Hypersmurf
Moderatarrrrh...
mmu1 said:Dwarven Cleric... Wears some nice high-end elven chain to retain 20' movement.
?
What about the whole Dwarven Plate-Jogging thing in 3.5? Not implemented in TOEE?
-Hyp.
mmu1 said:Dwarven Cleric... Wears some nice high-end elven chain to retain 20' movement.
Hypersmurf said:?
What about the whole Dwarven Plate-Jogging thing in 3.5? Not implemented in TOEE?
-Hyp.
LightPhoenix said:And before people scream "strategy!" at me, there's no strategy in a battle where your guys just get mowed down no matter what you do. There have been several battles where I've reloaded after death numerous times - enemies are just too strong. It definitely reflects the "DM versus players" mentality.
Dark Jezter said:I should also say that I love the Great Cleave feat; my barbarian got surrounded by goblins, then one of them tried to run past him, provoking an AoO... he killed it, and then proceeded to cleave through five more goblins.![]()
Lightphoenix, I don't know if this'll be helpful, but I've started a thread on the Atari forums called Advanced Combat Tactics. I've not had much trouble with the combat in the game, and maybe you'll find some of my advice there helpful. Here's the first post from that thread:LightPhoenix said:And before people scream "strategy!" at me, there's no strategy in a battle where your guys just get mowed down no matter what you do. There have been several battles where I've reloaded after death numerous times - enemies are just too strong. It definitely reflects the "DM versus players" mentality.
[/font][font=verdana, arial, helvetica]I figured this might be a useful thread for folks who are having trouble with the game to learn something,a nd folks who are breezing through it to share some of their tricks. Some of the tricks I list will be obvious; others, not so much.
Use spells to divide and conquer
This is extremely important, and you can start doing it at first level. The game has a lot of spells that reduce or prevent movement for a group of enemies; USE THEM. They turn a battle against 10 enemies into a battle against the three enemies who made their saving throws. Just be careful not to get your own guys caught in the Area of Effect! Spells to use: Grease and Entangle are first level. Web, Spike Growth, Spike Stones, Solid Fog, etc. have similar effects.
Another class of area spells are those that affect the foes' capabilities. Sleep is fantastic at low levels for taking out mulitple enemies at once; later, scare and cone of fear can have the same effect.
If they they join you, they can't beat you
Similarly, charm person and other mood-affecting spells are great. Charm spells seem to work pretty well in the middle of combat (a departure from PnP rules), and turning even one bad guy into a temporary good guy can really even the odds. Charm person and Suggestion both have this effect; I've not tried higher-level charm spells.
One bad guy at a time
When you're attacking enemies, it's tempting to have each of your guys choose a dance-partner and attck that foe until it's dead. DON'T DO THIS! You want to tag-team enemies: kill, kill, kill that one bad guy until it falls, and then move on to the next bad guy.
Location, location, location
Remember your 5-foot steps. I used Control+s to bind the 5-foot-step to the s key, and use it all the time. You want to flank your enemies (even if your rogue is facing an enemy head-on, she can sneak-attack if she's got an ally on the enemy's other side), and you want to make sure your casters have room to step away from the bad guys before casting their spells. If you've got a guy with a reach weapon, he can stand behind your other characters and attack (although his target will get a +4 to their Armor class, due to cover they're getting vs. the attack). He can also stand in front of everyone and get attacks of opportunity on enemies that approach. Finally, if you have someone with the cleave feat, try to make sure they're in a position to threaten at least two enemies before attacking: that way, if they drop their first enemy, you get the immense satisfaction of a second attack.
Buff
Don't forget the buff spells! Mage armor is a wizard's best friend -- but it's also a monk's best friend and an animal companion's best friend. Use it! Barkskin, greater magic fang/vestment/weapon, and the various spells that up your stats are also really great. If you're wondering what spell to memorize at a particular level, you usually can't go wrong with a buffing spell.
Turn Undead
If you've got a cleric with the Sun domain, undead should never cause you a problem: destroying them is fun and easy, using the Greater Turning ability. Otherwise, you may have a little more trouble with them. If you cast Eagle's Splendor on yourself before you meet undead, it'll be a lot easier: turning is based off your charisma score.
Be careful with power attacking
Even though it looks like a great feat -- with a two-handed weapon, for every -1 to hit you take, you get +2 damage -- very often you're better not power-attacking at all. Let's say you've got a fighter specialized in a greatsword, wielding a +2 greatsword and with a strength of 18. Your damage is normally 2d6+2 (sword) + 2 (specialization) +6 (strength), for an average of 17. You can power-attack to up the damage by two, to 19 -- but that means that you're more likely to do no damage whatsoever. Is it worth the risk of not doing those 17 points of damage, just so you can maybe do an extra 2 points of damage? Sometimes yes; often, no.
That's it for now; do other folks have tips?
Daniel
lovin' this game
Hypersmurf said:What about the whole Dwarven Plate-Jogging thing in 3.5? Not implemented in TOEE?