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If you think of it:
Glass cannon gives 4 turn AP and -50% HP doesnt matter because enemies dont see you
What a rush gives 2 turn and max AP
With Speed at default 5, you get 6 AP per turn, double that with two talents (and lower than 30% HP)
If you dabble in scoundrel, haste gives you another 3 AP for 2 turns.
This total of 12 AP per turn -5 for a sneak each turn made a really strong combination.
Now i used two wayfarer with crossbows (longest range) and picked up Bairdotr and the mute guy. The latter i equipped with dual wands in order to profit from his 3 spent Ability points in dual wield. It turns out many times he did the major part of the damage (even though with 10! less range) because wands never miss.
One thing was annoying tho. To the north of Cyseal there is a fight at the cliffs with 3 archers, 3 melee skellies and a mage. The mage every now and the resurrected a killed enemy. It took several turns to kill one enemy due to the poor accuracy. It was a stalemate. I then decided to sneak all the way around them. Battle finished at around turn 70...
Talent progression would be:
Guerilla
What a rush
Glass Cannon (lvl 5 needed)
Speedcreeper
Bully
All skilled up
Bigger and Better
Starting skills should be
Sneaking 2
Dual Wield 1
Scoundrel 1 / Crossbow 1 / Bow 1
Starting spells
Walk the Shadows
Fast Track
Any magic spell / Ricochet
Skills focus on dual wield/crossbows/bows and sneaking. Any leftovers may be spent on dabbling in schools (scoundrel, man at arms...) or in crafting.
Attributes focus on Speed, Perception and to some degree intelligence/dexterity and constitution (for max AP).
For traits make sure you are cautious and righteous (both available in Cyseal right away with fabulous five and fish thief)
The ranger ones with guerilla+ glass cannon seems interesting. It seems to me this means that this build doesn't care about fair fights and instead always hiding to avoid damage. Wonder if it still keeps up in non stealthable battles like story wise...
I had a similar idea of basically having everyonr with expert marksmen and combination of other useful stuff plus grenades making for modern soldier like badasses blazing through the land! (Obviously crossbows instead of bows)
Staffs (Staves?) can crit as well with points in 2-handed. Granted the base damage is much lower, but Staves have a much higher hit chance than 2-handed weapons like greatswords and battleaxes. Often I see a 50-80% hit chance with weapons and 95-100% with Staves.
Also they have the spell of Magus(?) for 3 AP that gives you a little bit of ranged attack too. So you have melee in a 4m range, touch spells in a 3+2m range and Staff of Magus spell at 16+2m.
And for Guerilla you are right: I completely ignore any defenses. In case a battle starts with me being detected due to the story, I can use walk in the shadows from the scoundrel line to become invisible, go to the desired range and start sniping. It is all about very high initiative and I use Leadership 1 on 2 characters (gotten from being righteous) for a boost. In cases where there is a scripted scene for an enemy to go first, usually a method is to "skip" dialogue by attacking on sight with a spell that can decapitate the enemy that is scripted to go first (e.g. the guarding sourcerer outside Evelyn's cave) Also I do accept that characters may die due to such scenes and because I don't need them often, I usually have a big stock of resurrect scrolls anyway.
I would definitely go for dual wands over bows/crossbows though. A 100% hit chance is just too good to give up. Even with Hyperopia, hit chance is not really great with archers unless boosted with hit chance from spells.
What do you think about a grenadier type of character? He would use mostly grenades of any sort. Pinpoint and slingshot (Scoundrel 1 + Man at arms 1). He'd be good at crafting for obvious reasons. And I think he'd have to have good defenses with bodybuilding, willpower and constitution.