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#595323 07/11/16 05:29 PM
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Ok i need some help. Is man at arms even worth using/playing in tact mode? melee in general seem completely lack luster

Kelledon #595369 08/11/16 03:15 PM
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Yes, man-at-arms is strong.

Only scoundrels are weak.

Kelledon #595470 11/11/16 11:47 AM
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can you please explain how to get a man at arms to stay alive in Tac mode?

Kelledon #595473 11/11/16 12:53 PM
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Smartly use Battering Ram and Crushing Fist.

Don't move for no reason or for bad reason. Emptying your AP bar to place your man-at-arms conveniently near all enemies for them to kill you with ease is a bad idea.

That sounds easy enough to me.

Kelledon #595482 11/11/16 06:36 PM
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Putting one point or another into Constitution helps too ...

Boosting nothing but damage does not help, because dead characters do zero damage.

Kelledon #595518 13/11/16 05:23 AM
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If you don't necessarily want to play a pure warrior, some other skills that don't rely on high intelligence (like summons, buffs) or dexterity (that can be boosted later with equipment bonuses) can help quite a bit.
A point in Aerothurge would give access to Teleportation and Thunder Jump (the stun effect wouldn't trigger as much with a low intelligence, but it gives a relatively low AP way to get into the thick of battle). A point in Geomancer would give Midnight Oil (slow opponents, or set up for fire surfaces and smoke clouds), Boulder Bash (no line of sight required) and the spider summon. The scoundrel skills Walk in Shadows (invisibility), Winged Feet (lets the character walk over surfaces unaffected) are useful in and out of combat, and Fast Track and Trip could be useful (more so after getting some dexterity bonuses); the adept skill Cloak and Dagger (teleport) can also be handy.

Another character could also pick up a level or two of Witchcraft, particularly for Oath of Desecration to buff the warrior.


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