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回報翻譯問題
That's what I meant by my fighter comment. Pure fighter is great.
Except it depends on what you want to achieve. Not everyone wants to play Insane difficulty with completely unfair fights.
A normal pure fighter is more than enough to deal with anything, really.
Can your paladin one shot bosses on a regular basis?
Look at that 20th level feat in combination with overhand chop, backswing, greater power attack, and devastating blow in mind.
I LOVE FEATS!!!
Fighter's get so many you can build them in different ways. Especially on normal and daring you can do fun stuff like a sword&board shield bashing disarming tripper.
Yeah, other classes get fancy shmany toys to play with but fighters get solid work done.
When you crit roll and one shot 3 or 4 targets in a single swing, feels good man.
level 3 rowdy rogue, level 1 crusader cleric. ~also sorry, she was a cleric not a fighter
9-18 base attack + 1d6 negative + 6d6 sneak attack + 1d10 vital strike +3 2h power attack. +1 destruction domain Total of 22-74. + the damage bonus from enlarge which I don't know the exact numbers on.
Even at it's most basic just by taking things that look like they would be useful on a fighter you will have built yourself a decent combat machine.
Other classes may have tricks to get better damage or better armor or saves but a fighter will do well in just about any situation with the basics.
Slayer is just an upgrade in every way.
Fighter is good as a dip though. Especially mutation warrior is a great choice.
Not sure about this one, but I've finished the previous game as a 2H warrior without any disappointment.
Pathfinder, however, strongly encourages multiclassing, so a straight class is typically worse than a multiclass. There are several reasons, and to summerize-classes are frontloaded, and saves are frontloaded.
It's well known that pathfinder is broken entirely when it comes to saves, and the easiest way to build up insane class bonuses to saving throws is to have a dozen classes which all give their starting +2 bonus to a save. In practice, you usually want a few more levels-but multiclassing almost always ends up a positive to your saves. You can see this with a paladin/monk-at level 2, a straight paladin has +3/+0/+3, while a paladin 1/monk 1 has +4/+2/+4. It takes 6 levels in paladin to surpass where you were with one level in paladin/monk.
(Monk is a particularly good example, but it's generally true as well).
The other thing is that many, many martial classes have level 1/2 abilities that help you deal damage, tank damage, and access feats, and very few require heavy investment in the class to be usable. Fighter is a great example-in four levels you get three feats. Monk is even better-in two levels you get three feats, sometimes four-it's just that the feats are more limited.
Hence, optimization forums will tell you to dip fighter/monk a lot. Often the main class will be something else entirely, if calling something a "main class" makes any sense at all.
Weapon mastery means end game level the fighter outdamages the slayer, but then again that's only at end game levels.
Fighters as a "melee damage-oriented martial class" group are almost mandatory for success on higher difficulties. You need casters to buff your guys and debuff enemies, then your martial guys finish the fight, They are main source of damage, they kill both chaff and bosses. Archers are great too, but they often suffer from damage reduction and visibility problems. Casters are more like a scalpel.
Note. Hybrids are great if you have only 3-4 characters in a party, but 6 character party size favors specialists. You need at least one full caster and one damaging martial class in party all the time. Also amount of fights in this game requires you to have healing. A lot if it, preferably. Oracle you meet in first chapter is a great choice.