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Old 02-13-2008, 11:00 AM
Thrasher91604 Thrasher91604 is offline
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Join Date: Oct 2005
Posts: 111
Yes, the obvious solution to cover all weapon specializations is to replace the mage/cleric with a mage/fighter. But I'd prefer to play with the evil mage/cleric to see if destruction becomes a useful tactic later on...

In the meantime, I get lots of extra cleric spells = more summons, buffs, condition remedies, healing, etc...

As apposed to another fighter type. Probably not optimal, but may be more fun once destruction becomes available.

I found a great +3 spear last night. I wish I had specialized the fighter-druid in spears, rather than swords. I had to buy the lucky scimitar (expensive!). The druid staff you get in Khuldahar isn't so great as a weapon, per se.

I've noticed that my characters can't try to steal from shops. For example, the blacksmith in Khuldahar would be nice to steal from. Why is that?

BTW, I laid off my pattern in my first post to make it more interesting last night on level 3 of the Severed Hand. I stopped using trapping spells once I crossed over into the area with skeletons, et al. They don't do a "call-to-arms" so for some, I could lure them one at a time into my summons, and plink them safely from a distance.

Also, I noticed that I could sometimes position a sneaking character so he could hit an enemy with ranged attacks, without the enemy noticing / attacking him. Probably a bug?

For the normal weapon immunes, I had my fighters with the enchanted weapons do the damage, using the summons to just distract the enemy. The serrated skel was pretty tough. Just a few hits on one character could kill him. So the tactic I used when a character got hit, was to run away, while the summons and other fighters distracted the enemy so it would focus on someone else. He would then get some healing, before rejoining the fray. Nice change of pace.

Last edited by Thrasher91604; 02-13-2008 at 11:22 AM.
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