![]() If your ranger is subclassed to Ghostheart you can pop out a cheap huge meatbag to tank for you for a measly 1 ranger resource, which is a huge plus. It probably needs some party support to add more afflictions to trigger deathblows like a cipher although it can sort of supply itself with affliction with Gouge until your resources run out. Rogue/ranger multiclass is really nice for a sharp single target sustained ranged dps due to deathblows from rogue + a variety of accuracy passives from ranger. TD DR: Wizard is fun and rewards with great performance, IF you put in the effort and understand your weaknesses (aka where Obsidian nerfed your Godmode-feeling) > on the Plus-side you can pull your Party through almost any harder fight and contributing 30-40% of group-dps is quite normal (very handy when doing DLCs) in melee), so keeping track of your buffs, enemy debuffs and positioning of yourself +teammates is essential Just remember that you´re much weaker once buffs/summons run out against dangerous enemies (esp. ![]() This explains why Chanter fits perfectly for Tactical Mages - as Loremaster (=Chanter/Wizard) you are always maintaining summons to pressure the enemies, applying AoE-debuffs + overwhelming groups, while renewing buffs and pulling some occasional Nukes when needed. That´s why going Wizard is enjoying the art, while MC-Cipher is better to survive 1 vs 5 by using short casts in the heat of melee. But while you do all that fancy stuff and great animations, some other classes have builds that can literally kill 50% of the enemies in first 25sec of a fight once Mid/Endgame. Well, the buff phase is quite long and you have basically 2-3 spells that are almost set in every fight (depending on your school of magic). Now you might wonder: why not everyone plays caster? Yes, micro-managing decides on performance, but it´s definitely worth it. With the Stat-distribution I suggested you have very high Reflex and Will, Fortitude is mediocre, but you get a lot from your buffs - as a result: buffed Wizard = Monster High int is due to higher area of effect? Perception for what? The dex is for recovery speed and reflexes right? Yes. Originally posted by Friends with Benedicts:Those stats would play more into my roleplay. Wouldn't mind going melee again, as long as it's mixed with magic or some elusive tricks like a rogue + ranger.ĮDIT: Also on the roleplay part of the game, I like the wizard being a witty character good at investigations, a rogue which is good at insight and lockpicking or a ranger thats good at survival and tracking. I want to deal massive damage but be elusive in combat. Im torn between those and dunno what to choose. ![]() Reason I like Rangers are dps, a "hunter" oriented class and the animal companion. Reason I like rogues are for dual wielding knives and dealing massive damages while changing position on the field Reason I like wizards is due to learning all those spells and having extensive grimoire with tons of huge DPS spells. I love doing high damage characters, but since Ive done 3 melee already I was thinking bout not going the conventional route again. Im stomping the 1st title as a barbarian with a really strong and well focused party, and im already picking the choices to have almost all companions alive for the 2nd game.īut now that Im getting close to finishing the 1st one, Im trying to decide what to go for on Deadfire. This mechanic synergizes excellently with Monk and Barbarian playstyles, but is great for any kind of front-line combatant.So Ive beat the 1st one once as a monk, started a really cool shred cipher on this one, but wanted to go back and do another run on the 1st one due to have missed dlcs. Fire Godlike, Moon Godlike, and Nature Godlike respectively get damage reduction and a fire aura, healing, and bonus stats when they reach a certain endurance threshold. This makes Death Godlike excellent damage dealers, though it also has good synergy with Paladin abilities that triggered off of kills. Most Godlike racial abilities depend on the Godlike losing endurance, except for the Death Godlike ability, which is triggered by the enemies’ endurance. ![]() Because the abilities are triggered by the Godlike losing endurance health, Godlike make very good Monks, Barbarians, and tanks in general. Their racial abilities are powerful though, and more than make up for this. They can come from any race (you can choose which of the other Kith to model your Godlike on) and their unique features prohibits the use of headgear. Probably Obsidian’s most unique new race, Godlike are offspring who have taken on aspects of the gods. ![]()
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