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#1
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Forum Member Posts: 99 Joined: 14-October 06 ![]() |
I trying to decide between a f/m or kensai for my last character. This character will wait in the background till enemies engage my tanks, then move to lay down the smackdown. Hence, the point is not to get hit, and to do as much dmg as possible.
Should I go for the extra dmg a kensai provides, or a f/m for added survibility and some extra spell casting ability? Also, does the increase range of 2 handed weapons provide any tactical advantage? Since if not, I rather go for dual wielding for the increased damage |
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#2
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![]() Forum Member Tactical reputation: 2 Posts: 442 Joined: 4-May 07 From: London, England ![]() |
As six i would take a f/m or better f/i with halberds and staves as it would give a very dependable tank that can dish good damage as well as a strong backup caster and a second level 9/10 caster in late game. Also the unique ability to cast the most devastating offensive spell in the game comes in handy, timestop + GWW using either dragon lord or staff of the ram +6. Alternatively an extra standard tank could be good, you could even just put your vagrant on to that party as they are an extremely strong class and the additional content is some of the best.
This post has been edited by Clown: Jan 28 2008, 07:53 AM |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
you could even just put your vagrant on to that party as they are an extremely strong class and the additional content is some of the best. Yes, make the vagrant your protagonist and shift the sorcerer to the 6th slot. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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