Basic Builds and Tactics for Beginners. - 07/07/14 03:24 AM
Warriors: Can be difficult at first, long cooldowns and inflexible, they are designed for damage mitigation rather than damage. Talents like Leech, comeback kid, bully, opportunist should be your goal. Just because strength is very restrictive does not mean you should not invest in some intelligence to be able to cast some basic utility skills. Tactical Retreat, haste, invisibility will also help your survivability.
What you'll want to do is to either equip them with a shield or a two-handed weapon and throw them out in front but still close to your enemies, never rush all the way out. This way you'll enemies are likely to hit the warrior rather than your other classes, and any that try to pass will get smacked with attacks of opportunity. A shield will provide further defence and a two-handed will cause more damage with these attacks. As for secondary abilities you may chose a few healing spells, environmental triggers like flare, self-immolation, rain etc they cost little and will always help you complete your tactics without having to invest in intelligence. Skills like Destroy Summon, haste need no maintenance as they will serve their purpose even at low levels, you won't need to purchase a stronger version of it later on, (thus requiring more intelligence) and since their low-level, you can endure the penalty of not having the required intelligence or witchcraft level as your not supposed to be using them every turn anyway.
Rangers: Simple and straight forward so long as you plan your moves ahead. Don't use unnecessary moves, invest in some special arrows and this class can become very deadly. Rogue skills like haste, can help you attack more often. Charm and trip can deal with enemies that got too close, invisibility if all else fails. With these in place you can move to use talents such as glass cannon if you're feeling daring. You'll want talents like Arrow Recovery. Beyond heal, and perhaps a few elemental triggers (flare, blitz bolt) or bleeding if, you don't like wasting arrows, magic is not really needed.
Keep on the back and know your enemy, placing a fire arrow on top of group of enemies and then shooting say a zombie will cause massive explosions as they bleed poison. Bows with elements can cause CC every turn as enemies bleed it gets electrified or frozen. With the help of a wizard or another ranger you can truly make some powerful combos.
Rogue: They can be difficult if you don't count all your AP and plan. Rogues are extremely flexible and you can make whatever you want with them. Focus on their dexterity and sneaky abilities, you'll want talents like backstab, leech, comeback kid, elemental affinity. (Guerrilla doubles your attack while sneaking, but I'm not sure it counts for being invisible as well or only in sneaking[which you may as well ignore unless you dedicate a lot of points into sneaking])
A true rogue counts their moves before acting, backstabbing a target behind enemy lines, charming, tripping, stunning a bleeding and then returning to the group with invisibility or tactical retreat, leaving the enemy in chaos. However given their nature you can replace their disruptive skills with anything really. You can make a Ninja by using some magic & summons coupled with melee letting you disrupt the battle field, ice pillars, self-immolation, charm (charmed enemies can be hit by holding CTRL). It also bodes well with air skills giving you further invisibility and battle controlling abilities like teleport. You may want to be more of a scout, healing and using your bow and invisibility to draw individuals out of the group or just full on Rogue. Just remember attacks of opportunity by enemies are marked on the floor, so you know when and where it will happen, use this to get behind enemies for backstabs.
Wizards: This is the easiest class, just stay back and throw whatever magic you got at the enemies. You have a limited number of spells, remember to keep the balance between utility, healing and damage. From here you can create whatever sort of Wizard you want, all magics benefit from intelligence and you can easily cycle between spells while they cooldown. Talents like elemental affinity will decrease the cost of your spells if an enemy mage decides to fight back can be useful, the rest is up to your imagination.
Wizards are the backbone of all your decisions, whether to cast rain upon your warrior and stun him along with all the enemy or use a elemental shield, whether you teleport your rogue back to the group after he got a little carried away or sacrifice him with a meteor shower, whether to heal or set environmental hazards for your archer. Mages are the sticky glue of the group, hey, with great power comes great responsibility. Despite wielding quiet powerful magic, you'll find yourself supporting your team with skills like rain, healing, summons, tornado and stunning enemies more often than you think.
Hybrids disclaimer: You can mix these classes as much as you want but always remember the objective of your class. It is easy to start going too far with the intelligence on a warrior or rogue but it will only hurt you in the long run. Don't try to be a jack of all trades, be a master at least at what you do whether that be tanking, disruption, damage-dealing or support.
Feel free to leave down any thoughts or questions.
What you'll want to do is to either equip them with a shield or a two-handed weapon and throw them out in front but still close to your enemies, never rush all the way out. This way you'll enemies are likely to hit the warrior rather than your other classes, and any that try to pass will get smacked with attacks of opportunity. A shield will provide further defence and a two-handed will cause more damage with these attacks. As for secondary abilities you may chose a few healing spells, environmental triggers like flare, self-immolation, rain etc they cost little and will always help you complete your tactics without having to invest in intelligence. Skills like Destroy Summon, haste need no maintenance as they will serve their purpose even at low levels, you won't need to purchase a stronger version of it later on, (thus requiring more intelligence) and since their low-level, you can endure the penalty of not having the required intelligence or witchcraft level as your not supposed to be using them every turn anyway.
Rangers: Simple and straight forward so long as you plan your moves ahead. Don't use unnecessary moves, invest in some special arrows and this class can become very deadly. Rogue skills like haste, can help you attack more often. Charm and trip can deal with enemies that got too close, invisibility if all else fails. With these in place you can move to use talents such as glass cannon if you're feeling daring. You'll want talents like Arrow Recovery. Beyond heal, and perhaps a few elemental triggers (flare, blitz bolt) or bleeding if, you don't like wasting arrows, magic is not really needed.
Keep on the back and know your enemy, placing a fire arrow on top of group of enemies and then shooting say a zombie will cause massive explosions as they bleed poison. Bows with elements can cause CC every turn as enemies bleed it gets electrified or frozen. With the help of a wizard or another ranger you can truly make some powerful combos.
Rogue: They can be difficult if you don't count all your AP and plan. Rogues are extremely flexible and you can make whatever you want with them. Focus on their dexterity and sneaky abilities, you'll want talents like backstab, leech, comeback kid, elemental affinity. (Guerrilla doubles your attack while sneaking, but I'm not sure it counts for being invisible as well or only in sneaking[which you may as well ignore unless you dedicate a lot of points into sneaking])
A true rogue counts their moves before acting, backstabbing a target behind enemy lines, charming, tripping, stunning a bleeding and then returning to the group with invisibility or tactical retreat, leaving the enemy in chaos. However given their nature you can replace their disruptive skills with anything really. You can make a Ninja by using some magic & summons coupled with melee letting you disrupt the battle field, ice pillars, self-immolation, charm (charmed enemies can be hit by holding CTRL). It also bodes well with air skills giving you further invisibility and battle controlling abilities like teleport. You may want to be more of a scout, healing and using your bow and invisibility to draw individuals out of the group or just full on Rogue. Just remember attacks of opportunity by enemies are marked on the floor, so you know when and where it will happen, use this to get behind enemies for backstabs.
Wizards: This is the easiest class, just stay back and throw whatever magic you got at the enemies. You have a limited number of spells, remember to keep the balance between utility, healing and damage. From here you can create whatever sort of Wizard you want, all magics benefit from intelligence and you can easily cycle between spells while they cooldown. Talents like elemental affinity will decrease the cost of your spells if an enemy mage decides to fight back can be useful, the rest is up to your imagination.
Wizards are the backbone of all your decisions, whether to cast rain upon your warrior and stun him along with all the enemy or use a elemental shield, whether you teleport your rogue back to the group after he got a little carried away or sacrifice him with a meteor shower, whether to heal or set environmental hazards for your archer. Mages are the sticky glue of the group, hey, with great power comes great responsibility. Despite wielding quiet powerful magic, you'll find yourself supporting your team with skills like rain, healing, summons, tornado and stunning enemies more often than you think.
Hybrids disclaimer: You can mix these classes as much as you want but always remember the objective of your class. It is easy to start going too far with the intelligence on a warrior or rogue but it will only hurt you in the long run. Don't try to be a jack of all trades, be a master at least at what you do whether that be tanking, disruption, damage-dealing or support.
Feel free to leave down any thoughts or questions.