Jump to content

Potato

Member
  • Posts

    67
  • Joined

  • Last visited

Everything posted by Potato

  1. So what made it so that in geneforge four Cryoas could match with Cryodrayks with enough boosted stats and levels, cost for cost? Has it changed in G5 or what? I think I read somewhere that creation dexterity only depends on levels, so I'll try out keeping a Vlish for a long time and raising its dexterity a bit so it doesn't act last and get whomped. I want to try different things this play through instead of the usual chucking rocks at enemies with a pack of War Tralls. Maybe I'll throw in some Kyshakks this time too, they seem good.
  2. I've been getting back into Geneforge five recently, and after giving up on a missile only servile build, I've decided to take the easy road and fire up a shaper. I wanted to try some tactics I haven't before, so I've got a few questions. 1) Is the Ur-Glaahk an upgrade on top of the Glaahk in any way, or is it just one of those leveled up advanced creations, like he battle beta? After discovering that I could sneakily grab the Glaahk canister in Gorash-Kel without disturbing the postings, I've decided to try my hand at some magic shaping in my next play through for some extremely early Glaahks (and if I'm to invest into magic shaping, then I'd mind as well check out Ur-Glaahks on the way; never used them before, want to try something new). 2) I've read previous games' analysis on low tiered creations with lots of stats added to them, but haven't found much on the subject in G5. The super-cryoas topic regarding G4 comes to mind. Anything like this in G5? I never added stats to creations before past the two intelligence, and I've only read a bit about it. How do Clawbugs, Vlish, or Artila fare when compared to Battle Alphas or Wingbolts at equal levels (given increased strength and endurance, for equal or lesser essence costs)? I've been wondering if a highly leveled Vlish with pumped stats would prove useful, given its unique cursing effect. I'd imagine it would grow too slow and squishy for its own good although it'd be cool to keep one around for the whole game (I've heard people mention this briefly). 3) Is there any alternative for front line tanks (non-magic damage ones) other than the Rodhitzon? I imagine that battle alphas would be the the next best durable creation, leveled with endurance, but I'm not experienced in using them (this is of course, exempting Ur-Drakons, which are obtained way late into the game).
  3. ...what? I was under the impression that everyone used a right shift. Left shift just feels weird to me. Whenever I have to hit anything to the right of shift+5 (%), I just stretch my index finger over. 1-4 (!@#$) are hit by my left hand. On the topic of space bars, I always use my left thumb to do the space bar. This is how I've typed, and I think that I'm pretty fast at it.
  4. I have 10 battle magic and 6 spellcraft. What I meant was I could boost them both by four if I used all of my 40 skill points. And I am really not getting hit. I don't think that there will any problems between where I am now and when I get Strong Daze, which iirc, should daze everything, even Gazers and such. EDIT: I'm on Torment. Another EDIT: Yeah, I got Parry. Stupid clawbugs...
  5. Yes, I know the benefits of Parry, I'm also running a guardian right now, and his parry is pumped up to 20. Literally untouchable (except for those pesky gazers, they are very annoying and I have to kill them in one round or they'll one hit kill me). However, so far, I am seriously not getting hit at all. I don't think that it will get any worse too, as I do not have strong daze yet (in awakened + zakary's area). I have forty points stockpiled up now, and I can pump parry to 10 if I use them all. But I think that there are other things it could be spent on to make it better like Intelligence, Magic, or even Shaping. EDIT: I still don't know what to do. A quick check allows me to see that these forty points can boost Battle Magic +4 to 14, +4 Spellcraft to 10, or give me 6 in a shaping skill, or and 4 into intelligence.
  6. I was wondering if an Agent needed any Combat skills. I'm not sure whether to spend points on them or not, mostly Parry. I'm not sure if I need it as I'm usually attacking my enemies and running away, not getting hit. It'd be nice to know about Melee Weapons too.
  7. I think that the drayk/cryodrayk have more hp then the cryoa, and the drayk/cryodrayk have much more skill in their breath attacks (20), while the cryoa only has 2. They are much stronger. Also, the cryodrayk is better then the drayk. It uses ice spray while the drayk uses firebolt, ice spray is stronger. It also has a much better accuracy. Cryoas are a very solid creation in all games I've found, as you can usually keep them for a long time, leveling them. How early you can get them is also a really good bonus (basically as soon as you start the game). I don't know about your question with the vlish though.
  8. This is what I do not like about G5. I loved it in G1 and G2 when there were just oodles of living tools all over the place and you'd have, like 50 in a stash.
  9. Of course magic is advanced physics. Have you not read Harry Potter? What do you think Arithmancy is?
  10. Six canisters so you don't get any bad effects
  11. I was actually talking to Dantius, who said that the first Glaahk canister was in the storm plains. And yeah, Glaahks are good to mix in with your clawbugs early on but once you get the storm plains, rots easily beat them.
  12. No, the first Glahhk canister is in the unbound fortress in Mera which is easy to get early by pumping corrupted thahds at the podlings guarding it, then sneaking in.
  13. How is it nigh impossible to raid Gorash-Kel? I found it really easy; I defeated the podlings guarding the canister by constantly shaping Corrupted Thahds and sending them to kill em one at a time, going back to a city to recharge. After the podlings are dead, I sneaked inside of Gorash-Kel and raided it of everything I could, including the canister, and this was all very early. This was on torment, on my shock trooper run, and I had pumped battle shaping high (around ten I think). Glaahks are also very useful, as I can get them as soon as I reach Gorash-Kel, and mix them in with clawbugs to tear through Mera rather easily. Although I don't think I ever tried the Ur-Glaahk (I was using a rotghroth and drayks during the storm plains), I'd think that you could mix them into your party rather well, as if you sneak into Gorash-Kel, you can buy them as soon as you get to Perikalia (I think).
  14. loljk And what difficulty are you on? I doubt you'd be able to keep your Fyora all the way to the storm plains on Torment.
  15. I'm pretty sure that the Geneforge series is finished. (We can only hope for Blades of Geneforge)
  16. You've never used corrupted thahds before? They're a very good creation to counter magic ones throughout the game, even the gazers at the end. Sending waves of them is a very good strategy that can kill a lot of the creations in the game. I used it to kill that drayk very early in the Podling Crossings.
  17. You need to rush in to combat mode; If you do this, you should be able to disarm one or two of the mines (usually one). If you are a bulkier character, you can use essence armor + elemental armor + protection, and disarm one of the mines and survive the other. It will take a bit of tries, but it's possible.
  18. Drayks are a good creation, but I find that they get replaced rather quickly by War Tralls, which you get very early in Gazaki-Uss. Cryodrayks, however could still be added in for variety, as it is always good to have more than one type of attack.
  19. There isn't? Because the chance to deflect attacks seems to stay at 50% after 10 parry. Or is it really higher, and the game is lying?
  20. I'm going to start guardian in G2, and I'd just like to know how far should I pump it. There seems to be a cap on 10, so is there any point of putting points into it after that?
  21. Well, which character are you starting out as? Shapers usually major in one shaping type, and then minor in another, while using battle/mental magic. Intelligence is very important, and you'll need it somewhere up into the teens Shock Troopers usually follow the same shaping build as Shapers, while going either melee or missile. Blessing magic is good for them, but you shouldn't be putting points into any of their magic skills, as there are many items that up your blessing magic. They will not have as much int as a Shaper. Serviles are tanks, endurance being very important, and also either go melee or missile, but also have the option of using battle magic as their prime offensive attack. Mental magic is also good, while no points should be spent in shaping: you can boost these up with items towards the endgame. That's all I really know about; I haven't had the time to play through the other classes. Other members here will likely enlighten you about them. A few things to know is that battle creations are godly in this game. Pumping it up to around 11 in the beginning is actually a good strategy, as you can get clawbugs that will rip through everything in the Testing Grounds, a very early area in the game. Unless you are a Agent/Sorceress (and even if you are), you should not put any points into magic until you get to Haria-Kel, as you can get training in it there unless you've put points into it, saving you a few skill points. War Tralls are also a very good creation in this game... You can also get these very early by rushing to Gazaki-Uss and stealing a canister in the laboratory. EDIT: This is assuming Geneforge 5...
  22. You should also get the War Trall canister in Gazaki-Uss. They are very powerful creations in the Storm Plains(at least I found on my Shock Trooper run).
×
×
  • Create New...