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 Post subject: Your adventuring party?
PostPosted: Sun Nov 01, 2009 11:18 am 
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Joined: Sun Oct 25, 2009 9:29 am
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Just curious as to what other players have chosen for their adventuring party.

I have the following 2nd level group:
Warrior - specializing in axes and that's it so not using any stamina
Assassin - Plan to do chain strike with melee weapons plus the remote strike with melee weapons for range
Priest - Heal, increased as needed. Lots of pts in Holy ground. Mix strength and magic.
Mage - Fireball for good ranged, ow sp attack. Plan to do lightning when it is available.

-Dan


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 Post subject: Re: Your adventuring party?
PostPosted: Sun Nov 01, 2009 3:30 pm 
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Medium difficulty: Going through the last catacombs in the cemetery and so far it seems like a cakewalk.

Warrior: Strenght + Mace
Assassin: Unarmed + Strenght
Priest: 1/3 Heal + 2/3 Stamina
Summoner: Turn to beast + Strenght

Totem of Pain or something like that didn't do much with only a point or two in it so I stuck with pure Mace and strenght. My assassin has a point or two in self heal and one point in Sneaky move for emergencies. The poison touch ability (one point) wasn't too special. My priest has a few points scattered here and there, Strenght, Priest weapons bonus etc, just so she can do something with her staff but mainly I use her to heal. Also my summoner has few points here and there but mainly it's those 2 mentioned up there.

Easy Difficulty a.k.a Naked Weapons: Just entered the cemetery and so far it seems even easier than my first setup (of course since it's on easy).

2 Assassins: Unarmed Combat + Strenght. 3 points in self heal and 1 in sneaky move.


EDIT: @Dan: I had pretty much the same adventuring party with you when I first tried the lite version of the game. Changed it a bit when I bought the full version.


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 Post subject: Re: Your adventuring party?
PostPosted: Sun Nov 01, 2009 7:14 pm 
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Is the body energy (the safe-healing skill) of any use? We had complains about it being too weak.


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 Post subject: Re: Your adventuring party?
PostPosted: Mon Nov 02, 2009 4:04 am 
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Warrior - Sword (@level) / Totem of Pain / Regeneration (5)
Assassin - Marksman (@level) / Retrieve (2) / Chain Strike (10)
Summoner - Raise Skeleton (@level) / Turn to Beast (9) / Strength
Mage - Wizard's Lore (5) / Sparkle / Fanged Death

Warrior Totem of Pain has to be the best skill in the game. Its radius at 12 points is a 5x5 square centered on the caster which deals 125-130 damage for 26 rounds that goes through walls and doors. My Warrior was using a one-handed weapon from the first town in the game (4-10 phys, 3-8 fire) until he got to the final city and still has 1000k experience, with the next highest guy (Assassin) having only 700k. I have him wearing double damage rings and a sword now and that makes it even higher damage. The only thing it won't kill dead are those wraith/specter creatures strong against physical damage.


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 Post subject: Re: Your adventuring party?
PostPosted: Mon Nov 02, 2009 7:54 am 
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Quote:
Is the body energy (the safe-healing skill) of any use? We had complains about it being too weak.

It seems a bit weak when compared to priest heal but I don't think it's even supposed to be match for it.

With unarmed skill where you regain 2SP per kill I'd say the Body Energy is really good and not at all too weak.


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 Post subject: Re: Your adventuring party?
PostPosted: Wed Nov 04, 2009 9:19 am 
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Thinking about rerolling my party -- I do that a lot.

1. Axe warrior like before -- just str & axe, no using stamina
2. Assassin with bow & throwing knives. -- dex and bow, maybe chain strike too. Also sneaky move
3. Priest - some heal, most points in holy ground. I like that spell
4. Mage - can't decide which spell. The range & low sp cost of fireball is good. Lightning looks like it does a lot of damage. Freeze might be cool to freeze enemeies onto holy ground, then use sneaky move to back away from them and lob missles at them while they wither on the holy ground helplessly frozen. Does the mage's lava ground stay on the ground like priest's hoy ground does? Anyone try that one?



-Dan


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 Post subject: Re: Your adventuring party?
PostPosted: Sun Nov 08, 2009 1:38 am 
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My 1st post :)

Got the game 3-4 days ago and became hooked. My current party:

Assassin: Marksmen, Dex, Chain Strike, Retrieve, Unarmed
Priest: Holy Warrior, Holy Ground, Heal, Indulgence
Summoner: Turn to Beast, Raise Skeleton, Str
Warrior: Axe, Str, True Leader, Regeneration

My Assassin kicks ass, together with my Priest. My Summoner does not get that much exp, but her skeletons really helped. 4 skeletons = extra 100hp points and quite a bit of damage each round. My Warrior has not been too impressive but she has served very well to absorb lots of damage (especially I got a 25% damage to HP).

Some pointers:
1. For assassin, if you got unarmed, it doesn't matter how your enemies die (from arrows, exotic weapons or unarmed). You will get your 2SP.
2. I like to put 1 point of in indulgence. So far I have been to the 3rd area. Met around 20+ NPCs. Got around 20X75=1500 gold from them. Seems like a good deal to me.


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 Post subject: Re: Your adventuring party?
PostPosted: Mon Nov 09, 2009 6:10 pm 
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hardric wrote:
Some pointers:
1. For assassin, if you got unarmed, it doesn't matter how your enemies die (from arrows, exotic weapons or unarmed). You will get your 2SP.
2. I like to put 1 point of in indulgence. So far I have been to the 3rd area. Met around 20+ NPCs. Got around 20X75=1500 gold from them. Seems like a good deal to me.


I like your Indulgence advice. I've never wanted to buy it before, but describing it as a way to trade skill points for early game gold gives me a way to justify it.

One tip I will add - the Summoner Alchemy skill lets you buy minor healing/stamina potions (restores 50-60) for 25 gold each at any inn/general merchant since Orkish Brandy transmutes into a random minor potion of either type, and you can use Alchemy to exchange between the two types.


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 Post subject: Re: Your adventuring party?
PostPosted: Wed Nov 11, 2009 6:36 pm 
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Posts: 29
I'm about done with Act 4 with the following 2 character group:

Warrior - Axe Expert / Totem of Pain, enough stats to get to 12 str / 5 dex buffed (to use 15% double damage 2h axe from Act 3).
Priest - Holy Warrior / Holy Ground / 1 Indulgence / 2 Heal, extra points in Str/Con. Wielding 10% damage to SP Scythe.

This turned out to be a really overpowered combination. The worst part is that the Warrior takes most of the hits and can't get his poison resist high enough to avoid poisoning. Everything dies REALLY quickly, but it is a struggle getting the Warrior's AC high enough to not have to drink a potion after every other fight. I wish I had a % damage to HP item.

What other 1-2 person parties have people had success with? The toughest part for me is always getting through the Demon cave in Act 2.


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 Post subject: Re: Your adventuring party?
PostPosted: Fri Nov 13, 2009 5:42 am 
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I'm just starting act 4 with a solo assassin. But I'm playing on easy so on normal it may be different.

My points are going exclusively into Unarmed combat and Strength. It was fairly tricky until I could buy the +25% damage to HP animal/shield thing in Act 3, now it seems pretty simple, but a bit boring playstyle really. The only skill I use apart from the regular attack is the shadow strike which I have from my belt.

The real annoyig things are the monsters that freeze or stun excessively. im chugging loads of those green potions. It would be ok, I think, if once it says frozen for 5 rounds, then it means that in 5 rounds you WILL thaw and have a chance to attack before getting frozen again.

I think the reason I went this route is so I dont have to use health or mana potions so often, because for some reason I dont like doing that, even though it works. Also I'm getting kinda addicted to using solo chars because I like the idea of levelling as quick as possible, but I restart before act 4 usually.

I think maybe ill restart as a party because it would be more interesting. I've not tried mages much, I think because of my afore mentioned dislike of chugging mana pots.


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 Post subject: Re: Your adventuring party?
PostPosted: Fri Nov 13, 2009 4:56 pm 
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Fraggle wrote:
I've not tried mages much, I think because of my afore mentioned dislike of chugging mana pots.


I feel the same way, but luckily in 2/3 games I have found a % damage to SP mage item that looks like a twig on vendors. Once you get that the mage is a lot less tedious. I don't have a save game that has it, but I remember its percentage being high - 10 or 15% maybe?


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 Post subject: Re: Your adventuring party?
PostPosted: Sat Nov 14, 2009 5:38 pm 
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Joined: Wed Oct 28, 2009 7:53 pm
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Fraggle wrote:
I'm just starting act 4 with a solo assassin. But I'm playing on easy so on normal it may be different.

My points are going exclusively into Unarmed combat and Strength. It was fairly tricky until I could buy the +25% damage to HP animal/shield thing in Act 3, now it seems pretty simple, but a bit boring playstyle really. The only skill I use apart from the regular attack is the shadow strike which I have from my belt.

The real annoyig things are the monsters that freeze or stun excessively. im chugging loads of those green potions. It would be ok, I think, if once it says frozen for 5 rounds, then it means that in 5 rounds you WILL thaw and have a chance to attack before getting frozen again.

I think the reason I went this route is so I dont have to use health or mana potions so often, because for some reason I dont like doing that, even though it works. Also I'm getting kinda addicted to using solo chars because I like the idea of levelling as quick as possible, but I restart before act 4 usually.

I think maybe ill restart as a party because it would be more interesting. I've not tried mages much, I think because of my afore mentioned dislike of chugging mana pots.


I'm doing exactly the same now that I finished the game on easy with my duo of assassins, only this time I'm doing it solo on medium. So far doing rather nicely, especially with 25% damage to HP shield, but like mentioned above the green potions are being used a lot.
I tried increasing my constitution for better resistances but so far I'm getting stunned and frozen just as often so it seems resistances won't help much there. What I have noticed though is that the more I have HP the less I get stunned, so I'm trying to chug the pots as soon as I get stunned instead of trying to live through it. Doesn't seem to work with freeze though.


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 Post subject: Re: Your adventuring party?
PostPosted: Sat Nov 21, 2009 1:31 pm 
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My new party consists of a solo Mage.

It was hard to get past the first battle against the rats on normal, so I played easy.

So, far it has been pretty easy, I'm in the 3rd area.

My strategy was to start with melee until the second town where I could get the crossbow as a quest reward. Then go all out on dex and bows and stamina.

I saved up 7 points by the time I reached level 7, so I could immediately get lightning up to 7th level. That's when wiz hat for extra SP was needed, too. Having only 1 char means having a lot more gold to spend, so I have been able to buy plenty of mana potions.

There just needs to be an option for auto-drink mana potion!!!!!

There's a lot of advantages to this build. With a lot of points in Dex and Stamina, and the best items you can get, armor and resistances are very high, so I rarely get hit, and when I do, it is for little damage. Having a lot of Dex and a couple good ranged weapons also takes care of hitting things ranged and finishing off creatures. The lightning spell does hundreds of pts of damage, so that does the main damage and it hits both guys in front of you.


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 Post subject: Re: Your adventuring party?
PostPosted: Wed Mar 17, 2010 3:25 am 
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Joined: Tue Mar 16, 2010 10:13 pm
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First play though and on normal difficulty. I wasn't really sure what was 'good' and not so it came up kinda hit and miss.

Priest: 3 Heal, 3 Armor Buff, 3 Holy Warrior, 1 Sanctify, 1 Angel, 1 Stun Shield, Cure
Warrior: 10 Axe Mastery, 4 Pain Totem (love pain totem!)
Mage: 6 Fireball, 3 Ice bolt, 5 Blade, 3 Lava Flow
Assassin: 8 Unarmed, 3 Multi-strike, Sneak, 4 Bow (Unarmed is where it's at...bow points feel like a waste.)


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 Post subject: Re: Your adventuring party?
PostPosted: Tue Jun 01, 2010 3:11 am 
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Joined: Fri May 28, 2010 2:44 am
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I started off with warrior, assasin, priest and summoner (up to the Aleon Glen) than i restarted the whole game as mage, priest, summoner and assissin. That way I will be hitting the enemies before they near enough. I am using alot of stamina portion. Healing will come from the priest. I am now stuck at Royal Tomb, hopefully undead can help me out.

I might want to play the 3rd round after completing the whole game but with assassin, warrior cobmination again.

Great game! It remindes me so much of my beloved Palm Treo and the Quest.


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