![]() ![]() (Sondre starts with a ton of INT hand him 'Know-It-All' and 'Bigger and Better' and he will end up with some really fast cooldowns on a lot of spells. Shadowblades are late bloomers because they are. Built right the Shadowblade can wind up with a lot of Action Points to spend each turn, but getting to that point can take some time. You will have the most "rounded" party possible I believe: One crossbow (ranger), one dual (dual wizard), one two-handed (knight), and one dual dagger backstab (shadowblade) and enough magic to get your feet wet. It's just that later on when you're wanting to min/max the game a bit more, you'll realize he's the ideal crafting mule and Sondre is a pretty nice wizard companion instead. The Shadowblade is an incredibly powerful class that marries Rogue play with Witchcraft spellcasting for powerful damage output. Damages are counted separately, so the status chances can proc separately, as the chances to hit, and to crit. This make an attack with dual daggers to cost only 3 AP at lvl 5. If you want to focus on debuffing enemies, Witchcraft is good. - Yes, AP cost will be reduce by 1 at lvl 1, and another 1 at lvl 5. You can only have one summon out at a time, but Earth will let you rotate between them. His main job is to CC enemy mages/archers before they can CC the knight. For the wizard, grab all the crowd controls that you can. You get 15 at level 2, I believe it goes up to 20 at level 6 while capping out at 30 at level 20. If you want to focus on summons, then Earth is good as it has three summon spells. At crafting 0 you can use a knife/dagger on a pumpkin to create a fire resist helmet. Jahan= Unique follower, put the rest of his stat points (most anyway) into Dex and give him talent "backstab" (will require at least a single point in scoundrel) and focus him as a dual daggers backstab mage (pick up spells such as invisible/thunderjump/etc) Fire and Poison (Earth) spells are a good choice. ![]() Madora= Unique follower, keep her spec'd in the same ratios she comes with (+2 Con/Str +1 Spd) with her focus on Man-at-arms/Two-handed/Leadership On top of that, the AoE radius is quite large, these 2. You can use Skills like Ignition and Contamination at the very beginning in order to deal significant Magic Damage to enemies around you. In fact, mages can maximize AOE Skills that centers around them to hit opponents that rush. Also, going three magic schools with your wizard probably isnt helping, since you will have a large pool of low level spells at this point. RPG fans know that mages cant tank under any circumstance - except with the right build. ![]() Source Hunter 2= Select "cleric" build, go dual wielding with magic, put +2 into Str and Int with +1 Spd, keep the same ratios, pick up "slingshot" and "pinpoint" talents (will require 1 point in scoundrel and man-at-arms) Because of the Torturer change, this Build becomes extremely effective, especially in the earlier parts of the game. so the best solution is to respec one or both GC mages to allow more leeway for mistakes to happen in fights. Source Hunter 1= Select "wayfarer" build, go crossbow with magic, put +2 into Dex and Int with +1 Per, keep the same ratios, pick up talents such as "pet pal" and "light stepper" ![]()
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