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Bonam

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Posts posted by Bonam

  1. So, something like:

     

    Priest 1 (main tank):

    14 priest spells

    10 spellcraft

    10 resistance

    8 melee

    10 hardiness

    10 parry

    1 cave lore

     

    Priest 2:

    14 priest spells

    10 spellcraft

    10 resistance

    8 melee

    10 hardiness

    7 TU

    3 free points

     

    Mage 1:

    16 mage spells

    10 spellcraft

    10 resistance

    8 melee

    10 hardiness

    3 TU

    1 AL

    5 free points

     

    Mage 2:

    16 mage spells

    10 spellcraft

    10 resistance

    8 melee

    10 hardiness

    4 TU

    1 AL

    4 free points

     

    Options for the 12 free points:

    - could do 13 in AL to get the spells early + 4 resistance

    - could do parry on all those characters for more survivability

    - could get first aid for SP recovery

    - could get luck for more resistance

    - the free points on the mages could go to priest spells for extra flexibility in healing/buffing

  2. Slarti, based on the OP, are you basically recommending a pure spellcaster party of 4 characters each of which have:

     

    17 priest OR mage spells (probably 2 chars with priest, 2 with mage)

    10 spellcraft

    10 resistance

    10 melee

    10 hardiness

     

    leaving 24 total party skill points for:

    1 cave lore (8 can be trained, 2 from items/quests to reach 11)

    14 tool use

    13 arcane lore

     

    That's 4 points short, which means sacrificing 4 hardiness or 4 resistance to get those 13 points of AL to get the 4 points of resistance... so may as well drop AL and use sage lore.

     

    That leaves, 24 total skill points for:

    Char A: 6 parry (front line character)

    Char B: 4 tool use, 2 free points

    Char C: 4 tool use, 2 free points

    Char D: 5 tool use, 1 cave lore

     

    The free points could go to parry, or maybe luck? first aid?

     

    With this build, you'd have 4 spellcasters, all with early access to adrenaline rush, all quite tanky.

  3. It kills the roleplay and immersion factor forcing yourself making a optimal group. Because you'll be skipping out on stuff like cave lore and lock picking. I feel the game was made for normal or hard. Torments more like a challenge mode of like "hey your not supposed to win kind of deal" unless you optimize and cheese your way through battles through daze and aoe spell spamming.

     

    I don't think that's true. The penalty for getting cave lore is a few hundred gold. And tool use is totally worth it on Torment. I typically finish Jeff's games with a party that can access all caches, open all doors, read all spellbooks, etc.

     

    Now, it does mean that you need to build your characters optimally in terms of role and point distribution. Daze mostly doesn't work at higher levels anyway, but in any case using the available spells in strategic ways isn't really "cheesing". Cheesing would be going back to town after every fight, or ducking in an out of a level to kill one enemy at a time, whittling away a group, etc.

  4. I was thinking about the gymnastics + 1 AP item case while playing. At 12 gymnastics, that's 6% bonus to chance for 2 attacks per point. But at say 4 gymnastics, you still get a 34% chance of 2 actions, which is 8.5% per point.

     

    Going with a piece of mercuric armor in combination with even just the 2 trainable points of gymnastics seems a decent option for most character types. With 2 points and the +1 AP item, you have a 19% chance of 2 attacks every round before any buffs.

     

    By the way, I recall in some older games you could sometimes get 2 extra APs from gymnastics. Is that still the case?

  5. I use an archer as a high evasion meat shield that can do damage to the back row without having to move. It's a buffer for the softer casters that supplements the melee fighter since it usually doesn't have to move. Facing large groups the melee fighter gets bogged down with other melee attackers and can't be as selective on where to deal damage like an archer.

     

    How effective is evasion on torment in A2?

     

    Anyway, I feel like it's almost always magic attacks that pose the greatest danger to my tank, and that's with an investment in hardiness, which the archer can't easily access.

  6. I don't think archers are that bad, even on torment. They make up for their lack of damage output with range. It's necessary that they will do less damage than melee, lest they be grossly overpowered. If archers did as much damage as melee characters they would probably be game breaking.

     

    The problem with archers isn't the relative damage.. it's their lack of any useful role in a party.

     

    A melee character stands in the front and prevents enemies from attacking your softer casters, as well as doing damage

    A mage pumps out massive AoE damage, buffs your group, and curses enemies

    A priest heals and blesses your group, and also provides AoE damage

    An archer... does damage

     

    An optimized group will have at least 1 melee, mage, and priest. From there, the choice is usually whether you want your last character to be a 2nd mage or a 2nd melee, either to hugely boost your party's survivability or to hugely boost its AoE damage.

     

    Given that the archer's role is nothing but damage, and they can only really do single target damage, I'd really only consider an archer if they did at least 2x the single target damage of other character types.

  7. Yes, auto move is terrible. I've had it get me killed a few times in dungeons when a PC would randomly run around a corner I hadn't explored yet and get attacked by more enemies. There should at least be a setting to disable it. If you try to cast a spell or shoot a missile at a target and your character is out of range, the game simply should just give you a message "out of range" and you can then move your character manually and try again.

  8. I didn't find A4 particularly hard to play for the UI, I do not like the blending of indoors and outdoors. That said, the earliest that Jeff could remake A4 on his current schedule would be for a Spring to Summer of 2017 release. By then, windows 11 will be in a beta form and who knows what Apple will have changed, so I think that Jeff will need to do an A4 remake as either the release after A:BW or the release after the release after A:BW, leaving room for him to start remaking Geneforge.

     

    2002: Avernum 3, Geneforge 1

    2003: Geneforge 2

    2005: Geneforge 3

    2006: Avernum 4

    2007: Geneforge 4, Nethergate, Resurrection

    2008: Avernum 5

    2009: Geneforge 5

    2010: Avernum 6

    2011: Avadon 1

    2012: A1: EFTP

    2013: Avadon 2

    2015: A2:CS (should have been late 2014 to follow the cycle)

     

    With 1 game/year, if he was gonna remake the whole Geneforge series, going forward could be:

    2015: Avadon 3

    2016: A3:RW

    2017: Geneforge 1 remake?

    2018: A4 Remake

    2019: Geneforge 2 remake

    2020: A5 Remake

    2021: Geneforge 3 remake

    2022: A6 Remake

    2023: Geneforge 4 remake

    2024: ?

    2025: Geneforge 5 remake

     

    Of course, this ignores the possibility of making new games rather than remaking old ones, which he might also decide to do.

  9. Thanks for posting this. Looks like you can get away with 12 AL pretty easily?

     

    14 gives you return life, but you don't really need level 3 of that, you can revive just fine with level 1/2

    15 gives you cloak of blades but with most parties you'll probably want cloak of the arcane up instead most/all of the time

    17 gives you ward of steel, but you probably want ward of elements (or sometimes thoughts) up most of the time instead anyway

     

    Also, your item list says Vahnatai Lore reduces the AL needed for "some" spellbooks. Which ones does it not apply to?

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