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Randomizer

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  1. Agents start out weak because heir spell damage is lower than weapon or creation damage.  But after a while they are much stronger than all but a Shaper with several creations. The main drawback is that when stunned or slowed, you can't do anything that round unlike a Shaper that usually has several active creations.

     

    Guardians are now much stronger with weapon shaping giving them reliable area attacks. Still not as powerful as an agent or Shaper, but one on one they'll beat an enemy and can deal with even a swarm.

  2. 10 hours ago, Slawbug said:

    That's not just Tuldaric; every sect head trainer operates that way.  Tyallea, Tuldaric, Burham, Salgurdar.  They just need you to be modified.

    Only the factions require being modified. Phariton (advancd creation), KLayos in Hermit's Crossing (Leadership 5) (high level spells), and Gaas (Outer Gaza-Uss) (highest creations and spells) all will do unmodified character. 

  3. You need to go through the dialogue options on his research to get one where he tells you about a machine to let you be trained and gives you a pass to the room in the south zone corner with the machine. Go there, step in the circle, endure the pain, and you can go back to get trained in advance stuff.

     

    Welcome to Spiderweb Software. Please leave your sanity at the door. It's totally useless these days, :)

  4. GF2 shows the split in the Takers to eliminated the crazed cultists driven mad in order to use magic. Tuldaric's research has ended the need to keep them around, You basically see the start of a more centrist approach to everyone but the 
    Shaper and those that act like Shapers that don't respect creations. So you are tolerated, but will have limited power in the new Taker order.

  5. Edit - No canisters and Loyalist not joining a faction. Can do all but in Gaza-Uss the Drakon Master, Dyx, and hasn't checked on the Many Eye Beams.

     

    Mental magic above 1 for daze isn't worth it as much as in other games. Dominate stops being useful too early in the game unless you can use it enough to make them fight amongst themselves.  In the later areas almost everything will resist both.

     

    For torment difficulty where you need that little extra health for some boss fights. Evasion only helps for single target attacks and lots of things automatically use area attacks.

     

    My level 15 solo guardian was without items:

    Strength 5, Intellect 2, Agility and Essence Mastey 3, and Endurance 7

    Missile and Melee Weapons 9, Quick Action 3, and Evasion 5 

    Blessing Magic 4

    Healing Craft 2

    Leadership 6, Mechanics 6

     

    Then from equipment:

    Crystaline Plate - Healing Craft 1

    Guardian Cloak - Missile and Melee Weapons and Quick Action +1

    Gloves of Spell Mastery - Intellect and Spellcraft 1

    Gazerskin Boots - +1 Blessing Magic and Spellcraft

     

    At level 20:

    Strength 6, Endurance 10

    Melee Weapons 11, Missile Weapons 10

    Blessing Magic 5

    Healing Craft 4

     

    Puresteel Plate replaced Crystalline Plate

    Fyoraskin Cloak replaced Guardian Cloak since I now face more fire damaging creations in the Taker Lands

    All Protector shield for +2 Evasion

    Purestel Charm - +1 Strength

    Spellstone - +2 Spellcraft

    Skein of Wisdom - +1 Intellect

    Blade token - +1 Melee Weapons

     

  6. Fire or magic are best for range attacks while battle is meant mostly for melee fighting. Iron claw bugs and rotghroths at least have some range area effect attacks and more resistance and health to keep them alive.

     

    Fire is probably easier for a creation class for guardians and agents since it costs less in skill points and essence usually. Id you can afford it magic does have benefits with acid attacks, buffing vlish and eventually gazers.

  7. I've played a solo guardian through a complete game 5 times on torment difficulty and it's better than original games because of weapon shaping. 

     

    One key thing to do is buff your character before a fight if you can or use rod of battle and the first two weapon shaping skills to buff your character in combat. With heavy armor they can survive more damage than the other classes.  It cost a lot of skill points to get most of the blessing magic spells, but they are still worth it even though they don't last as long as for an agent using spellcradt.

  8. A little extra strength so you can wear heavy armor with 60 or 70% stun resistance goes a long way to reducing stun chances combined with the Stasis Shield and another item. You can't eliminate stun, but you can make it happen maybe once a fight.

  9. Are you using any items that grant a missile weapons bonus like Deadeye Cloak? Weapons require you to have used skill points to reach the needed level.

     

    Welcome to Spiderweb Software. Please leave your sanity at the door. It's completely worthless and taking up space.  :)

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