Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Edit: also the alliance ending can no longer happen
But If you had an item Z'ant was interested in, I'm guessing early mid-game.
So instead of just bulling into the restricted area, try next time pretending you're going to fight them first, but instead, combat-run through the little room in the first round--you can get out the other door while those T'rang are still not engaged. And if you want into the door with the number lock, you can find some non-T'rang enemies and drag them down the hall a little way toward the T'rang guards until they retreat from their position.
Mook Fighter - - - - - Mook Samurai - - - - - Hobbit Bard - - - - - Human Monk
- - - - - - - - - - - - - - - Elf Bishop - - - - - - - Hobbit Ranger
I felt the Fighter with berserker mode constant on was better dps than either the Samurai and the Monk. Perhaps, it was only early stage and I did not give a chance for the Samurai and Monk to catch up with the Fighter. Am I wrong in thinking that Samurai and Monk will not be able to catch up with Fighter in terms of dps output?
Here is my current team...
3 Mook Fighters (2H sword, bow), Hobbit Bard(1h Sw & S), Hobbit Ranger (1h Sw & S, bow), Faerie Bishop (2h staff and wand)
Formation...
Fighter - - - Ranger - - - Fighter - - - Bard - - - Fighter
- - - - - - - - - - - - - - - - - Bishop - - - - - - - - - - - - - - - -
I see what you are saying. However, In my fighters party I already have so much crowd control magic coming from the ranger, bishop and bard. Magic is very good at AOE dps but lacking in single target (because you have limited SP). Having the frontline also compromise on melee dps in exchange for magic power will lead to a less balanced team.
Overall, so far, I see greater effectiveness by the fighters team.
Also, lots of swings mean lots of chances to improve your skills! So a weaker party now, might be a stronger more rounded party later. Personally, for me fighters get a little boring. Very strong yes, but they only attack.
And, I would have 1 character be able to throw. There are some nice bombs later and you really don't want to fumble those!
Of course, do whatever is best for you. Lots of us who play a lot have different opinions! :)
However, getting to them is difficult when they have a bunch of melee attackers and they can do impossible too far range attacks. I usually run behind corner wall (or obstacle) so that for the soccerer to have a line of sight on me, she becomes within reachable distance from me.
Problem with magic enemy like soccerers is that it seems hard to mental control them but the blind flash spell seem to work really well on many kinds of enemies including the soccerer types.
Although I have spend many hours on this game, I still consider myself a noob since I still have not even complete the game even once. For now, I am OK with the boring fighters since they are doing a good job for my team :-)