![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
Looking at the riskbreaker kit, I suspect that the riskbreaker is generally inferior to the fighter and fighter kits early on in the game (the time when I have the most difficulty). He'll either have poor AC or require potions/battle buffs (and still not have great AC). Late in the game, I suppose the riskbreaker will become more interesting once he has better AC and his special super power. I don't recall ever seeing anyone who has said they will have a riskbreaker in their group. Can someone who has played the riskbreaker comment on this kit?
I notice that quick was mentioned twice in the description of the kit. From that, I would have expected him to have the ability to haste or improve haste himself. However, he doesn't really seem any quicker than any other fighter. Instead he can Slow/Hold monsters if they are unlucky on their saves. Please note that this post is not meant as a criticism on this kit. As I have never played this kit, I don't feel that I have the experience/information to critically evaluate it. |
|
|
![]() |
![]()
Post
#2
|
|
Forum Member Posts: 61 Joined: 16-April 07 ![]() |
QUOTE(Sikret) Do you mean playing a Kensai till 39th level and then dualling him to mage ? There is no time and enough xp in the whole game to reactivate your first class if you do so. Yes, I accept you would have to play with a very small party in order to do so (which would probably cause even more difficulty - with IA installed I'm no longer convinced that the higher levels you can reach with a small party outweigh the benefits of having sufficient number of fighters & divine/arcane spellcasters for all the buffing/debuffing required). It wasn't really a serious suggestion, just an example to show the maximum potential power of the dual class with no XP cap ![]() |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 18th July 2025 - 07:01 AM |