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Do quests and kill a lot of enemies and you get XP for level-ups.
Same goes for how you want to allocate your stats, more defensively means you may wanna put more points into Constitution for Health and better armor while damage you probably want to go more for strenght or dex depending on what weapontype Akrog uses.
Same goes for the other ones basically. Look at the skilltrees and see which skills you may wanna build your characters around and then pick up those skills and perks. Also make sure to read what the skills scale with, some may scale with an attribute you didn't consider specing into.
However there's really no perfect build and also Potions of Fresh Start are plentiful in FG (Since you can make them yourself) so really go nuts and mess around and if it doesn't work use a Potion and respec.
Imo:
Akrog: Blood ~ Gloom > Hurl ~ Nature > Crush > Ele
Grung: Nature > Ele > Gloom ~ Crush > Blood > Hurl
Zazka: Hurl = Crush ~ Gloom > Ele > Blood > Nature
either pick:
Akrog: Blood
Grung: Nature
Zazka: Hurl / Crush
or
Akrog: Gloom
Grung: Gloom / Nature
Zazka: Gloom
More health and the option to wear better armor (with no real negative effects to your int or wis or even dex) is great for all characters.
My first playthrew I have been playing Akrog with Crush with more damage oriented focus and so far so good.
No, there are items that can carry you, but it's the items carrying you, not the build. Because if you think about it, yeah, there isn't that much synergy, is it? And Blood can do the same, if not scarier things.
Too big(but then again, I don't like CON / VIT as a concept). Also, using magic is just a pain with TWO required attributes.
With Crushing Akrog I would focus on maxing strengh or dex depending if you want to go for a block/crit build or not. 7-9 points in con are enough for the best helmets in the game (unique armors you get towards the end of the game have no stat requirements. Put the rest in willpower for bigger focus pool and magic resistence.
For skills: Mark of the chieftain is super good for killing bosses/hard mobs. Banner ends up being a pretty good mapwide buff for your entire army and the movementspeed you get on the way to it is super nice to have though the cooldown is super long.
Most of your skillpoints should go towards crushing though. Work your way down to your prefered weapon combination (2-handed, dual weilding or shield) They give you nice passive boni to improve your damage and quickly regain focus.
Hold the line is a great buff, though it makes your guys immoble Also works super well with totems and summons from grungwar and zazka.
Grungwar should max wisdom and get some int and con for gear.
Focus on totems and get the druid synergy skill to make them 20/40% better, they end up lasting forever, healing a ton or hitting like a truck.
Zaska can be build a ton of ways Imo. The shovelclaw has great stats and scales of wisdom. Add a bit of int and a bunch of con + the gloom summon skills and you have a good summoner.
Why do you think it's the strongest?
Is Free Ice and Fire Might, together with magical retaliation for spirits not strong enough?
And you can have AOE Chieftain mark because of elemental aoe.
Using Nature Grungwar and Gloom Zaska
Chieftain's Mark works with the likes of Blizzard and Fireball? I figured it worked only with weapon attacks, huh, then Cold-Fire sure is strong.
And if that is indeed so, that'd change things somewhat. Definitely for Cold-Fire. Regardless, this is how I'd rank synergy SKILLS:
HOLD THE LINE: It is a very nice skill and can be used very effectively for a "Siege Commander" playstyle. Unfortunately, that does not translate at all to Crush(Melee). While there might be good melee weapons, they are the ones carrying, not the build. HTL might only be useful for buffing Totems, but if it is so, why simply don't give it to Hurl? Hurl's Synergy makes more sense in Crush anyhow.
CHOSEN TARGET: Again, how did this end up in a (full) RANGED Tree of all of things? It's just...a good passive, don't get me wrong, but how did it in the nine blazes end up where it did? Some things are very strange(this and Zaz' Nature Synergy lol). Would be nice in Crush(that also goes for Zaz' Fire Shroom).
ELEMENTAL CHIEFTAIN: It's an alright passive. It needs some very spammy playstyle where you rotate AAs and Fire Spark with everything else as a support. Some DEX / INT hybrid. The problem is WILL, this build needs it for all the wrong reasons. Otherwise, some Melee Staff / Fire hybrid, would be nice. But this is more an objection against wider systems than against Cold-Fire himself.
MARKED BLAST: In theory, it's an alright passive. In reality, it's very unreliable and it should always strike marked enemies with 20-33% for a crit. Or something like that, it's not so powerful so as to require 33% to work. It's a mediocre synergy, but could actually be quite useful. Well, even then...Nature has a LOT of (high quality) AoE, does it really need more?
MOON SPIRIT HEX: An alright passive ; this is where the build has far more potential than either the gear or the synergy. It all adds up very nicely, even if the skill itself is just ok. Honestly. But it adds up so much to already awesome combination.
MOON SPIRIT REVENGE: Now, when you thought that Blood on Akrog couldn't possibly be better, you get...this. It's ridiculous, honestly. Such large Health swings, added with Regen AND Weakness AND Chieftain's Mark AND Vulnerability...what is this? The skill by itself is nothing short of awesome, the synergy is awesome and the only one synergy that could make as much sense on Ak is Gloom and perhaps Nature. Gloom can keep up, but Nature gets completely shat upon lol. Ok, Nature has far better AoEs later on. So, there is that. But it's not enough(imo) to keep up with ridiculous awesomess that is Blood or Gloom Akrog.
/
Revenge > eChieftain > Hex > mBlast > HTL > cTarget (last two could climb up if they switched trees)
You might've finished the game already, but if you are still eager for a replay allow me to share my experience with the game (I can't stop replaying it, it's such a charmer).
I've tested roughly half of the possible combinations (based on what appealed to me on an objective level of maximising character potential) and I have to say: Builds are balanced pretty well (in relation to each other, obv there are still game breaking combinations involving empowerment stacking which I discard in my evaluation). Since you "botched" it with Akrog: don't fret about it because the builds in comparison are healthy.
That being said, ultimately I needed to summarise and draw the conclusion which build suits the character best.
Noag: Savage/Tribe
Really efficient tank at mitigation, comes with unique 50% damage reduction; heals; invul's; immunities and so on. You lose some offensive value in exchange for a hardy meatshield being able to tank full supply armies. Any Noag variation works, it's mileage may vary depending on group setup, Gentle/Tribe exceeds at the Tank and Support part. He still inflicts hefty offdps thanks to procs, when Duck III isn't necessary when you've reached the 'snowball' kind of power level. Savage Tribe gains quite a bit in damage and group damage buffs (Empower aura + War Horn), but loses a more in defensive utility. Assign damage reduction, possibly Blood Hex ring and stew preferably as last.
Akrog: Gift of Flames and Frost, Way of Crushing Things, Gift of Blood
This is more dependant on group setup (Grungwar = Druid? Akrog or Zazka = Blood); both builds have great potential although GoFF is a stronger combination for Akrog specifically. Akrog's main tree is support and should compliment the tree you pick (sadly, he has many bugged skills; Spirits are bugged, Banner is bugged, Chieftain's mark is bugged). GoFF objectively has far more damage at a versatile range with CC potential (perpetual interrupt and stunlock ST), whereas additional debuffing is granted by Blood. Crushing is a nice alternative if you do not desire a battlemage of sorts, his synergy skill consists of the game breaking compotent of empowerment (otherwise, Crushing is just a very solid and overperforming tree on it's own). Assign attribute rings and stew either second or third.
Grungwar: Gift of Nature, Gift of Blood
Grungwar as a totem build is setup rather early and provides a very strong build. His secondary tree should compliment this, and either Nature or Blood do this in different ways. Nature provides a very strong empower synergy for his totems (20% for Murky Totem/Fire Totem, Healing and Lightning totem double dips) and an additional heal, typically for late game. Nature requires less skill points for it's potential, allowing it to come online much faster and Grungwar is strapped for points as-is. Druid just makes Grungwar better at what he already does earlier in the game.
Blood however offers Hungry Totem, which has insane AOE potential (vastly more even than fire totem) consisting of direct pure damage and constant bleeding combined with self healing + pull and stun CC. Blood further allows for devasting debuffing supported by 14 WILL Blood Rain (AOE Oiled + Bleeding + Weakness + Purge + Buff immunity) and/or Demonic Strike (ST Weakness + Silence). It's more tricky to build Grungwar this way depending on group setup, needing more skill points as well - making it a strong late game variant. I've soloed wave 100+ with Blood Grungwar on Red Meadow, where this builds stops being strictly inferior to Druid Grungwar, and it starts to show. Assign attribute rings and stew first.
Zazka: Crushing, Gift of Blood
Zazka lends itself extremely well to Crushing. They synergise so well for each other ending up with very high block & crit chance, consistent and high ST/AOE damage potential along with great debuffing/CC opportunities. While Crushing is a very quality choice for him, Blood is another option (mainly if you still need to fit in a reliable Weakening+Silence). Blood allows for a 0 FP build, making him extremely tanky (affliction immunity, life leech, invul) while still having insane ST damage potential (but far less in AOE versus Crushing). Assign attribute rings and stew second/third.
Attributes wildly vary per build. Obviously max out mainstat and a favorable offstat (WILL>focus or DEX>crit/block/cooldown). CON is just a health buffer, in general a poor investment because of multiple factors (try not to overinvest - 4 without stew is what I most commonly run).
This is based on CM difficulty, and to reiterate: every build works well and is viable. Crafting ultimately allows for gear that carries any 'weaker' theoretical setup regardless.
The rest of your post is contradicting both the typical character of RPG's and the Spellforce series. It has no direct correlation to the quality of design in this game (even though you remark it's objectively bad)- it's hack and slash what you want, go play Diablo for example. If you do not wish to be dictated by imposed game rules or mechanics, a sandbox game - a category known for the least amount of imposing rules (but still imposing regardless).