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New character build


Taliesin

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After playing all the Geneforge series as a shaper, lifecrafter, and shocktrooper, I am thinking of playing G4 again, this time as a servile. I had heard that a huge QA and Parry boost at the beginning worked wonders for melee Guardians in the first few games (especially G2), but I believe that it doesn't help as much anymore. What do you guys think should be the first place I put skill points as a melee/mental servile? (Other than melee and mental magic, haha.)

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It depends what you want to do as your primary attack. A servile can be played as a weapons character like a guardian or as a battle magic character similar to an agent/infiltrator.

 

I found that most of my points at the start actually went to mechanics and leaderships so I could get the free experience from doing quests and looting around Southforge Citadel. A few points to missle weapons and/or battle magic makes it possible to use those unsellable javelins for attacks or to beef up that attack from bolt of fire. Daze from mental magic is what you use to give you time to pick off the swarms.

 

There really isn't a wrong way to go with a servile since you can even use him as a poor lifecrafter that is always short of essence.

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He could change his mind. Both have their advantages. Combat does medium damage to everything if at a good level, and magic can do high or low damage depending on the spell and if magic is at a good level. Spells and missiles can run out of energy/ammo, while melee can't. But spell energy can be restored in combat, whereas ammo can't. Also spells are attributed different properties, meaning there is a chance that the spell has a chance of doing either really high damage, or really low damage (this is especially true at high level magic), whereas combat would do a similar amount of damage the whole time (excluding a few boss encounters where the resistances change).

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Hm... That's a good thought. I was planning not to put much into battle magic, but it will become pretty handy eventually. Especially essence orbs for the multiple attacks.

 

Daze is certainly very cool. I never really used it much until my last G2 character, who found that Strong Daze would guarantee victory in almost any situation. Combine that with an Eyebeast or two, and they'll never wake up. laugh

 

For now, I think I'll stick with javelins for my main attack. After all, they are the stereotypical servile weaponry.

 

Now, the real dilemma... loyalist or rebel? Perhaps I should balance the two, and go for world peace? We shall see.

 

Learned Tal thanks you for the advice. :p

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That's what icy crystals are for (killing wingbolts) and they give great damage with some missle skills. For most of the Forsaken Lands you can get by with just unsellable javelins while you wait for a decent melee weapon and build up your character. Besides you want a good range attack for speeding up the rate of killing.

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Quote:
Originally written by Taliesin:
After playing all the Geneforge series as a shaper, lifecrafter, and shocktrooper, I am thinking of playing G4 again, this time as a servile. I had heard that a huge QA and Parry boost at the beginning worked wonders for melee Guardians in the first few games (especially G2), but I believe that it doesn't help as much anymore. What do you guys think should be the first place I put skill points as a melee/mental servile? (Other than melee and mental magic, haha.)
You might as well just play an infiltrator which is magic heavy and melee medium, because you'll end up ahead.

As to your build, I wouldn't bother parry, as it's been useless ever since GF3. The chance to parry is slim, and the damage reduction is laughable. If you want to stand up to more damage, sink points into endurance.

As I learnt the hard way, missile skills are useless in GF4. Why? Well:

- The alteration to the move and attack mechanics means that any melee monster can just walk up to you and smack you in the first round of combat. So you might as well just engage in hand to hand combat.

- Submission batons and null wands have been nerfed, because stun doesn't do diddly.

- Even a servile will do more ranged damage with their spells than with batons/wands.

- If you want to do physical damage, run up and hit them with your sword. Note that swords can get enhancements that missiles can't, such as curse and slow.

- Crystals only remain effective if you invest heavily in missile and dexterity. So essentially, you're making a huge investment in order to use crystals. Is it worth it? Not from my experience.
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As a Servile, you probably want to sink some points into blessing magic so you can get essence amour. I would get Parry to at least 8 because it's only like a 6 skill point investment. You want to pick either fire or magic shaping to get some ranged support.

 

And crystals are definitely worth it in many instances because they only use 3AP. In conclusion, you should:

 

-Get mental magic up to daze people

-Get blessing magic up to buff yourself

-Invest a point or two in magic or fire shaping and let the items take care of the rest

-Invest a bit in dexterity and missile weapons (14 skill points would get you 2 levels of dexterity and 4 of missile weapons)

-Put a little in parry and a lot in quick action

-Get strength up high so you can wear heavy armor (although its not that big of a deal if you have the talisman of might)

-In the end you want to get melee weapons up to like 10 and maybe get a bonus from Legs of the Tyrant

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Quote:
Originally written by Randomizer:
It depends what you want to do as your primary attack. A servile can be played as a weapons character like a guardian or as a battle magic character similar to an agent/infiltrator.
Well to me if you want a battle magic character similar to agent/infiltrator why not play one? Use all your advantages I say.

EDIT: Didn't read the one post that sorta mentioned this. lol
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Hmmm well for Servile i would recommend,

 

-pump up melee, missle is worthless as LT proved.

-Get battle magic, ice spray is your friend, when your trying to reach the safehouse you dont need any melee fighting, just pump em full of ice.

-buy a few levels of spellcraft, but you can't really invest in it because it gets so expensive so fast.

-after getting 7 or 8 in magic you don't need any more levels to win, sure battle roar is a nice pick-me-up but isn't worth it from what iv seen, unlock will save you so much living tools

-don't waste your time leveling up shaping, if you want to shape get shapemaster boots and flameweaver greaves.

-You don't need alot of QA to get double strikes, 9 or 10 will suffice, and considering what awesome artifacts and items you get, doesn't take too long.

-get only a couple of levels of strength, for the rest that you would typically need, get talisman of might, saves you a lot of points. Endurance is what you should stock up on, get some levels of intelligence also.

 

For infiltrator:

-buy mental and blessing magic only to 9, then focus on battle magic and spellcraft.

-buy a bit of melee and QA, it will come in handy

-get intelligence and endurance, those are what you will really need later on, nothing like a 700 hp infiltrator that does 400 dm in one hit.

 

and for general, get 10 mechanics and leadership, it will go a long way.

Hope i helped.

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Quote:
Originally written by Artila Master:
Have aleast 1 or 2 points in fire shaping..
It does come in handy
The Servile starts with one point in fire and battle shaping. Add the volcanic fetish and flameweaver greaves (perhaps the shapemaster boots too) and you're set for fire shaping. I haven't used any creations yet (I just healed Moseh) but I'm thinking a couple drayks or kyshakks will come in handy later.
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Originally by MOOSE I TELL U:

 

Quote:
It really sucks, in order for you to go shaping, you cant shape drayks or drakons, because you need canisters to do, also you cant make any advanced creations because you can only be trained twice, sucks doesn't it?
You can use a few canisters without negative effect--four freebies before you start getting angry, Dikiyoba thinks--so if you know what creation you want to make you can grab the canister(s) you need.
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Four? Oops. Well that only leaves 1 extra upgraded version for a creation if your intrested in making the best creation in the game, Ur-Drakons and sometimes unbound. Wait a minute, how many non-ability stat canisters? And how do you put links in your signature and not have to write out the whole entire bloody link?

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