![]() If you don't get the SPD bonus, reload and retry. This is essential.Ĭomparing endgame crafted daggers with a store-bought one, you can see the HUGE damage difference. Crafting puts SPEED stat on your weapon, and you can get +2 SPD on both weapons by level 15, +3 by level 20. Near the mid-to-endgame you will need to improve the weapons with Tormented Souls, to gain DEX and STR stats. Log + Axe - Wooden Stake ( Dexterity based Piercing weapon that counts as a dagger) Knife + Anvil- Daggerĭagger/Rapier + Grindstone - Improved Weapon Gain one point from Bracers item, one point from Belt item, one point from Scientist Talent- you have to invest only 3 points per field, for a total of 6 Skill points on your Crafter. Doesn't have to be the same as your rogue. You will need a crafter/blacksmith character with 5 total points in both the Crafting and Blacksmithing schools. We can bypass this problem by making our own weapons. We are constrained to the weapon class because they have to be equipped to use the offensive Scoundrel Abilities. Problem gets worse and worse the higher up you get. This was alot of text, but if you try this out i gaurentee you will enjoy the power that comes with it.Poor Weapon SelectionsCompared to one handed or two handed standard weapons, Daggers and Rapiers do only about half the damage as you level up. Not to mention the undead decapatator is immensely powerful in the middle levels. It starts off very weak but once you start getting mass effect spells such as mass weakness or fear, the fights will become laughable. Witchcraft will help immensely with controlling the fights. The aoe spells will heal you while damaging the enemy thanks to zombie. Get invisibility and self haste on your characters ASAP. Enemies will bee-line to your spider/undead warrior and they do pretty good damage to boot. In the early levels use summons to help with damage and keeping alive. If you desperately need them you can find items that buff it up. You dont need lockpick or pickpocketing or crafting. Tenebrium weapons are flat better and tenebrium doesnt stack with weapon skills. Only put a couple skills in the weapon skill of your choice to help level up. Perception and constitution are useful but not necessary, and are both one of the easiest stats to buff from gear. Dont bother with perception, constitution, or dexterity. This will let you control the battlefield with extreme efficiency, and while your damage starts out low eventually it gets very high. Max witchcraft, geomancy, and aerothurgy on your mage. For your other skills concentrate on maxing tenebrium asap, and your resistance skills (willpower/body building) Max man-at-arms on your melee character, and take Weather The Storm talent. You want to be able to get out of stun/knockdown asap. Beneficial buffs are far less common than enemy debuffs/statuses. The second talent you want is Walk it Off. Enemies will constantly heal you in fights. You will be hurting your enemies while healing yourself from start to finish. The game has an unreal amount of poison, and geomancer skills are poison based. I ended the game with nearly 4k health on my melee character and bloodletting was still my heal of choice. Cast it on your other character (unfortunately you cant cast it on yourself, which is why we got it on both characters) and no matter how hurt or how much their max hp is, this will heal them to full. This means you wont be healing conventionally, however Bloodletting with leech talent is a FULL HEAL AT EVERY LEVEL, provided the bleed is not resisted. The first talent you take on both characters is Zombie. ![]() I continued to use summons for about 10-15 levels just as an excellent distraction from your controller. Summon spider is going to aid you in the early levels before you get zombie going and are slightly weak. The scoundrel point will be used later for self haste/invisibility. Your controller takes bloodletting from witchcraft, poison dart from geomancy, and summon spider from geomancy. ![]() Your melee fighter takes invisibility from scoundrel, bloodletting from witchcraft, and bull rush from man at arms. One character is going to be your controller. One character is going to be your melee fighter. Your controller takes one point of witchcraft, one point of scoundrel, and one point of geomancy. Your melee fighter takes one point of man at arms, one point of witchcraft, and one scoundrel. Both characters pick the starting traits of lone wolf, and leech. I'll answer any questions that might come up. This wont be a level by level build, mostly a guideline. I just finished my second playthrough using a build i decided to test out, only to find out that it was comically powerful, dwarfing my other builds i tried by a huge margain. ![]()
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