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Most effective skill leveling pattern?
09/20/2005, 14:45:15

    effang writes:

    First, I haven't beat this game before...secondly, I'm not that far! I'm just

    about to start the war, so everything I'm mentioning is in reference to the fact

    that I want to do the best I can from NOW on.

    Next, I am running a K C Druid S combo. I didn't really want to run the druid,

    but I was thinking GM alchemy would be some good. So, now I'm stuck with a

    cleric/sorc combo that isn't all that good.

    Questions

    1. Is grand alchemy and black potions worth utilizing a weaker character class?

    To me, Druid just kind of sucks, I mean, sure, at early levels they can be

    identical to the sorcerer, but with no light/dark magic, there effectiveness

    significantly decreases.

    2. Given the fact that I don't have any inclination to insanely level my

    character's, what skill progression should I utilize? To me, it seems obvious

    that skills that are important throughout the game should be the first to put

    points in as well as to level to expert/master/gm first.

    for me, these skills included
    learning to expert class for everybody
    merchant to whatever level i can ASAP (one player)

    Is the amount of work needed to level learning past expert worth the benefit? Is

    the cost/benefit worthwhile?

    3. Knight skills/leveling in order of importance...(CAN YOU GET AROUND THE MELEE BUG!?)
    sword
    bow
    plate
    armsmaster
    bodybuilding

    I put bow quite high because of that stupid bug that you can't hit anything that

    you are within touching range of. I'm not sure how to get around it, but if this

    continues, then even wielding a sword becomes quite pointless when you can never

    hit anybody with it. Hence, bow.

    The rest are superlative, I'm not sure what else I need for knight. Is the shield

    worthwhile? I put a single point in, but if the best swords are two handed...

    4. Cleric
    is it worthwhile to even GM body magic if I can just hold onto the points and put

    it into GM light/dark magic?

    bow (same reason as knight)
    chain
    shield

    any reason to put ANY additional points into mace? i mean, my cleric isn't going

    to be fighting that's for sure.

    anything else I need?

    5. druid/sorc
    bow
    leather

    magic

    I put some points into bow at first to deal with simple enemies and to give my

    wizard types some kind of attack without relying on magic. should i have held

    onto these points and just put them into magic? 1 point is enough to shoot the

    bow, maybe that is all i need.

    finally, magic, should i just devote all my points to ONE school of magic? Thus

    when I can choose light/dark, I can quickly advance? Right now, my sorc has 20

    free skill points, only 4 in fire, and just 1 in water/air/earth.

    i've heard that fire is the best, so should I put more points into it? or just

    wait for light/dark

    5. Lastly, is perception any good? will it help you find more secrets? I've

    noticed if I hit space bar enough, i can find lots of secrets by myself. do red

    walls make that much of a difference since most of the "secret" places are pretty

    easy to assume?

    alrite, that's a wrap! thanks everybody





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