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> Riskbreaker info request
rbeverjr
post Jan 29 2008, 06:39 PM
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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.
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coaster
post Jan 31 2008, 03:06 PM
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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 smile.gif
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