![]() I have certainly ran through this game enough times to try it all. This was my favourite of builds I spliced together. All will succomb to the flames you now wield. His family three generations in the past will die. Hit a fellow with a flurry of blows? All 5 hits will apply the Crescendo. This staff applies FLAMING CRESCENDO on every melee hit. There is a staff in the kemm manor sold by a lizard. Warfare skills? All of them are converted into your equipped staves damage type! Battering ram of flames! Crippling blow of poison! Battle stomp a wave of water damage instead!īut the dirtiest part of this build. so if you invest in the spell crit talent.savage sortilage well. Your whirlwind will be doing some crazy elemental damage, and. Pyro and Geo for Adding poison + sparkmaster. and you can have some nasty spells in your back pocket to blow up some fools at range. ![]() Thanks to that, Witch can hurt enemies thanks to spells and, when a situation calls for it, they can get behind enemys back and use a dagger to deal additional damage. Surprisingly useful), along with plenty of other good picks.ĭepends. Witch is one of the hybrid classes that combines features of an assassin (Scoundrel abilities) and a mage (Necromancer tree). Maybe wits for higher crit chance and going first in the turn order, but not strictly necessary.Ī few goods talents you could take are things like Opportunist (enemies leaving you area of control are automatically attacked once per turn) executioner (gain two AP for killing, cannot be used with the pawn) and the pawn (gives you 1 free AP worth of movement per turn. Don't invest in constitution on any build really. I believe tentacle lash scales off of strength though, so don't bother with that spell if you go spear. Stat wise, If you plan on using a sword, go with strength. I find shields are better on mages with wands, instead of melee guys. Gives extra points to put into strength/memory/other stats in general as a passive. Medusa head can help with magic damage if you need it. Things like tentacle lash and medusa head are good. Polymorph: powerful supportive and offensive skills, great secondary to fall back on. Things like living on edge, shackles of pain, and last rites (I think that was the name) will help you deal damage and stay alive, along with health you gain from hurting enemies HP. Necromancy: These skills can make you pretty tank, and let you do higher damage. Chloroform can be used against magic users. has some decent powers, like adrenaline, the pawn (if you don't take executioner from warfare) and several others. ![]() Your most important skill for any physical damage user. All your physical damage scales off of this, and it has most of your abilities. This section is missing, please fill it in.I personally find these to be good choices on a physical melee user. His role on the battlefield is that of ranger, a survivor using Huntsman skills in combination with Pyrokinetic magic to defeat his enemies. Veeros is an elven mercenary who can be hired from Sergeant Zrilla. Stats of recruited companions inside Fort Joy at level 1 Attributes ![]() Outside combat they rely on their civil ability Lucky Charm which increases their odds at finding treasure or equipment. Third and final starting skill is pyrokinetic spell Peace of Mind that increases attributes by 1 and removes status effects such as Blinded, Charmed or Taunted. The second starting skill is Ricochet that allows them to attack multiple foes at once. Their first starting skill is Elemental Arrowheads which allows them to adapt the damage type of their attacks. Their proficiency with bows and crossbows is further enhanced by their talent Arrow Recovery which gives them 33 % chance of recovering special arrows after they had been used. Their primary attributes are Finesse and Wits which they need in order to wield their ranged weapons like bows or crossbows. Ranger is a survivor focused on Huntsman and Pyrokinetic skills. 1.1 Stats of recruited companions inside Fort Joy at level 1.
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