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Mukwa

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Everything posted by Mukwa

  1. cool -- figured, but I just wantedto see if anybody has looked at them on G5 -- I just did a ShockTrooper for the Demo area -- 15th lv, 10 Missile, 10 Mechanic, 9 Int -- 150 Essence for 2 pumped roamers tagging along .. lol. Just waiting to get a Vlish .. Magic is at 1, which is a Shockers weak-spot anyways. The ice crystals, javelins and thorns -- nasty damage, so I have to smile
  2. I am curious -- in G3 and G4, a missile based shaper is viable -- say 10 in missile weapons, say 5+ Dex -- and you have a shaper that takes a VERY active and powerful part of combat (instead of just sitting back healing & buffing) -- I know a Missile Guardian is fairly easy to make -- the spells and shaping weakness really hamper them, so essentially a missile based shaper in the long term is better than a guardian imho So the Int is lower 7 instead of 10 coming out of the white spires), since I initially boosted Dex to 5 (so his hit chances are definately better) so he is much lighter and less armored, so able to keep Str down to say 3 (maybe). and endurance also keeping it down (say 3). So essentially having a 2,5,7,3 with 10 in Missiles, Blessed, and some luck -- the damage one can do is pretty good. and that is just coming out of the Whitespires. So is this build for a shaper viable in G5?-- or is it unworkable compared to the "sit-back - heal/buff" style shapers?
  3. Originally Posted By: Dikiyoba Originally Posted By: Mukwa edit: Yes I forgot one does see the create roamer cannister by the fort -- so technically one CAN create roamers in the G5 Demo -- but one cant use a roamer like one *can* in G3. Oh, you can sneak in and nab the canister early, so you can use roamers for some of the Whitespire area. Dikiyoba didn't like plated artilas in G4. Have they been significantly improved in G5? True -- one can be sneaky and do that -- thx. Yes, the Plated Arty's are imho worth it and the best critter one can use in the Demo area.. for the Plated Arty's; MUCH better HP and able to take damage (Which was my biggest gripe about regular arty's) My 2 favs for the Whitespires-- Cryoas and Plated Arty's, as I like ranged support with effects most don't have a resist to. But, for the Depository -- make sure to use Corrupted Thahds with Regen Aura running -- makes for an awesome fight.
  4. playing G3, G4, G5-- I have been playing G3 for a week -- so I can see the differences between the Fryoas, Cryoas and Clawbugs for Demo's -- G3 letting one create roamers and Vlish is pretty damn cool. As for the G5 Clawbugs -- yes I do create them early -- but the Plated Arty in G5 is better than the clawbug -- hands down. For early critters, I usually go in this order -- Fryoa, Cryoa, Clawbug, Plated Arty. (sometimes even bypassing the clawbug) ( I dont even mess with Thads) -- but I do make sure I am able to make a corrupted Thad for when I head to the depository later on. edit: Yes I forgot one does see the create roamer cannister by the fort -- so technically one CAN create roamers in the G5 Demo -- but one cant use a roamer like one *can* in G3. --- in G3, using the Searing arty and Cryoa are great, as the damage is very good. Using my Vlish and roamer is good too. I haven't used a Thahd Shade yet --but like I said above, I really dont use Thahds .. for the Demo area of G3, I would have to give the top critter slot to the Vlish of course.
  5. lol -- not with my archers .. , but for most at say 2nd or 3rd level to do the quest .. yeah -- as cavebows will be common.
  6. Well, I am still a Noob for the series .. as I have A6, A5, A4 and G5, G4, and G3 on my puter .. so I can only speak of the second trilogy of Avernum -- and maybe a few blurbs from Geneforge. The Graphics of A6/G5 and Interface are great -- I aint worried about features -- The "overall plot" is linear -- but with so many side-quests, there is a lot of non-linear feel to the all 6 games I've played. Out of the A4, A5, A6 group -- what I see in A5, A6 is great -- especially the battle disciplines! As far as annoyances that other people have brought up -- the A4 with having most goblins killed and FINALLY making 2nd level ..lol, I can see that ..lol, but just like normal RPG's, it takes a while to get any level -- so for most of the games, the first couple of levels (part of the Training levels) -- just so the characters can gets set-up, in A4, it takes a while, and so it has a more realistic flavor from my days as an old pen & paper RPG'er.
  7. I wonder how powerful they would be with Shaping .. I could just imagine some of the critters walking around with an Avernum wizard like X having some Geneforge ability ..lol
  8. the lizard pack is fairly easy to kill with sliths, so I had to go weaponless and just punch the beastie into submission .. lol. As I happen to kill him too easily ..
  9. For Brute strength -- yeah -- Battle creations are the way to go. Once I get my scorps, I dont usually need cryos anymore. Although, Magical creations are a trip as well. I might be strange but I equal out all my stats when I build my critters -- cause I hate it when they go "nuts", so I try and build up enough Int in them so they wont typically fail Int checks.
  10. Yeah, when I first saw it, it shot at my "archer" nearly killing him -- but that was it basically -- my 2 tanks charged it; healed the archer, then hacked the critter up. 2 rounds -- poof. I have killed the ice wraith at 10th usually, but with high damage pole-arms,backed up by spells, it makes short order of the beastie.
  11. Well, I just finished up the Crystalspawn sidequest in Portal Tower -- so everybody then knows my Slith are 10th lev. a little update on how the party is developing .. 1) For my first "blessing" - I chose 'spear', as the party are all pole arm users. It saves a whole level+ for that. 2) My main Tank is up to 10 Pole and is starting on Quick Strike. Next level, after buying a bit more Pole, new special abilitiers should pop up. His 7 Blademaster level helps with fatigue and Battle manuvers. 3) I am keeping the Singing Blade and Blessed Shortswords -- just in case I have spare points put into Melee later on. 4) The "mage" having Spellcraft 11, ME 8, Magery 6 is pounding out some nice spells now. So he is fast becoming a "real" mage -- one that can swing a Steel spear nicely ... I know I need to increase his Magery to take advantage of trainers again ... 5) My tools guy -- stable at skill 11 -- will get him to 12 skill when he levels. So most doors will be opened with that skill. But sadly his Pole/Bow skills are at 4 -- pitiful as we know, but expected for going all stats at the beginning. 6) The "priest" is like my 'mage' ... heavy into Spellcraft, ME, and so on -- so also now a MUCH more capable spellcaster. Once ME really gets up -- the smites will fly off his hands. So he also is becoming more of a spellcaster-support --- So over-all: The Party still is very much a get in close and fight hard kinda party. Due to the Spellcraft levels, spells do much more damage, so I have options with the 'mage' and so I don't NEED to put him frontline like before (although, he is still a very capable mage, and can swing that Spear if the energy ever got that low -- which at this point, it doesn't). The Tank and "archer" definatly charge in and hack stuff to bits as I see my main tank doing 75+ damage per stike sometimes. So the party seems to slowly develop into a "regular" party, albeit one very hand-combat capable.
  12. yeah, the crypt wight splits into more baddies -- so the fight is a very tough one. imho -- just a tad easier than the ghost/abandoned mine one (with all the crystals & can be bought for 500 coins)
  13. yeah, my "priest" went PS/DT and my "mage" went NM/DT -- so they had spells, but with a skill of 2(@ 1st lv), getting new spell training is difficult. and yeah, NO First AId, Arcane Lore, Nature Lore .. nada .. so for most, 1st lv looks very bleak .. lol I am currently 7th Lev .. almost 8 -- just NOW getting towards Patrick and doing the last of the 3 main quests before Great Portal quest. doing all the side quests I can for any xp -- 1 thing I can say about the first few levels .. OMG what a pain, but once I had Nature Lore, Arcane Lore, First Aid, Luck settled -- I could work on weapons & spell skills The most "difficult area" was fighting the Kitty Cult -- since my bow skills are 0 -- yes, you saw that right -- ZERO in bows, so getting thru that cult was a pain ... I still need to fight that Hellhound, which by now I figure will be easy to kill. The party overall is a really hardcore in-your face combat machine. I am using a Fine Slith w/ 3 Steel spears and seeing my mage do 40+ dam per hit makes me smile .. lol. I am using Protect/Bless/Haste on a continual basis -- so with the relativly low weapon skills -- I can still hit stuff. This party is definately NOT into ranged combat -- it gets close and bloody fast. Pros: Good damage -- I will see what hitting that Ogre is like -- as he is tough for a low level party. So is that mage in the Inn (E of the Castle) Good HP -- Man, that high End for everybody is awesome to have -- saved my butt several times. (allows me to hoard those return life scrolls). Good Armor -- Everybody is wearing heavy armor, & due to the str of each character, I am not loosing any AP at all .. so it makes QA boosts even better. Cons: Paitience NEEDED -- This is a real challenging game, as those good stats give characters great potential, but it's a race to "develop" them in terms of skills for the later areas of the game. Lack of early tools skill -- this is a real toughie here. as it totally strips any development for the character until tools is raised to a "comfortable level" [i have him currently at a 10 so I can boost his bow skills now] Wisdom Crystals -- Man, these are even MORE critical, since you really have to be careful on who you give these too now -- it feels like a strategic move.
  14. I started this last night -- just to see how it *might* work. I figured it might work against low-level critters, so I'll see. What I did was essentially do an all-stats kinda build So I created 4 Slith, and .... my 2 tanks, I did 6 Str, 5 Dex, 4 Int, 6 End -- so as to ultimately unlock Blademaster, Anatomy, Quick Strike and a whole host of specials. they went EW, DT of course my 2 spell casters went 4 Str, 5 Dex, 6 Int, 6 End -- so as to unlock ME, and other needed specials. -- so the stats look good -- but the skills are aweful .. so I know I will need to build up critical things like spellss, tools, poles, etc, tec .. -- So how crazy is this idea? -- is it *maybe* just a tough challenge game, or is it a dead-end idea? Pros: no need to worry about weight issues Damage is good with all 4 characters (when they hit) Special abilities will unlock (once I get the skills) they are Sliths -- Xtra HP, resists Pole arms -- good damage w/ bad skills and good str. Cons: No Skills -- very sad situation at 1st lv. No battle skills anytime soon.. No special abilities like Dual weapons or Blademaster soon .. No tools skills (*can* be build up fairly fast)
  15. Originally Posted By: Øther Then if they tend to die and you often have the need for new ones, then it may be a good idea to put a few more points into your preffered shaping catagory. yeah, agreed...
  16. yeah EE -- I tried that all bows on a magic heavy party, and just couldn't get past the lack of damage they did. The magic damage is fine, the ME made a difference. But by 7th lv, I had to give up on that idea. I "could" try a fighter heavy all bows/magic group kinda like 1 Archer/Tools, 2 Archer/Mages, 1 Archer/Priest -- so I have a decent amount of magic. The party will pof course have great ranged damage. But for those fights needing good combat damage -- it would be a tough challenge.
  17. Adrenaline Rush sounds sweet .. thx Dual Weild -- yeah, even at low levels, the damage seems to add up (using Nephils and DW of 5+) The trick I am seeing is building 4 custom Nephils from the ground up. Maybe give all four 5+ Dex, 4+ Int for a whole slew of great abilities. I even thought of trying a Def 5, Parry 6 on a spell caster to see if that might help out in the long term. I aint sure if the caster would get Riposte or if it would be worth it for a spell caster ... It might work on a Tank/Priest or Tank/Mage -- so who knows.
  18. Yeah I am running 3 party's -- 1 -- Heavy combat with very little spell power -- just enough for low level heals and firebolt kinda stuff .. all 4 use EW/DT (Lots of quick strike/dual-weild & bows for both close-up and ranged combat.) 2 -- Heavy Magic. Archer/Tools, 2 Mages, 1 Priest -- so very little combat ability, heavy on ranged combat (spells + bows) 3 -- Defensive Kitties. 2 Tanks, 2 Priests. All are using DW & bows with Defense & Parry. so 2 with EW/DT, 2 with PS/DT. So the party has no "real" offensive spells -- but are strong in combat & healing. All 3 have thier challenges -- it is interesting to see the differences between the 3 groups. 1 oddball addition one can do in a fighter heavy party/low-magic party -- is to make a "Thief/Mage" -- so have them as an archer/tools person with low level magic. So they are a ranged combat person. I could see them use Defense/Parry/Anatomy/Quick Strike to add some "umph" to the character.
  19. yeah -- betraying Mek, Geneforge -- giving one a +2 - -and add the Students Belt for another +1 == +3 total, very good indeed. At the start-- using a Shaper as a template. Putting every point into Int -- grabs one a 7 Int .. so with betraying Mek, Geneforge ands students belt -- that could give somebody a 10 Int. so then -- we can safely assume somebody will want to get to every nook and crevice of the demo area -- and get to level 15/16 by the time they leave the Whitespires Pass so we'll say 75 points in skills gained. Now -- that makes a person @ 1st level having a 1 Leadership and 2 Mechanics -- a VERY tough situation -- we KNOW that discussions and areas are locked until leadership is gained to at least 5 in the "demo area" -- so that is points needed we KNOW that certain sections are locked due to the need for a far better mechanics skill level -- as there aren't enough living tools to open all the doors with a skilll level of 2. So we KNOW mechanics will need to be raised significantly -- so points being used there too. Now if I am not mistaken, the Plated Arty is a level 2 critter -- so buying a level in Magical creations will help -- more points to use ... Now I (for my characters: 4 Str, 4 Dex, 4 End, 10 Int) -- so yes, I COULD have not risen in those other stats and just bought Int -- to say 13, but dragging along all that extra equipment gets to be a pain when one is encumbered and trying to cast spells .. Also I make sure I bought a few points in Healing and Blessing Magic for support of my critters -- also more points needed to spend. So then -- I see the above post saying how it is viable to just pump Int to 20 for those first 15 levels while one romps thru the Whitespires -- I disagree and see that as far too risky -- and a need to spread out the points a bit will do one a favor in the long term.
  20. With buying spell levels -- in 1 party, I had each buy 1 lv of priest & mage so I could cast those quick 1st lv spells we seem to cast all the time ..lol So that way, each character could essentially heal themselves for a little while; And be able to cast quick firebolts if say stuck in a corridor while the front guy is tanking banging on a critter. Since firebolts do more damage than bows -- "depending on what they're fighting".
  21. Yea, you will have no issues with that party with the rats or gobbs. For my Nephil Fighter, I tried ... 2 Str, 5 Dex, 4 Int, 2 End 7 points in Melee -- so I had Quick Strike, Dual Wield, Anatomy, and the others gotten from Elite Warrior/Divine Touch. A few points in QA to boost that -- so I built him more for speed, quick to shoort with a bow, get in-get out and strike hard when he needs to. While my Slith Fighter I toyed with .. 2 Str, 5 Dex, 2 Int, 2 End 8 Points in Pole, 5 Def. So I had Quick Strike, Parry (@ 6) -- to try out a more defensive feel to see if Parry really makes a difference at 1st level -- As far as the 5th Battle skill -- the one that costs 11, that's Focus Spirit, looks good
  22. I think it's 7 in each (Fire, Battle, etc) for points to create everything But yeah -- I tried a shaper with less Int and better ability in Shaping to see if it makes a difference. I could make awesome beasties at 10th to 15th level, but the lack of essence hurt him (so I could make 1 awesome Plated Arty, and nothing else, when I could have used 2 or 3 of em) Which is why I went to 10 Int -- 2 Shaping for the Demo area, as Shaping skill-level isn't critical for those awesomely powerful beasties yet -- the essense to create a group of 4 weaker ones is (so I could have 3 pumped scorps or 2 pumped plated arty's easy) So as Shaping skill goes up in the next few sections of the game, the high amount of essense stays, and the power of the beasties gets awesome pretty quick. -- And this is for EVERY "class" -- so a Shaper or Servile or Infiltrator -- it's all the same ..
  23. ok, cool -- so I was thinking along good solid lines then -- cool Thx for the tip -- I should look at it then ..
  24. I am curious about trying several "party" styles .. Kinda a thought-process from my days playing Wizardry (loved that old series) and other great games where players loved to tweak thier "parties" and see various "What-if" scenarios --- So Currently -- I am playing Human Berserker w/ Elite Warrior/Divine Touch (dual-wield) Human Priest w/ Pure Spirit/Divine Touch (dual-wield) Slith Sorcerer w/ Natural Mage/Divine Touch Nephil Archer w/ Deadeye/Elite Warrior (dual weild) The Berserker is doing the Anatomy/Parry/Blademaster The Archer is my bow/tools guys of course The Priest is doing ME The Mage is doing ME w/ Pole weapon .. --- So I was looking at creating a Slith parth where the party are mostly fighters, but can cast spells -- especially priest stuff for healing. Maybe 2 Soldiers, Rogue and a Shaman so that all use Pole arms and bows. (Iron Halberd, Fine Slith, Steel Spears -- make an early/mid group viable for damage.) Also a Nephil party and see if Dual weapons, gymnastics, quick action can make Dervish-like quickness. Thinking 2 Soldiers, Archer, Shaman with heavy use of Elite warrior - and Dual weapons/Bows A third option is a Slith spell heavy group with some decent fighting skills. Say Defensive for Soldier/2 Priests/Mage or Offensive with Soldier/2 Mages/Shaman. So swords/bows and lots of Divine touch being used. The Slith could be viable here for the xtra HP, and added resists. -- So those are just ideas for testing -- but, I am curious what you folks have played with to see what creative ideas you have tested.
  25. I am basically finished with the Demo section in my current game. The game is nice and big and has a definate open ended feel, yet staying within a general storyline .. so the side quests don't distract you from the main focus. So for the last 2 "levels" Instead of heading for the Great Portal, I went and finished off the remaining side quests I could and stay with in the Demo area. I'll say this -- A6 Demo area is definately more open ended that G5 Demo area. But, for the Factions one can choose really make G5 more open-ended than A6.
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