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  #31 (permalink)  
Old 07-04-2006, 01:58 AM
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continued..

Looking at the Skill differences requires looking at our final Tier 3 War Witch class, AND looking at other Tier 2 classes that might have the same skills. Now the War Witch has Channel and Scribe, additionally several other possible magic secondary Tier 2 classes (Celestial, Monk, Sorcerer, Shugenia and Enchantress), also have one or the other skill (..or in the case of the Enchantress - both). Furthermore to obtain either channel or scribe does NOT require ANY class but Adept and Mage respectivly (i.e. its an "open" skill if you have the required base class). Now Heavy Poles is NOT an "open" skill - it specifically requires a 2nd Tier class, and just looking at skills here, this tends to favor the *Valkyrie* over the Paladin or Battlemage.

The Heavy Pole skill could be very important to someone desiring the use of Heavy Poles for latter in the game - the upside is higher damage, several different varieties with different magical properties, and a better "reach", the downside is that several require higher strength which might otherwise be used for others attributes.

Now lets go back and look at the Learning Bonus differences again between the 3 acceptable classes (Paladin, Battlemage, Valkyrie). The Paladin and Valkyrie are very similar, the Battlemage is somewhat different. Both the Paladin and Valkyrie have Rune Magic, the Battlemage has Arcane Magic. Essentially then we should pick a non-Rune Magic based Tier 2 *2nd* class IF we choose either the Paladin or the Valkyrie. IF however we decide on the Battlemage then we should have a non-Arcane Magic based Tier 2 *2nd* class.


Furthermore IF we choose either the Paladin or the Battlemage then our other Tier 2 class *must* be the Enchantress (..to fulfill a Sisterhood class requirement). IF we choose the Valkyrie then our limitation is only that we cannot choose the Enchantress as our 2nd Tier 2 class. So with that in mind lets look at the Enchantress:
http://www.gamebanshee.com/dungeonlo...nchantress.php

Learning Bonuses are: Arcane Magic, Celestial Magic, Thief Skills.
New skills are: Channel, Identify, Scribe

Again remembering that we want ALL 4 Magic disciplines covered well - this rules out the Battlemage-Enchantress option. The reason is that only 1 learning bonus will be given to Rune Magic AND Nether Magic, AND those bonuses won't be available until late in the game when War Witch is achieved. Moreover, the Paladin-Enchantress route is also limiting (though not as bad) - this class combination will only allow for 1 Learning Bonus in Nether Magic (..again later in the game when War Witch is achieved).

By default then, one of the Tier 2 classes should be the *VALKYRIE*.

Additionally, the *2nd* Tier 2 class should have *2* magic Learning Bonuses, and neither should be Rune Magic. (..nor can the class be the Enchantress.) ONLY the Sorcerer and the Shugenja meet these requirements:
http://www.gamebanshee.com/dungeonlo...s/sorcerer.php
http://www.gamebanshee.com/dungeonlo...s/shugenja.php

The only difference between the 2 classes is that the Sorcerer has a learning bonus in Magic Weapons vs. the Shugenja with access to the Diabolic Skill Nijitsu. The Shugenja gives a skill that while "cool", does NOT comport with our build - in that hand-to-hand combat does not have a magic effect that a magic weapon would have. So the Sorcerer appears better so far.

Then we need to look at Heraldrys between the "magic guild" and the "eastern houses":
http://www.gamebanshee.com/dungeonlords/heraldry.php

Frankly there are good choices from both, and I think you could really go either way here. The only reason I would favor the Sorcerer over the Shugenja is if the Skill "Magic Weapons" was particularly difficult to uprgrade in the time you would receive a particular value of magic weapon in-game. This leads me to my next question:
___________________________________

Third question: how difficult is it to increase the skill "magic weapon" relative to achieving a particular weapon in-game?
___________________________________

Finally then we consider our 2 base classes.

One of them *MUST* be the Mage. This is required to obtain our 2nd Tier 2 class of either Sorcerer or Shugenja.

The other base class then would be Adept, Fighter, or Rouge.

Now HALF of the Rogue skills are NOT class restricted:
http://www.gamebanshee.com/dungeonlords/thiefskills.php
The ones that are (Sneak, Steal, and Backstab) really provide little benefit even in melee combat except that they could have value with Nether magic and "summons" generally. (Furthermore "Backstab" isn't even available at the Rogue level.) IMO then this is not only a wasted base class for our purposes, but a wasted class group in general.

This then leaves the Adept or the Fighter..
http://www.gamebanshee.com/dungeonlo...sses/adept.php
http://www.gamebanshee.com/dungeonlo...es/fighter.php

Learing Bonuses are:
Adept: Armor Skills, Celestial Magic
Fighter: Armor Skills, Basic Weapons skills, Shield Skills
Skills are:
Adept: Magic Weapon
Fighter: -nada-

IF we favor the Fighter over the Adept as Frodo1 suggests then we are effectivly discounting Celestial magic until War Witch, and even then we will have only the one Learning Bonus instead of 2 in Celestial. He mentions that the only reason to favor this class early-on is for healing, and that he states is taken care of by numerous heal potions.
The Celstial Spell listing is here:
http://www.gamebanshee.com/dungeonlo...stialmagic.php

Now I "track" what he is saying with regard to healing, however the 2nd level Divine Radience seems to offer a serious alternative to some combat prowess AND its at a level that is still within "reach" fairly early in the game. Sure - its defensive as opposed to offensive. Furthermore most of the 3rd levels spells seem quite usefull and have nothing to do with healing.

So then, what would we be "giving-up"?:

We must base this on the lack of the Fighter Learning Bonuses: (Basic Weapon Skills and Shield Skills):

http://www.gamebanshee.com/dungeonlo...onryskills.php
http://www.gamebanshee.com/dungeonlo...enseskills.php

Basic Weapons Skills include: Archery, Light Weapons, and Thrown Weapons.
Shield skills seem to compromise at LEAST light shields, and perhaps medium shields as well.. Given the class limitations on Heavy Shields I don't think there is a bonus for it as well.

This means we give up:
1. More rapid advancement to light weapons level 3.
2. The ability of more rapid advancement for light weapons beyond level 3.. but how likely is it that you'll want to use a light weapon latter in the game?
3. More rapid advancement of light and possibly medium shields UNTIL you achive Valkyrie class (where you will receive a Learning Bonus in Shields).

Perhpas then only the 3 skill points in the light weapon progression is "slowing down" your asscension to the Valkyrie class. This raises another question:
____________________________________

Fourth question: How much does the Fighter class, beyond the learning bonuses, "speed up" the process of learning weapon skills needed for the Valkyrie class?

also,

Fifth question(s): Does the Fighter class "speed up" the process of learning armor skills more than an Adept? (..and if so how much?)
____________________________________

If the answer is "not much", then I think we can safely say that compromising the early shield bonus can be compensated for magically with Divine Radience AND that we would rather have 2 Learning Bonuses in Celestial Magic than 2 Learning Bonuses in Shield Skill given our preference of magic over melee. Also we would like to use the Celestial spells more quickly, often, and with more power WELL BEFORE becomming a War Witch.

Finally - Even if the class speeds up the process considerably, I think it still violates the emphasis on magic use as opposed to melee.

Last edited by Scottg; 07-04-2006 at 02:23 AM.
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  #32 (permalink)  
Old 07-04-2006, 01:59 AM
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continued..

There is one last aspect of Frodo1's build I question (though perhaps its just a "typo"): that the order is specifically stated as "Mage-Fighter-Sorcerer-Valkyrie-War Witch". It would seem to me that such emphasis placed on melee would suggest a Valkyrie BEFORE a Sorcerer (or Shugenja). Looking at the requirements for a Valkyrie:
http://www.gamebanshee.com/dungeonlo...s/valkyrie.php

I can think of several reasons for attaining the Valkryie before the Sorcerer, much of it based on the need to aid skill advancement to achieve the Valkryie class:

1. Melee presumably works better than low level standard magical attacks early in the game.
2. Concentration on melee with Celestial magic as an aid to melee not only allows improved melee ability, but also improves Celestial magic in the process.
3. The Valkyrie class requires 5 in Rune magic, presumably the Adept class aids somewhat in Rune magic increases. Like Celestial magic, Rune magic aids melee ability and possibly melee increases (..being able to kill enemies you other-wise might not be able to without the magical enhancement).
4. Only the low level arcane spell Freezing Touch could aid in melee ability (..of the lower Arcane spells). Nether magic is versital in aiding melee ability, but still far less effective than Rune magic and likely less usefull than Celestial's Divine Radience when considering melee advancement.

What I'm not sure of is precisely where the mage class placement would "fit" for maximum efficency..
____________________________________

Last question: Which would be better: Adept/Valkyrie/Mage/Sorcerer/War Witch OR Adept/Mage/Valkyrie/Sorcerer/War Witch and why?
____________________________________

I would *think* that it would be Mage after Adept but before Valkyrie because:
1. the first level mage quests will be easier and a more natural progression.
2. the Mage class could help with the infrequent Arcane and Nether spells, though increases needed for advancement for the Sorcerer class eventually.
3. the Mage Learning Bonus could help with increasing arcane ability - specifically to increase magic weapon strength for an early magic weapon like the Goblin staff (..which would also help with the increase in light poles needed for the Valkyrie class).

The reason I hesitate here is that sometimes efficient use of leveling is counter intuitive.
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  #33 (permalink)  
Old 07-04-2006, 02:55 AM
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I have a female elf - enchantress-wizard.

Blast nova deals 100+ damage which is a mass killer you can buy it from grymlok as long as you can pay him. shrieking star is another m'favorite. area knockback damage and fireball'm if you get close flamethrower or ice shards (?/sp) finish'm.

arcane : 20
spellfire : 10

and of course magic weaponry is another way to push enemies back.

But i must confess warrior path is much more fun than mage class, opposite to most of other games
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  #34 (permalink)  
Old 07-04-2006, 09:20 PM
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I think that this thread:

http://www.gamebanshee.com/forums/sh...ad.php?t=60789

..answers my 2nd question:

"Second question: which female is better and why when considering all aspects of the character build?"

Particularly from Gaal's "break-down" it appears that the Human Female is the better class. When compared the the HF, the EF has a 32% advantage to Intellegence, and 18% advantage in Agility, and a 24% advantage in Dexterity. Conversly the HF has a 42% advantage in Strength and a whopping 98% advantage in Vitality.

Granted that EF's advantage in Agility and Intellegence are of prime importance to a Magic User character.. BUT the detriments to Vitality and Strength are to much to accept. Moreover the HF is gifted with enhanced Intelligence and Agility when compared to several other races (and males), so its not like the character is actually compromising these 2 important attributes.
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  #35 (permalink)  
Old 07-06-2006, 01:59 AM
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Very interesting, I will try this for sure
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  #36 (permalink)  
Old 07-06-2006, 08:47 AM
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What stats/skills for starting then? Go with lots of Intellignence at start so cost of rest is reduced, go for some strength so that chests can be bashed or something else?
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  #37 (permalink)  
Old 07-06-2006, 11:47 AM
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Quote:
Originally Posted by Spiritraiser
What stats/skills for starting then? Go with lots of Intellignence at start so cost of rest is reduced, go for some strength so that chests can be bashed or something else?
I don't know..

It sounds good though, particularly because of Frodo1's chest bashing method instead of Thief skill increases. (..and this was one of the reasons I think that HF is better then EF.) Perhaps a 2 strength to 1 intelligence attribute increase untill strength reaches the 40 marker that Frodo1 spec'ed for early chests.. then switch to the mage class perhaps and start increasing 2 intelligence to 1 strength?

I suppose another avenue is to go EF.. not be concerned with strength and up intelligence so that you could easily increase any skill - including thief skills (instead of the chest bashing). I don't think though that this is a good alternative because:
1. apparently it is more difficult to increase attributes as they get higher,
2. you are still increasing intelligence for the HF, but to a lesser extent,
3. it could take awhile, (..perhaps quite a bit longer than the HF method), before getting intelligence up enough justify the expenditure in thief skills.

Last edited by Scottg; 07-06-2006 at 12:01 PM.
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  #38 (permalink)  
Old 01-24-2008, 11:28 AM
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Talking money and spells

Quote:
Originally Posted by Frodo1 View Post
...and Godly. All I can say is...
i have found a way before you get to arindale is to get honor to 20 and bargain to 5 and buy and sell blast nova's till you can buy 10 fire nova's and buy and sell them till you have all the money you want. right now i have bargain about 6 and honor at 53 and i sell 510 fire nova's and buy them right back with a $1.4million profit . i have at least 1k books for each of my spells. im a lvl 19 thrall maurader/sorcerer and am curently questing for wizard.
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  #39 (permalink)  
Old 01-24-2008, 11:33 AM
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fav spells

Quote:
Originally Posted by Beorthric View Post
I have a female elf - enchantress-wizard.

Blast nova deals 100+ damage which is a mass killer you can buy it from grymlok as long as you can pay him. shrieking star is another m'favorite. area knockback damage and fireball'm if you get close flamethrower or ice shards (?/sp) finish'm.

arcane : 20
spellfire : 10

and of course magic weaponry is another way to push enemies back.

But i must confess warrior path is much more fun than mage class, opposite to most of other games
i would have to say my favorite spell for up close is ice shards as my melee sucks and i like fire burst more than shrieking star for knock back (as long as you have enough books) and i would have to say blast nova is my all time fav as i dont have cataclysm yet and ice nova has too long of a cool down for me
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  #40 (permalink)  
Old 01-30-2008, 03:55 PM
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bashing

ok, you guys got bashing to work but im still not sure how, i do have high str.all my char are just under 100 in all stats before i finish game, except honor,but as far as i saw u have to get inspect at least to see what you are doing when bashing. why i usually start out with a rogue,but want to try a different combo.do you not need to see what u are doing when bashing?

i also go hi int route also, my char where lvl 28 and 31 when i beat the games and i just played straight thru. no pling or anything. one shadowlord 1 ninjalord.both wearing deathplate and dual weilding.

the shaman
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  #41 (permalink)  
Old 01-31-2008, 01:18 AM
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For a male character, my preference is to start as a Mage, then add Adept class (easiest quest in the game). Then I go for Paladin/Sorcerer/Wizard.

For Female, Paladin/Enchantress/Battle Witch.

P.S. If you are worried about meeting the class requirements, or "wasting" points on "unnecessary" or expensive skills, I suggest that as soon as you pick up you second 1st-tier class you make a run down to Skuldoon (with as many shields and as much cash as you can get your hands on).

There you can fight minotaurs for 25,000xp a shot. Keept at it until you run out of cash/patience, or are comfortable with what you have got.

Depending on the race you start with, I'd also suggest using this method for raising your intelligence (for Human, I'd shoot for 50-100) before you start spending on skills.
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  #42 (permalink)  
Old 04-19-2008, 07:53 PM
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gotta update

Quote:
Originally Posted by terran698 View Post
i would have to say my favorite spell for up close is ice shards as my melee sucks and i like fire burst more than shrieking star for knock back (as long as you have enough books) and i would have to say blast nova is my all time fav as i dont have cataclysm yet and ice nova has too long of a cool down for me
i have to update and have got the cataclysm spell and love it. it might have a cooldown time but it matters not if there is no body there for u to kill after the first hit. have spell fire at 11 and arcaine magic at 24. also made a monk/wizard read my post for that which also kicks ass and have more fun with it than my maurader/wizard, i dont have cataclysm for it yet. i have death lord pl8 and legs for my maurader/wizard and the cost is outrageous. 20mill to lvl it to 12 so i can wear without penalties. i have 95 into intelligence btw. and work on my monk/wizard for fun as it has 12 in spell fire and 26 in arcaine magic and i can cast 4 blast nova's for 1 fire nove. i dont know how well it will do later in the game though as i havent beaten the naga jump yet.
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  #43 (permalink)  
Old 05-16-2008, 02:37 PM
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Question? Frodo's War Witch

Why has nobody suggested the maurader for your war witch build Frodo? And Why did you discard it? I would think that the advatages of getting an extra melee weapon outweigh with out losing any thing that I can see would be easy to see, yet nobody does apparently. Especialy since you would be using spells for long-range stuff.
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  #44 (permalink)  
Old 06-12-2008, 01:28 AM
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why not maurader?

well i have played with a paladin/wizard and the cost for heavy armor to lvl it from 11 to 12 is only 2.? mill where as my maurader/wizard is around 20mill. i havent been able to wear the deathlord on my maurader as i dont fancy walking around with that much experience. also i must say that having access to the celestrial skills outweighs having a second weapon. if you have highenough arcaine and spellfire skills and have exploited the bargain glitch you wont have to worry about any1 getting close enough that you would have to use a melee attack.
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  #45 (permalink)  
Old 06-14-2008, 11:57 AM
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I'm doing pretty well (not excellently, but pretty well) with a Dwarf Adept/Rogue/Celestial/Budoka/Skygazer.

Before you ask, no, I didn't plan out my classes. I just randomly kinda did stuff. Which explains why I'm a Celestial, not a Paladin. And Rogue doesn't even make sense, nor does Budoka. So you shouldn't take my word on anything. (Although watching a dwarf in medium armor run around doing Ninjutsu is pretty funny.)

However, I feel like I have to say, if you don't have the Celestial spell Ward of Fire, you will have difficulty fighting both Fire Drakes and the Fiend of Ghazbu. For the Fiend, you will need 7 or 8 hundred mana on that crystal, unless you feel like opening up your Equpiment screen and staring at the crystal, watching it recharge.

Also, Purify and Healing are good spells if you ever run out of potions - and you can say you never run out, and that's fine, but if, once in a blue moon, you do, it would benefit you to have one or two charges on them. They also help you conserve potions so that you can ensure you never do run out.
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