@Kalrakh I completely agree, the build's main focuses seem to contradict themselves, and in a lot of situations, that could be detrimental, but the way I look at it, the build would be weak without that kind of contradictory factor. Can't have all armor, because it won't last forever, and can't have all healing because you'll take too much damage. I believe that, like you said yourself, the healing is only there if we fail to achieve the infinite physical armor goal. That being said, I do think you are onto something with the armor piercing factor of the daggers. I didn't even think of that at the time of making the build, and I am ashamed to say that even with how deeply I've looked into things, I didn't consider that in the slightest. I will try that change and see how it works. Also, the build does rely on the team, but at the same time he'll always be the last one to die if played correctly. -Leptos


@lx07 I can see what you mean with your "Flesh Sacrifice" idea, just tried it out. For some reason I thought the blood on the ground only lasted one turn instead of two. That's my mistake. I still suppose that's up to the user, however, whether they'd like damage over defense, because while the elf does have high damage now due to that "Flesh Sacrifice", they don't have the defense that "Metamorph" gives for the dwarves, with that 2 turns of stunned. And moving on from that, I do agree, they love to stun, but even way past the little burning piglets, I haven't had too much trouble surviving surviving with this build even when chain stunned. Sadly, my partner's current build can't take many hits but puts out damage like a truck, so in a way we complete eachother, but in the other way, they love to target him first, so he ends up dying. Meanwhile I can stay alive for much longer on anything that isn't magic, and rarely does he have to resurrect the Necro Warrior. -Leptos

Last edited by V&L Incorporated; 24/01/17 02:59 PM.