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Wow, I have really liked reading everyone's comments today. Nice! (I just got back from watching Star Trek. Very awesome movie.)
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Ok, some game mechanic need to be clear. Rogue hide is same with cleric annoint, it only work for normal hit, not with skill. Plus, the minimum accuracy is 10%, which can still make the att hit. Like i said, at early, monster dmg not high, but later on, your rogue will be die pretty fast. Somemore, leader party will make the full rogue party die, the leader will not die so easily. Human leader is pretty strong, immune poison. And remember this, hide will allow you to do 200% normal att next normal att, not with skill, which is same with cleric annoint. 1 more thing, dagger may do high dmg but not as much as axe, dager base dmg is damn low, and i cant find a orange dagger, althought the insane poison purple dagger is good enough. Not i hate rogue, i like rogue, but full rogue party is just bad, it never can clear every monster. How about minotaur??
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it makes sense that all rogues is a good party (we all know rogues like to party) because rouges are the best class in pretty much all games arent they? Hide and sneak attack in every game, too bad its not a guarrenteed kill in this game though.
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whoops did some math wrong, its 240+120% poison, still the rest holds true. just remember the party works because everyone hides, forcing the enemy to skip their turn. if one of your guys doesnt hide it breaks down. so target enemy stunners first, then enemy healers, then poisoners, then buffers.
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entlee, just use some simple tactics, the only attacks against the hydra heads are blinding attacks, you go first, everyone hides, hydras pass, you either use flash powder (50% blind) or blinding gear on the heads, other two stab the body (sneak attack can attack any enemy, not just front row). With a little life steal your rouges are going to be at full hp after every attack. hide+sneak attack=300% damage+150% from poisen craft (50%base*300% from sneak and hide) for 450% damae each strike Only a ainoited overwhelming adreiniline warior can oust that damage (300*1.75*1.3=682%) but then the rouge still does more base damage (dex+str to damage) AND the warior needs the cleric so thats divided over two folk. the 4 v 6 isnt that big a deal because after your first attack its 4 v 2. Now admitidily I did this all hardcore normal, I am starting up a hardcore extreme now as proof of scale up. Its tough to start, but once your properly equiped it smoothe sailing till real deep dungeon
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Frosty, you not 4vs4, is 4 vs 6, and how about hydra, how hide and win?? In high lvl, hydra 2 hit can kill my rogue. Although i using 1 rogue and i rely on him to 1 hit kill any damn annoying monster, 1 party 1 rogue is enough. 2 rogue will make your party too fragile. Maybe because i play hardcore and so i pretty much need play safe, so i always put cleric in my party. 1 more thing, a rogue can kill with 1 hit normal att= good. Use hide then kill= not bad but not good.
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Ocifferdave ,survival mode is different. You don't really think your rogue really can 1 hit kill a monster. Only their equip with the purple insane poison dagger(forget name) and their poisoncraft have some certain lvl, then they can 1 hit kill a monster. With hide, i believe only leader can hold your rogue att, but 4 against 6, pretty much impossible to win without a tanker, and how to kill hydra?? You can only use sneak att, but i don't think you have that much time for poison to kill him. minotaur is same, 2 hit can kill your rogue in early and 1 hit kill in high lvl.
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Entlee, an all rouge party works fine. I have taken one to around lvl 90 before losing (I made a dumb move and play on hardcore). If you pump damage enouph, hide and sneak attack will one shot most enemies. Legendaries arnt that hard once your energy regen is high enough to stay hidden all the time, just need to poisen and wait.
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Warrior, Rogue, Rogue in the front row; Cleric in the back row.
Equip your Rogues with daggers and shields, but make sure they always attack first in every battle. Use Poison or Create Opening according to your NMEs weaknessess; use Coup de Grace on stunned NMEs, use Pierce on gargoyles and wraiths.
When you face 5 or more enemies, use Shield Protection on the Warrior. Rogues get Poisoncraft, Warrior gets Leadership; Cleric gets Wrath. Note that several Rogue and Cleric skills are nearly useless: don't waste point over them. Warriors upgrades STR and END; Rogues upgrade DEX (damage), INT (Poison skill) and END; Cleric upgrades INT and - to a minor extent - END. Also, you may wish to carry a good bow to fight off Hydra, against which you are at a decided disadvantage. With the above setup you'll easily win every campaign with every difficulty setting. Tell me if it worked for you :)
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The all conjurers team caps out around level 150. While bloodsprite magic levels up great, pet damage keeps going down until it takes literally dozens of attacks to kill something.
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Went back and tried my two conjurer only party on easy. Made it to level 11 so far. Fun. This time I pumped all points into endurance for the conjurers and augment strength for the skill. I have speed above 60 so i put out two wargolems first, then back them up with one bloodspite (they sure heal an individual wargolem a lot more than the description says it will!) Then a third golem if needed. I then lay down supressive fire with my staffs ...they usually have poison orbs.
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A great way to "Stress Test" a party build idea is to take it for a walk down Survival Mode. I'll have to try those four rogues with rune/soothing (+ to mana/healing recovery). While they hide they heal and regain mana. While they hide the enemy they attacked will still take damage via poison (so, equip with poison daggers). Could work for a few waves. Dunno. Will try...at work. mohahaha...shhhhh!
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Oh ya, i know, the hide allow you to avoid enemy att, but when you facing 6-monster group, you gonna lose badly. Or any legend creature too.
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ocifferdave, your party will be lose badly.1st, no tank; 2nd no aoe skill. Maybe you win with some luck, but when you not in luck, you don't stand a chance to win, at least have some healer.
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I've made it to level 4 on Extreme difficulty with 4 rogues while killing every creature. Gotta love hide and backstab. Got old fast though, and I went on to other party configs.
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Try a, Warrior, Cleric, Mage, And Conjorour... Have the warrior focus on damage and tanking, cleric on healing and tanking, mage-damage, and have the conjorour have wargolem and bloodsprite, the golem will help you tank and when your cleric runs out of power b.s. can heal...I Got along quit nicely with this group, killed a hydra on level 2
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No, character statistics don't affect summoned creatures (which is kinda nice because it leaves your conjurer free to pump endurance)
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tryed it with warr, cleric, mage and ranger. Made it to lvl 40. Then i realized, that plates cleric can tank and 3 good AoEs kill entire group in one turn. Now - party cleric and 3 mages spamming thunderwstorm, one turn most of group down. EASY! kind of miss different classes and tactics after this... im on lvl 108 now. BTW PLEASE! add some mechanics to change an item i dont want into other of the same quality, HATE when i get useless legendary! AAAARGH!!
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increasing your conjurer's STRENGTH does not increase your manasprites healing magic nor mele attack damage at all. Just tested it.
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What's the least amount of characters u have used in a party successfully (ie made it to level 10 or more and could go on), and on what difficulty level?
I made it to level 5 on Easy Mode with two conjurers until I got distracted with the Survival Mode. Now that I know about buffing up Conjurer's strength to augment my pets' melee damage and bloodsprite's healing I'll try it again...and maybe give the Conjurer a sword too.
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blue altars=
mundane becomes extroidinary- makes a white or grey item purple (not sure which one)
temporary becomes permanent- gives potion that adds 5 to dex/int or str/end
A gift of magic- gives a purple orb
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Thanks, Staypuff, for the shout. I didn't know Strength for Conjurer's helps their Bloodsprite's healing ability. Are their any other abilities you can pump on a Conjurer that help his/her summoned pets like the Dire Wolf or the Manasprite?
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Anti-Boss strategy -130% accuracy: Shroud of Darkness, Enlightening Hood, Thief's Gloves, Robe of Affliction, and a Luminescent Staff of the Enlightened Magus
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Staypuff, I sent you a shout on your personal page. In short, I like your idea and am modifying it for the Survival Mode slightly. Check out your shout and tell me what you think. Anybody else is welcome to check out his page and the shout and leave me some strategy pointers for the Survival Mode.
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A team of three Warriors and a Conjurer is weak to start and difficult to get going with, but highly rewarding later on. With 'Runed Silk Armors of Speed' the Warrior's triple-attack leads to pure axe murdering bliss. Plus, in later levels, maxed out Bloodsprites cast 100% team-heals.
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My only gripe is that when I have an anointed character thats slower than the warrior in party. When the warrior attacks and calls leadership on the anointed character, it wastes the anointed attack on an individual target.