![]() Every 2 points in a stat increases the benefits it provides. Don't feel bad for dumping all stat points you get on level up to strength. Strength determines your chance to hit and your damage with melee weapons, making it a very important stat. If you don't want Tomi, Sharwyn who is located at the Trade of Blades is a bard who can pick some locks but not nearly as much as Tomi, but she can provide nice buffs and perform some light healing which complements a fighter well. When you're out of the tutorial and before you leave the temple, recruit the halfling named Tomi at the exit, he is a rogue and will be extremely useful for you as he can disarm traps/pick locks. Dumping charisma is fine, but you would probably want 10 int for a bit more skill points for tumble/spellcraft purposes. You can wear heavy armor and cast magic with no problems. Your main stat is wisdom in regards to spell casting and should be very high. If you really want to try a spellcaster first, then I would recommend a cleric over a sorceror/wizard. Power attack is very useful, along with cleave for feats. Sword and board style is recommended *weapon + shield*, choose a weapon focus early and then at level 4 and above you can choose to specialize with that weapon you focused on which results when put together in +1 chance to hit and +2 damage. For starting feats I would recommend Luck of Heroes and Strong Soul for bonuses to saving throws, you can only select these during character creation. What skill points you do get should go towards the Tumble, Spellcraft, or Discipline (there is an item you can find which makes discipline irrelevant in the main campaign). ![]() Constitution measures your health, I would recommend 12 or 14 depending on what stats you have left, Charisma and intelligence can remain 8 (note everyone will treat you poorly in dialogues with these stats). 12 or 14 dexterity, some feats require at least 13 dexterity to be invested, if you want to use very heavy armor, do not raise past 13, and if you want to use medium armor then 14 is the sweet spot, I would recommend heavy armor. For stat points allocate a majority of them to strength, 18 strength is the highest you can choose for a human at the start. Circle kick is pretty cool, so dex 14 is a good place to be.Play the main campaign titled "Wailing Death", the first part has a tutorial.įor incredible simplicity, choosing to create a human fighter is the accessible type of character. Just math says that even a 3d6 kama isnt much better than a d20 punch, and time you have these weapons game is about over anyway (you can do even better on big item servers). Not a fan of trying to max out AC with high wis and dex but low other stats. not a fan of small races due to reduced damage. All the builds I like for monk, the monk has 25-30 levels or more and anything else is just a little something to round it out for flavor. Without driving your fists to d-20 damage and picking up the AC and feats from levels in monk, it is not great IMHO. Its a flexible class, but with the exception of low level monks for various weird builds (shifter or 1 level on a mage etc) you want to level the monk part high or not at all. This fully depends on the weapons being good, which means higher levels. Kama weaponmaster monk is pretty strong even though its a weak weapon. Its a staple of shifter builds for unarmed shapes with monkish boosts. Various other ideas from rogue/shadowdancer approaches work as well, getting sneak attacks etc. Sorc 1 / RDD 10/ M out is very nasty, high str and stats and AC bonus on top of monk + maybe mage armor or shield level 1 spells.Ĭleric monk to get a few spells (mage armor, stat spells, etc) can be very potent. At high levels though it is seriously tough and good damage. Its gear heavy to get a survivable AC, and it suffers a bit not having a weapon you can enchant or get bonuses from if going unarmed and kamas are sort of lame too.
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