![]() Also Fire Attunement, is, of course, awesome if you end in The Core instead of the Ice Caves.Īll of the melee weapons are great for this setup, but conversely, the magic weapons, Inferno Sword and Storm Axe, though they have high base damage, are not as good a fit, since they don't trigger Sneak Attack crits due to not doing physical damage. Short a Talent Trainer, most runs probably cap out at 5 talents, but Weapon Shield, Shroomology, and Stone Wall are also good, especially Weapon Shield since you'll probably be carrying a melee weapon at all times. These are the **ideal** skill levels, which of course depends on amount of bookcases found, and your needs at the time. ![]() After that, lots of points go into Stealth and Melee, with some into Fortitude, since Rogues are really fragile, and for Warrior talents, and some into Focus to fuel all the Sleeping Darts and Charges you'll be using, also for Energy Conservation, if you find a mage book. Put 1 point into Melee right away, since that will bump the base Spear damage to 5, and not being able to 1hit kill Rats is really annoying. Even for the elite enemies in The Core / Ice Caves, if the first hit didn't do it, you just Sleep Dart and whack 'em again. It's instant death to pretty much any enemy. Charging with high Melee and Stealth vs something that hasn't noticed me yet (or that I Sleep Darted), I've done over 100 damage in single hits. However, whether a Warrior or, in a pinch, a Rage book can be found can make a major difference in survivability with this one, due to Charge. The idea is to take full advantage of the Sneak Attack and Stealth bonuses. Lately, I've been having fun with a Melee Rogue setup. I do just about anything I can to make sure I have it for the core/ice caves. I played similarly to how I play warrior, except I spent all my EP on darts and used them to hit the archers in the crypt.Īlso, I've found dungeon sense to be incredibly helpful in the last levels. ![]() Talent-wise I first got summon darts, then weapon shield. ![]() After getting hits of about 12 damage I built up my fortitude. I haven't done that with Storm, Warrior, or Necro yet!) I got the longsword early on and focused on enchanting it and building my melee. So either I waste the class advantages and focus on melee or else run out of ammo very quickly and have nothing to go with.ĮDIT: I just beat it with ranger. The ammo is so limited that usually I have to use melee. * I do not know how the heck to play ranger. I usually lose in the ice caves and have always won in the core except for once. * The core seems way easier than the ice caves. * Fortitude in general seems to be the best, with focus a follower if you spam abilities. By the end I was using life spike for every single attack except finishing moves. So I got toxic to 8 and then fortitude to 20 to take hits long enough to heal them with life spike. * Necromancer needs a ton of focus and the ability cannibalize. I got focus to 20 to be able to keep casting discharge. Using the water to its maximum effect helps a lot. Thunder clap is good in a pinch, but running into the fray and destroying everything with static discharge did it. * Storm mage instead needs to get down and dirty. Keeping towers one tile out of sight and using fire ball's AoE is great. I did not use fire orb because of the delay. * Fire mage is a matter of staying away and casting fireball. Charge was very helpful starting in the swamp to kill powerful ranged enemies. Initially I focused on melee, then I added to fortitude and a bit of focus. * Barbarian was next on a joke run wherein I used a leeroy jenkins style just run and kill as much as possible. Talent points into anything enhancing its tankiness. I've cycled through each class several times.
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