Legend of Grimrock
Ultimate party build?
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I am not finding any topics on this. Has there been any discussion about the 'best' party make up? Would it look something like: Front - Human Sword and armor skills Front - Rogue unarmed and evade specced Rear - Mino rogue with missile skills Rear - Mage with ice skills Anyone have any thoughts and additional info to add? --- We're the middle children of history, man. We have no Great War. No Great Depression. Our Great War's a spiritual war... our Great Depression is our lives | |
Well that was my exact party except I did an Air Mage instead of Ice and yeah it is pretty easy on normal with that party. | |
That seems close enough. Never thought about making a Back Row Minotaur Missile Rogue, but it makes sense given their naturally high Strength and terrible Accuracy. Not sure if I would go with Evade Unarmed Rogue as a front liner though, since Evade is just unreliable and stacking evade means having lower armor, which just means if you do get hit, it'll hurt a lot. Better go max Assassination and a few in daggers (to be able to use the best dagger and only for that), then remaining in Dodge skill for Light Armor. Being able to kill stuff or do major damage just by flanking the enemy is huge. An air magic mage with Invisibility works awesome in conjunction with a Assassination Rogue (sneak around invisible and backstab/insta-kill monsters). But the freeze is great for longer fights too. | |
khoaNGx posted... Not sure if I would go with Evade Unarmed Rogue as a front liner though, since Evade is just unreliable and stacking evade means having lower armor, which just means if you do get hit, it'll hurt a lot. Built a full armor character and a full evade character for front row in a game just now. By end game the full armor character was dying left and right - if I just stood and took hits - and my evade character never died. Even fell into one trap -You'll know when you get there- where I was surrounded by an army of mobs. Only survivor was the unarmed guy and he pretty much killed the entire lot alone. Unarmed is insane... (though I would suggest fighter instead due to higher health (which is what mine was). From what I've noticed, protection is about worthless... *EDIT* Basically from what I'm saying is that evade is not unreliable and is godsend when making hard to kill characters. --- "Meow! Puni feels squishy soft!" ~Norn *Ateliar Iris* "I'm gonna get addicted to this... There, there, Puni, squishy Puni..." Lily MKhemia2 | |
I have a similar build but get my butt kicked quite a bit on normal difficulty if I stand and trade blows with some mobs. I find myself alot of times needing to utilize ranged attacks to survive. Right now I'm on level 5 of the dungeon and the creatures down there just hit too hard for my group. I remember the spiders gave me alot of difficulty for awhile also. No idea what I'm doing wrong. | |
From what I've seen and tried out here's a couple things I've noted about each class/race: Humans: -Decent middle ground. 4 skill points early help a lot. Minotaur: -Fantastic burst damage. Good for slow weapons - axes- and thrown weapons due to low energy total. -Makes poor fast attack because of just that, low energy total. -Lower dexterity means less evasion so they tend to die faster than other races. Insect: -Why not human? The losses for their stats don't make up for the extra skill point loss. -High willpower, but ultimetally not worthwhile. -Protection unique trait is wortless as -at least right now- protection does little. Lizardman: -Good alternative for human. Gain in dex makes up for the loss of a skill point. Classes: Fighter: -Sword skill is solid attack power and weapon speed. -High health total makes for good frontliners -Mace skill -for frost mace which you get at end of game- makes for easy breezing through later levels. -Mainly want to maximize weapon skills here while working on getting good evasion up Mages: -Fantastic damage potential as well as good utility. -Magic skills provide bonuses to elemental resistances which give a huge boost to late game. -Slower attackers and rely heavily on energy, but a good one can give you the edge in certain situations. -Air and Fire element does a lot of damage. Fire gives fire resistance which is amazing for all portions of the game. -Earth... Never really liked earth. -Ice freezes opponents later and does a decent amount of damage. Good for end game resistance as well. Rogues: -Quite possibly the deadliest of all in terms of damage output if you can get enough levels. -Dagger + speed up bracelet + assassin lets you hit incredibly fast for a large chunk of damage when dagger is high enough. -Throwing skill has good damage potential if in the hands of the Minotaur. -Excellent evasion makes for decent tank, but much lower health than their fighter counterpart. Skills of note: Unarmed: Gives +20 dodge and does insane damage at very fast speed. You'll run outta energy a lot, but it's simply incredible. Ice: Freeeeeze.... Assassin: Back row attacking with daggers, and adds a lot of speed when you get the right skills. Good boost in damage for backstabbing as well. I'll leave a couple things out for now - as I have to leave my current location. I'll let you guys theorize based on at least what I've noticed. --- "Meow! Puni feels squishy soft!" ~Norn *Ateliar Iris* "I'm gonna get addicted to this... There, there, Puni, squishy Puni..." Lily MKhemia2 | |
The 'ultimate' would be either 2 fighters and 2 rogues, or 4 rogues. All minotaur, front liners unarmed, back line with throwing, though you might be able to give one of the backliners ranged unarmed with the assassinate tree. You'd basically kill anything before it could really do anything back. Oh, or 2 Toorums. I'd say 4, but I don't think it's physically possible to handle that many. --- Die the death! Sentence to death! Great equalizer is the death! http://img62.imageshack.us/img62/6749/trollkastel.png | |
2 Front Row Minotaur 2 Back Row throwing Minotaur You can replace a back row Minotaur with a mage for convenience but it wouldn't be "ultimate" | |
To be honest, this makes me kind of disappointed reading about how little of a role protection plays. I'm starting to get up to the higher levels and I do feel that protection value is deteriorating as in it's not doing anything against all those magic/elemental based attacks. I kind of had a defensive/protection focus for my team too... Oh well. I'll try something different on my second playthrough or Toorum playthrough. | |
WiseTyefighter posted... 2 Front Row Minotaur 2 Back Row throwing Minotaur You can replace a back row Minotaur with a mage for convenience but it wouldn't be "ultimate" Just want to point out that the extra 2-3 attack power from getting full str on a starting minotaur means nothing when a human with those extra 3 skill points gets the same thing with a boost to accuracy. Not to mention humans don't start out with no dex so they can get good a good evasion boost overall. Sure the skull thing gives minotaurs an edge on damage, but if you divide 4-5 skulls across a party of 4, you get nothing really in return. Thus, you end up with less damage overall and a lack of defense that matters. Overall, 4 minotaurs hurt more than they help and do not make the 'ultimate' team. *edit* And yeah, I was disappointed when I learned how little protection actually helped. Even against physical opponents - ogres - that extra 60-70 protection doesn't really do anything - was still getting hit for 90+. --- "Meow! Puni feels squishy soft!" ~Norn *Ateliar Iris* "I'm gonna get addicted to this... There, there, Puni, squishy Puni..." Lily MKhemia2 |
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