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I'm not sure what people keep complaining about
also, guerilla does NOT proc on invisibility anymore.
lastly, while sneaking cost 5ap and attack would normally be between 2 to 5 ap depending on your level/gears/skills, you can backstab on guerilla. I havent confirmed if the damage of guerilla applies on the crit from backstab ... I'll chekc that later in more depth.
Thanks for restating my point. YOU didn't grasp the games mechanics and now want people to be ignorant of how it works.
Wasting even one action point when you don't have to is a complete waste. You can use ALL of your action points on crits. The Stealth, Attack, Stealth, attack method will lower your damage output when you can Attack/Crit, Attack/Crit, Attack/Crit.
The system works just fine now. The Rogue is a damage monster in the enhanced edition. There's nothing wrong with how he plays.
There was no cheese, there was no exploit. It was using game's mechanics which worked fine, you know, utilizing the Guerilla talent? Utilizing talents, rings any bells?
And of course you're dead wrong about stealthing and backstabbing doing less damage thn simply backstabbing. At a high enough Stealth level it was 1ap for 150% backstab damage.
Try that stuff with someone who hasn't played the game.
Also what is the effect of guerilla, I can't find it on google? (And any sites you can recommend for getting updated EE info on the different skills and ability levels? I only see first and second level of ability effects in character creation and only novice level skills/spells so planning out development isn't possible.)
Fast track make it so you can move farther with one AP, gain more ap per turn (in addition to the AP you gain normally) and your maximum AP total is increased. meaning if you empty your AP in your first turn, with fast track enabled (last 3 turn), 5 con, 6 speed and 5 int you would gain a total of 10 AP on your next turn to use. also, your maximum of 12 ap is increased to 16. meaning if you didnt empty your ap on the last turn, instead of having a total of 12 ap, you can get to 16.
16 ap is a lot to use in one turn. believe me.
Haste has a similar effect, the main difference being the warm status and the fact you can cast on someone else.
Guerrilla talent : does 50% more damage when attacking from sneak position. you can read on the talent itself, just hover it with your mouse (I don't know about controllers).
You seem to be completely new to the game so here's a tip : if you plan to have an easy game, select explorer difficulty and go with a wizard / enchanter duo, it can get the job done quite easily.
for more in-depth guides, you can search for the skills description for the original game, they are mostly the same.
Just dont forget that dual wield and one-handed skills do NOT add. and wand spells have charges, spells become unusable after the charges are depleted. I do not know if you can recharge them yet.
Basic Strategy: Fast Track, flee for an entire turn, Use Pyramid to teleport group to rogue.
There's also no reason to be a jerk to someone you don't know, but you do that anyways. You see, when I see a troll, I start feeding it. You sir, have already proven yourself an ignorant troll.
Good luck with your ignorance.
Now, I will take FREE CRITS over uselessly burning AP points every attack for crits. Free is cheaper than 1 AP. Doesn't take a genious to figure that out, but I guess you wouldn't know that....