At the end of the game Murval had 50 strength. Murval gets to drink most of the +strength potions. This character becomes relevant quickly, and devastatingly powerful in the late game. Murval gets 'reach' as soon as possible, then maxes out light weapons, then critical. The minotaur's initially high strength, aggressive, and head hunter all synergise with the increase attack rate of duel-wielding. And since we're duel-wielding, it makes sense to pick the ranger, which gets a multiplicative damage bonus relative to the other classes (this is a far bigger end-game bonus than a barbarian would get from strength gain). The damage bonus from strength and from aggressive is added to weapon damage, and so to maximise damage output we want to get the best possible attack speed. This is by far the strongest late-game damage dealer. Primary roll: backline melee damage dealer.Spell casters benefit from the early skill point of humans. Alchemists aren't very tanky and so they are better as back-line fighters. The herb-growing ability of alchemists is very powerful - and almost a necessity when healing crystals do not regenerate. Primary roll: backline magic damage dealer.In any case, getting stat gain from leveling up and from cheese means that Niiki becomes far stronger than any other battle-mage could. but it turns out that just ordinary spell-casting is generally stronger anyway. I actually had in mind that they could use bear potions to increase the damage and make better use of str & dex gains. And I figured that a frontline battle mage is probably the class the benefits most from random stat gain. I figure that it's good to have 1 ratling on the team to benefit from the stat gain from cheese. Primary roll: frontline tank and magic damage dealer.That said, the character only really needs heavy weapons and heavy armour - so this is also the character that I choose to train in alchemy (because someone has to do it). Glullub is the character most likely to survive from a near team-wipe. The health gain of barbarians is outstanding, and the traits of lizardmen synergise with this health gain (and with armour) to create a very robust character. Starting stats: max vit, split str and dex.Traits: endure elements and fast metabolism.Primary roll: frontline tank and melee damage dealer (Heavy weapons, heavy armour, alchemy).Here's an outline of what I picked and why: I'm interested in what other people think is the strongest team. I wouldn't say I got it completely right, but I can say that it was very powerful, and that the last parts of the game was anticlimatically easy because the team was far too strong to be challenged. I recently finished a game on "insane ironman" mode, for which I used what I thought would be the absolute strongest team.
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