be taking lvl 5 alchemy. Are you seriously planning on casting spells with two characters? I can attack with 3 characters during that time. If you want "strong spells" so much, then give get rid of the 3x dodge on my spellcaster and put it into other magic spells. I don't know why you would want to do that, because the only good endgame spell is meteor, and my build has meteor and the 3x dodge gives +10% skill cooldown. However, I don't even use my magic user for most fights because resting for mana regeneration is annoying.
My build above was a solid build. High DPS, low hassle, high survivability, and I don't have to run around in circles like an idiot waiting for crystal flowers.
==Edit==
and light weapons can use bear potions. Give him the two +25 energy books, and then turn him into a bear with +50 strength. He will dual wield the bear claws with a 2.5 second cooldown. He'll do twice as much DPS as your thrower anyday. Or have the spellcaster take 3x light weapons instead of 3x dodge, and turn him into a bear, but he'll have pretty bad accuracy