I remember my first and only attempt at a Yeek Berserker, after the Dominant Will failed, leading into his death in 2 turns from the 1st melee fight he got in one of the Yeek starter dungeons
Class that is the hardest to win with.
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Re: Class that is the hardest to win with.
Any purely melee class while being a Yeek must be pure nightmare in the related difficulty.
I remember my first and only attempt at a Yeek Berserker, after the Dominant Will failed, leading into his death in 2 turns from the 1st melee fight he got in one of the Yeek starter dungeons
I remember my first and only attempt at a Yeek Berserker, after the Dominant Will failed, leading into his death in 2 turns from the 1st melee fight he got in one of the Yeek starter dungeons
Re: Class that is the hardest to win with.
I'm a bit skeptical of GWF on double wielding classes, because I'm pretty sure it can only trigger once a turn (so for example only one for your off-hand dagger). I'm about to try True Grit on my 2H Bulwark, the idea is to exploit Step Up and the stamina-for-kill to the fullest. I think bulwarks benefit much more from GWF. As for poisons, the first skill is stellar, true - but I wouldn't bother with the rest, they seem to be tailored for low-damage classes, rogues etc.supermini wrote:Marauders are probably one of the more difficult. For extra points, play them in light armour. I failed so many times to clear one on roguelike that I almost gave up.
This is the one I cleared eventually: http://te4.org/characters/13640/tome/bf ... 3783b05b03 .
Greater Weapon Focus, True Grit and status resist are the really good skills Marauders have in my opinion. I'd highly recommend poisons as well.
As it is, Marauder plays more like something from Fighter archetype.
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Among melee classes, I think those that have low damage output are the hardest. So yes, Bulwark. He gets lots of defensive skills, but they're mostly wrong defensive skills - they offer physical protection and defense, neither of which helps against mages. Sun Paladins seem to prove my words wrong, but my first winning character (Sun Paladin with Irresistible Sun before nerf) struggled in High Peak. At some point more defense is wasted unless you can pull your weight in damage department.
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Good point about Yeeks. Unless I'm missing something, Yeeks advance in levels FAST, but dungeon levels have dynamic difficulty, so what's the benefit ? Mostly that you reach level 50 faster and that you get more gold from sold items. That said, Yeek Sun Paladin is a fun class which requires a special approach - Magic first.
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Mewtarthio
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Re: Class that is the hardest to win with.
You're always underleveled for High Peak. A Yeek is basically guaranteed to be level 50 by that point, while a Thaloren might not even hit 50 after killing the Sorcerers without farportal grinding. Either way, High Peak is the same.b0rsuk wrote:Good point about Yeeks. Unless I'm missing something, Yeeks advance in levels FAST, but dungeon levels have dynamic difficulty, so what's the benefit ?
That being said, the Yeek bonus is kind of overkill, plus going to the Sanctum at less than level 50 means you get a full heal after killing one of the Sorcerers, so it's not a very useful bonus, but it's there if you want it.
Re: Class that is the hardest to win with.
In the west, most dungeons only scale up to specific points - for example level 16 for the tier 2's. So you can be overleveled for most of it. That does stop in the east, of course. But I'd say the effect is a hard start, easy early-mid, harder mid-late.b0rsuk wrote:Good point about Yeeks. Unless I'm missing something, Yeeks advance in levels FAST, but dungeon levels have dynamic difficulty, so what's the benefit ? Mostly that you reach level 50 faster and that you get more gold from sold items. That said, Yeek Sun Paladin is a fun class which requires a special approach - Magic first.
Another thing is the 15% global speed from the racial, which is best if you're not cooldown limited.
Ghoul never existed, this never happened!
Re: Class that is the hardest to win with.
I disagree on Warden. Ranged warden can kite pretty much anything and has a ton of nifty stuff including a very strong damage reflect sustain and an instant short cooldown controlled phase door. They also have a very good artifact bow guaranteed to drop from their unique boss, I think. Damage will suck until that high damage arrow prodigy though.SageAcrin wrote:Temporal Warden
Re: Class that is the hardest to win with.
GWF is not ideal on dagger wielding classes, but it's still a significant damage bonus. Tiger_eye cleared the game with a 2h wielding marauder to exploit the hell out of it though, you can find his char on the vault.b0rsuk wrote: I'm a bit skeptical of GWF on double wielding classes, because I'm pretty sure it can only trigger once a turn (so for example only one for your off-hand dagger). I'm about to try True Grit on my 2H Bulwark, the idea is to exploit Step Up and the stamina-for-kill to the fullest. I think bulwarks benefit much more from GWF. As for poisons, the first skill is stellar, true - but I wouldn't bother with the rest, they seem to be tailored for low-damage classes, rogues etc.
I agree on the poisons, I only levelled the first skill as well.
I won't comment on bulwark end game until I clear one, but my experience with sun paladin is that I couldn't really try to outlast mages/mage groups like I did with everything melee. So it was mostly hit on them until my defenses hold, and then run away, replenish, and go back in. As long as they don't heal it was a matter of having enough resistances to survive long enough to do something meaningful (mostly a gear thing), and having enough patience.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Class that is the hardest to win with.
I think GWF can trigger once per weapon swing, but I'm not sure.
I know for a fact it triggers, at the very least, once per "attack". (Some things count as a separate attack for various purposes; Flurry is, for instance, three attacks with both of your weapons.)
I know for a fact it triggers, at the very least, once per "attack". (Some things count as a separate attack for various purposes; Flurry is, for instance, three attacks with both of your weapons.)