You are probably right. But it's something I never saw happen until I had very high Wits. Maybe when you have the last turn of the round, there is some sort of Initiative penalty the next round, which high Wits overcomes.
I've been trying out a little different Wits build lately, which has been working very well. This time, it's more of an evasion build, though.
I was playing around with evasion builds, and ultimately the main issue I was running into, was the stupidly small range of leadership. My solution to the problem, was to use ranged weapons so that you can remain grouped together; but the problem with that, is you need to dual wield to get the Parry Mastery bonus, and also the +10% bonus from having 10 dual wield. But there is a ranged weapon you can dual wield...wands! So I made a leadership character who is a tank, and the other 3 characters dual wield with wands. With some decent leadership gear on the tank, and +dodge gear on the others, it's very easy to get over 80% dodge, as well as the huge resistance bonus from leadership. The dodge characters all wear mage armor to beef up their magic armor. I waited until level 8 to go with this build, since before then having the leadership character as DD seemed far more valuable.
So far it has been pretty interesting. Wands are a little low on the damage side, but allow for some extra CC (I like to use rain + air wands to shock.). But the dodging is outrageous!
The main reason I'm sticking to a Wits build instead of going Int, is because I can increase scoundrel instead of leveling a specific element, and thus can use any type of wand (otherwise shopping is an even greater nightmare than it already is with this build.).
Last edited by Mobius1; 26/02/18 07:32 PM.