Staff warriors
Posted: Wed Feb 09, 2011 8:03 am
I wanted to unlock the yeek race in b20 so i did a new character, trying out a fun arcane blade following the idea of playing mainly with normal attacks (http://forums.te4.org/viewtopic.php?f=49&t=24255 about my shield berzerkers). I had a very simple idea: i would go cornac race and i would try to make a build around a talent tree i would get from an escort with this extra talent.
I run into a alchemist in trollmire and had the luck that the exit was just 2 trolls and 2 wolves away. So i was choosing staff combat. Generic point were needed somewhere else first levels so i ignoerd staves for 10 levels. I was leveling in the maze where i could line up enemies and use a level 5 flame (i.e. it's a beam). Also no risc to loose escorts while i was still building up an offense for the character.
I now managed to unlock yeeks at level 25 without dying. I have to play this character very carefully because arcane blades are new to me, it is not the way they seem to be designed, i do a magic/dexterity approach, ...
So one problem is that staff combat is doing less damage than other two-handed weapons. I try to avoid this by trying to make a critical hit build, precise strikes (dexterity), building up some cunning (for evasion), ...
Another disadvantage is that staves have nothing to add on a hit, there is nothing like 20 darkness,20 light damage on a weapon, so i need a better chance to cast a flame spell on a hit: again dexterity is the needed stat.
So a lot of disadvantages, but there is also some fun:
You play like a golf player: a skeleton hmm, ash 3 or dragonbone 5, ash staff with fire damage or dragonbone with acid, ... and there are a lot of damage types to choose from.
Rush is recharching and an archer still hitting you: watch out archer, my staff can shoot.
Currently the character runs around with 7 sustains and none is from an escort quest, as i said i am new to arcane blades and i wonder how i could defend the character with just premonition and a wild rune.
I run into a alchemist in trollmire and had the luck that the exit was just 2 trolls and 2 wolves away. So i was choosing staff combat. Generic point were needed somewhere else first levels so i ignoerd staves for 10 levels. I was leveling in the maze where i could line up enemies and use a level 5 flame (i.e. it's a beam). Also no risc to loose escorts while i was still building up an offense for the character.
I now managed to unlock yeeks at level 25 without dying. I have to play this character very carefully because arcane blades are new to me, it is not the way they seem to be designed, i do a magic/dexterity approach, ...
So one problem is that staff combat is doing less damage than other two-handed weapons. I try to avoid this by trying to make a critical hit build, precise strikes (dexterity), building up some cunning (for evasion), ...
Another disadvantage is that staves have nothing to add on a hit, there is nothing like 20 darkness,20 light damage on a weapon, so i need a better chance to cast a flame spell on a hit: again dexterity is the needed stat.
So a lot of disadvantages, but there is also some fun:
You play like a golf player: a skeleton hmm, ash 3 or dragonbone 5, ash staff with fire damage or dragonbone with acid, ... and there are a lot of damage types to choose from.
Rush is recharching and an archer still hitting you: watch out archer, my staff can shoot.
Currently the character runs around with 7 sustains and none is from an escort quest, as i said i am new to arcane blades and i wonder how i could defend the character with just premonition and a wild rune.