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Geneforge 3


Corny Cheese
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I prefer Shapers, because they fit best to the theme of the game. Every RPG has fighters and mages, but the idea of magically creating your own army is unique to Geneforge. (I am sure it's been done before, but I haven't seen it in any other game.)

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I voted Guardian, Magma ... I like being able to stand next to something knowing it will be reduced to a puddle in the next ten seconds. However I don't use creations as a Guardian; the ultimate character for me would be a magical Guardian with no shaping skills. That way, I could augment myself further.

 

But what's the point of good armor and weaponry if you're not going to use it? Guardians are where it's at.

 

Am I the only one who thinks of "Donnie Darko" when I see "Dakro?" I loved that movie.

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Normally, I like Guardians. I just naturally play a Guardian-type strategy in Geneforge. I didn't vote, though, since this was intended specifically for G3, and I haven't played G3.

 

Dikiyoba doesn't have too strong a preference for any of the three classes over the others anyway.

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I'm still grinding through GF2 so I haven't voted. I like agents except for having to creep forward in combat mode all the time to get first strike, At least as a shaper I get to wait until contact with the enemy usually. I'm still trying out different creations, but seeing them stronger than most of my characters is annoying. Shapers can be fun if you have missle weapons skill.

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I don't think I've ever played a Guardian. Magic users are my favourite class of RPG characters, and so I naturally gravitate away from melee fighters.

 

As for Agent vs Shaper, the Shaper has the potential to be as good as an Agent in terms of magic, whilst also being able to spawn up huge armies.

 

I usually play a Shaper.

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Quote:
Originally written by Last Flowers xx:
the Shaper has the potential to be as good as an Agent in terms of magic.
This is simply not true. An Agent will always be a few points ahead of a Shaper (given the same skill point investment) in each spell skill AND in spellcraft -- about 4-5 points ahead total once you've plugged a few levels in. Agents also get 50% more spell energy, which helps with the upper level spells.
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