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

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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.
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 ?
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.
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
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.