Originally Posted by valenesence
Hi, am on my 2nd playthru with WARRIOR difficulty. The talk on the forum scared me SILLY about how tough it would be.
I think Warrior is the PERFECT difficulty. Adventurer becomes too easy later. Warrior is just nice really.
SkillsMagic : Be careful about how you judge magic, it's really hard to guess how good/bad it is til you're GrandMaster in it.
Earth - It's a must have. It starts out the game with regeneration which is the best heal early on. Get cure poison too, will save a ton on antidotes.
At expert you get an aoe toxic spray that does a great permanent damage-over-time effect on the enemy. It's a steal at so little mana. Stoneskin, cure weakness are all great too. You should have enough money to pick them up.
Mastery in earth is a little tricky, u have to try make yourway to The Crag (far west). If you can make it, you get a wonderful 3 turn toxic cloud. It's phenomenal aoe poison damage. Also acid splash does great damage and reduces armor by 50%, even on all bosses!!!!!!!!! WOOT
Look at the GM tooltips for all spells. You'll notice they increase the power of your school like CRAZY. For earth, this means super regeneration, stoneskin, toxic clouds etc. Earth is a must to GM asap
NOTE : made a Druid for fun. His promotion quest is SO EASY! no combat, just talk to one guy in Karthal and done, you're promoted. Elder druid gets Nurture, an earth skill that heals (for me) up to 300 per turn on the lowest HP char of your team. Is that insane or what? So many bosses that can knock chars to near death, they instead get healed up close to full again before my turn starts. Druid skill is by far the best Promotion skill i've seen. Combine it with stoneskin and Regeneration, not much can kill you (unless u have crap max hp)
EDIT : I forgot to mention, Acid splash, is a must get asap. It stops the enemy from blocking one attack per char, and reduces their armor by 50%. Having fought ALOT of mobs that block all my hits, it's unbelievable. Not only that, earth poisons are useless against undead. But acid splash works! This is one of the best boss skills.
Prime - Get it to expert FIRST. You want the identify spell especially on warrior mode where it's super expensive. After that you'll find this school weak. Implosion does 70-100 damage which is crap. But the second you GM this school, it becomes insane damage, easily hitting for 300+ if your magic score is high. Throwing up Hour of Power is easy and very fun. As much as i love this school, remember to GM it after you do Earth or protective schools. It's great for a resist all spell too. I like sunder, but it gets resisted alot when i try use it.
Water - everyone hates this school. Damage is pathetic, you don't get to expert til Seahaven, and worse, you don't get new spells til Karthal. Guess what? The tooltips are wrong too! The Membrane spell apparently reduces 15% damage for one turn. It doesn't. It reduces damage up to 10+ turns (i think). It's really decent if u can find the points to GM it. Also, blizzard does great damage for 20 mana. I'd considering GM this school, but it always loses in priority to other schools. Water is a school i'd GM IF you can cover all your survivability bases first. people always talk about loving how it can root enemies or push them away etc. I don't see that as a strong appeal.
Light - I pushed this faster than Earth. I LOVE celestial shield. it prevents my healers from being knocked unconscious in one hit. Also, it's hard to earth heal someone who's gotten a huge hit. Light does the job better and faster. Light does suffer from some weaknesses though, it's amazing to start with, but the higher skills are a little lack luster. The GM skill is meh at best, and master skills (resurrect) and group heals are worth getting. I pump light up simply to strengthen Celestial Shield. I would suggest pumping it up to master, then focusing on other magic skills first.
Fire -I didn't like this school at first. tons of mana for okay damage. I had to get it to expert to get Burning Determination to prevent my group from being paralyzed or stunned. (very good skill). One skill suddenly stood out for me BIG time. Fire Shield. It looks crap on paper. When u hit master and get it (can get it in seahaven and spells can be bought in karthal, making it one of the easiest of hit master with), you'll see that monsters can get hit by it ALOT. I have monsters suffer up to 100 fire damage in retaliation, EACH. Not to mention, it's a very cheap spell, and lasts for many turns. This, combined with all the other perks fire offers makes it shine for damage. Consider hitting GM with Fire first if your survivability is covered.
EDIT - i have to mention, i normally state that mages are supposed to protect the party first, then dps. THere is one exception and that's The GM Fire spell, Fire Burst. I've had it hit for over 3000 damage when i was surrounded. I've never seen anything hit so hard, on so many enemies, ESPECIALLY if you're surrounded. I actually began TRYING to get surrounded so i could spam this ridiculous spell. It's 60 mana, so i'd spam it about 4 times, then use a 250 mp pot. But honestly, no mobs surrounding you will survive 4 Fire Bursts. Expect it to crit for 1k+ per mob.
Air -I chose air over fire first in my first playthru. I thought sparks was cute and mana cheap. Air provides the cure to feeblemind which is only useful if you have two spell casters. Master air suddenly gives u chain lightning and CYCLONE. It's really fun aoe damage that lasts 4 turns, and chain lightning is extremely powerful IF it hits. Also, lightning can save u big time against ranged attacks with the wind shield. Grab GM air asap if you want to be doing good damage.
Dark - only freemages can go dark. (damnit) the whispering secrets skill is great to have (tho i'm playing without a freemage so i've had to use scrolls until i could hire the doggie) I don't like this school so far. I rushed it to Master and have been very underwhelmed. I suppose when you're GM, the skill Agony (which DOES work on all bosses) is decent. Lifedrain is ridiculously bad damage and heal, and… that's it. Still, if you're freemage, don't ignore this school, you'll love having dark ward when you attempt end game stuff. It's possible you'll like this school alot when you're GM, but i'd suggest focusing on other schools first. Oh, make sure you have Purge. When you DO want to use it, it's fantastic.
Mysticism, Magic Focus, Arcane Disciplines- Don't bother pumping tons of points into these. Mysticism is worth getting to 7 (expert) just before you reach seahaven. In fact if you know what you're doing, you should pump up one school to expert first, then go mysticism as you'll need the mana (plus, at the beginning, 35 extra max mana is heaven). The numbers in Magic Focus made me chase it like crazy but it turned out to be a complete waste. Why? Because towards end game, my spell caster is… spell casting. He's healing, doing crazy damage etc. Magic focus just takes up TOO many points for too little benefit. I'd get it to expert if you're desperate to use a 2 handed relic. Other than that, save your points for magic schools. If you're running out of mana, buy and use POTIONS, invest in spirit etc; just remember to prioritize your skill points for schools of magic instead of this.
NOTE : mages in this game can use medium armor etc. Go for it. you're not going to be dealing tons of damage melee etc anyway.
EDIT - Do note that after you hit a high level, consider using magic focus for spell crits. Fire Bursts of mine crit for 1k per enemy. It's RIDICULOUS. I always say leave DPS to the Might heroes, i happily stand corrected when it comes to that spell.
STAT DISTRIBUTIONI use the 2 Magic, 1vitality and 1 spirit for ALL my mages.
You can try to make a hybrid but i won't bother. Why? cos you can't do two things at once. You can't attack AND cast magic in the same turn.
It's better to focus on one thing and do it well. You'll soon have tons of mana pots that heal over 250 mana. So go ahead and spam spells. Leave trash mobs damage to your bladedancer or barbarian. With 25-30 mana, you can prevent all damage for 3-4 turns, or inflict about 20% damage of their max hp. Use your discretion.
Remember the difference between all classes and your mages.
You can all take damage.
You can all do damage.
But only the mages can keep the group alive.
Even taunting doesn't work, especially when they use aoe attacks.
So remember to use mages as healers/buffers/shield-ers first, dps second.
That way, your bladedancer will never feel like he's got poor survivability, and rape everything
For all my melee classes, i use 1 might, 1 dest, 1 perception and 1 vit.
Never make hybrids, you just don't have the points to bump your magic skill high enough
Freemages go to Crag after you've saved Falagar in Karthal, will be on the right section of The Crag. (i couldn't find him for ages)
Druid - Quest is from a guy northwest of karthal. Basically can be completed by talking to someone in the slums, no combat required, so easy
Runepriest - UGH. Quest from Seahaven but you need to get Shard of Air to get to the temple in the mountains to the east (access from behind the Castle)
Shaman - dunno, haven't played one yet
TIPS (that may be completely WRONG)Don't make ranged classes. What i mean is, don't bother upgrading bow or crossbow. There's no point. you'll always end up trying to pull the enemy towards you. Also, in a ranged fight, you WILL lose. you have 1 great archer, and 3 poor ones. Considering they can one shot u from range, you really want to back around the corner so they'll run into melee with u.
Start with 1 point in ranged skill (bow/crossbow). Best investment ever when u make a new char. You get a free ranged weapon, and it'll save u alot of pain early on. Remember, ALL chars should start with 1 point in ranged. Just don't bother upgrading it (unless u find a relic u want to use). This goes for warden too, focus on daggers instead.
Make sure you have Earth GM. on SOMEONE.
Dual wield shines alot more than 2 handed. Apparently if you GM 2 handed, it might be decent.
Think twice before you roll a mercenary, each point in a weapon skill increases the attack rating by 2. By chosing someone who cannot GM in a weapon, you're losing out on 20 attack rating, and ALOT of damage. Always always always pick a weapon you can GM in. You CAN get decent damage out of a mercenary, but it won't beat a blade dancer etc.
Don't make multiple copies of the same class. You generally don't have enough Relics to go around. Also, it's less fun.
Prime -> Earth -> Light -> Fire -> Air -> Dark -> Water is the order you want to raise ur magic to expert. Remember the crappy numbers u see at the beginning might become insane if you Grandmaster the school.
Warrior isn't very hard. If you're having trouble, ask for help or tips on the forums. Find out how you're dying, how to survive and how to do insane damage.
Leave damage to your melee classes. Mages should do damage IF surivability is not the issue. Sometimes mages can help destroy a boss that seems to block everything etc.
Warfare lvl 1 is good enough. THink about it. for 24 skill points to Grandmaster Warfare, you get… 48 mana! Yay! It's crap. And the skills u get from grandmaster warfare are just not worth it. spend your points in your weapon, then dualwield/2handed. EDIT - Towards endgame, it can be very decent. Do note that if you rush for it, you're giving up 24 skill points that really should go to maximizing your damage. Also, do note that by using warfare, you have to care about your mana, which means you'd want to consider spirit or mysticism. Not the best option, but doable.
Shields are not a bad way to go. My crusader was doing insane damage with GM sword and shield retaliation.
Dagger damage looks terrible, look at what happens when u upgrade them all the way up to GM.
Tanking isn't needed in this game. Alot of mobs are immune to taunt. Focus on great damage mitigation instead from Liquid Membrane (looks SO crap, but is actually really great), regeneration, Stoneskin, Hour of Power, and the very beloved Celestial Shield (seriously an amazing skill, even if u spam it every round for super tough boss fights). Use wards too.
Druids are super easy to promote and Nurture is insanely good.
To find out what wards to use, look at your combat log in the upper left corner. It'll tell you what damage you took, could be Physical+Air. So use air wards.
If you have a freemage, you'll love PURGE(dark spell) against enemies who throw up 50% damage reduction shields and regenerate.
Invest in a good weapon when u hit Seahaven. Particularly a sword. i got lucky and found a blue sword with +1 extra strike. My crusader's dps doubled.
Sword is the easiest to GM. Make sure you help Lord Haart and he'll train u to GM sword easily. Be warned, the bladedancer promotion quest can be pretty tough. Crusader's easier.
Make sure u have potions to cure feeblemind and ailments you know u have problems with. Use Burning Determination from fire to be immune to paralyze+stun etc.
With this set up, you can ignore tank classes. Instead, focus on insane melee damage and leave survivability to the Earth and Light mage.
You can roll 3 might 1 magic, or 2/2 or 1 might 3 magic (FUN!). But make sure you have one so you won't fail all the MIGHT/MAGIC/DESTINY/PERCEPTION secrets.
Do puzzles as soon as you can. They give you a RELIC each, and that alone makes them worth it.
Armor, Endurance, Dodge, Mysticism are all good to have, but should take a backseat. If your blade dancer isn't the target of every attack, there's no point in GM-ing his dodge straight away. However, he DOES ATTACK every turn, so focus on that first.
There are NO useless classes in the game (i'm not sure about mercenary). Find a way to utlize them to their fullest. My scout is using GM axes and Master dual wield. He's very happy with great damage. Also, being a dwarf, he's got tons of hp and more mana for some reason.
Remember, fights are an endurance game. It doesn't matter if your mage explodes all his mana to knock enemies down to 50% health. You're still going to be taking full damage. It's smarter to outlast the enemy, play defensively and take down one enemy at a time. Hence, mages are healers first, dps second.
Buy potions. Use potions. That way you won't feel so guilty about burning through your mana if you have a tough fight.
When trying to heal a ton of damage, it might be smarter to chug a healing pot.
SAVE constantly with proper saves too. There's a horrible bug that places u in permacombat, you'll have to reload an earlier save if that happens.
When you get 30 uplay points, quickly unlock the relic set first. It's the most helpful one for your game.
This game is really fun! Don't stress if you've bumped into a wall, chances are it's already a topic on the forums, look it up!
WATER SHARD is in LOST CITY LVL 4!!! Don't miss it!!!
AIR SHARD is in SKULL TOMB. (i think)
The obelisk quest gives a RELIC SWORD. Aim for that ASAP if you have anyone that uses swords.
Best companions I've found are the Chef (first tavern in Sorpigal) and the doggie (cos i don't have a dark caster). I enjoyed using the +10% exp astronomer in Seahaven too. Can consider the bodyguard found in the north east mountains.