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A6 - New Run Through


Øther
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As the title suggests, I am going to do another run through. This time, however, I want to try some kind of build that would be interesting, unusual, and at least slightly challenging. I would like for you people to give me any suggestions (except any kind of singleton, since I just don't play that way. However, I don't think I would mind any other sizes). I have seen the endings where

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1) Gladwell quests: Not finished, Darkside loyalists: killed, The Scourge: destroyed, Lord Farrar: Left alive, Tenevera: left alone, Dragon quests: 1/2 done

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2)Gladwell quests: finished, killed, Darkside loyalists: killed, The Scourge: destroyed, Lord Farrar: killed, Tenevera: destroyed, Dragon quests: complete

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3)Gladwell quests: finished, killed, Darkside loyalists: killed, The Scourge: destroyed, Lord Farrar: killed, Tenevera: destroyed, Dragon quests: complete, killed

 

What would your suggestions for my next run through's build, difficulty, and alignment be?

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You could try an all-thug party with just enough priest skill to get you up to mass curing/healing or so. There will be a few tricky spots where pounding on things with swords doesn't do much good, but that's what scrolls and wands are for.

 

Or maybe an all-magic party with little or no pounding ability. That would be a tough one.

 

Has anyone ever tried a no-armor party? That would be tricky, too.

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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.

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all casters (2 each or 4 combo) but for locks you need to make 1 caster being lockpicker/trapdisarmer.

 

all bow/thrown-users (+lockpicker/trapdisarmer).

 

all melee/pole is quite difficult since then needs to use health potions/elixirs alot and 1 being tool user.

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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.

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If there isn't any kind of meatshield (warriors), then everyone else will have to spend some of their skill points on endurance. That's why I usually don't want to do parties of all mages or priests, since you don't spend as much time on their endurance (usually), and the whole party would can, if you aren't paying too much attention, get wiped out by a few enemies that do moderate damage. (Happened to me in A5)

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all magic is difficult since area spells are gotten bit late and even with 2 turns per round it takes a while to kill enemies with fireball/smite and then of course are magic resistant enemies.

 

all pole and bit magic to get some buffs and ability to kill physical damage resistant foes should be fine..

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Well, you did say you wanted to do something interesting, unusual, and challenging. That does imply doing things a bit differently than usual. So if you don't have meat shields, yeah, your magic users will have to soak up some damage. Which means they might not be as magically powerful as they would be in a game with fighters, but you'd have more of them.

 

Right now, I think a fun one would be four fighters, two with a little mage skill and two with a little priest skill--just enough to give you the basics--and put the rest of their resources into combat skills. I'd give it a try, but I'm in the middle of a torment playthrough that's tormenting me.

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For my new run through, I think I will do this: Two Nephils, both of whom have two points in priest, 3 in first aid, both will dual wield, and both will focus on endurance, strength, and melee. Also, one will focus on tool use and the other on nature lore. Both will have DW and EW as traits. Difficulty will be normal for now. I think they shall want to try to spread evil and chaos, so they will try to kill the dragon(if it is possible for them), and go through with Glawell's quests and let him live.

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I was thinking about making one of them have two points in mage instead of priest, but then I remembered that I can't cast mage spells while I have too much bulky armor on, and I want as much armor as I can get. There is a way to work around armor so someone can cast mage buffs and summon stuff, but it requires a person who can cast mage spells without a problem, and I don't have that.For mage spells and such, I'll just have to go with potions, scrolls, and wands.

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It's 25%, and both of my characters are already past that, and they haven't even gotten to the portal keep yet. I'm going to have to be investing in Dex and Luck so they can still hit things.

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I know. In my last run through, they were quite difficult. Now, I'm just going to have to hope that all the armor I'm shoving on my people and the extra levels coming from having only two people pay off.

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