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input around multiplayer setup for maxed out hard mode (mods/hard setting)

Posted: Wed Apr 07, 2010 3:29 pm
by Monks
well i would like people's suggestion for this, and i really dont want wild mage use until you proc 100 planatars and that kinda thing :P

from my experience with these mods, and on hard lvl, i would say. you get hit by anything else than a goblin your dead in 2-3 hits, AC is meaningless once you fight harder oponents/TOB

my suggestion for the party would be:

lvl 9kensai/magexx dualclassed tank/debuffer/buffer

lvl 11mage/roguexx dualclassed (chose a rather high lvl mage to get protection from magical weapon this the char will be heavy mele)

lvl 7-8 mage/clericxx dualclassed (this char is not ment to be a mele hitter, so stopping at lvl 4 spells for stoneskin mirror image and some other protection spells.

lvl xxsorc, primary spellcaster since my kensai/mage is a non spell offensive class

totemic druid 12/magexx dualclassed the druids special spirit pet is quite powerfull and will be a good assistance when some chars are dualclassing,
also the druid spellbook comboed with the mage spellbook is quite powerfull (read insect swarm and summonings)


for the last spot im hoovering a bit between an archer or an inquisitor/mage dualclass

imputs would be much apriciated.

best regards Monks

Posted: Tue Apr 13, 2010 8:25 am
by Stworca
The easiest run through all the toughest tactical mods, on insane difficulty i had, was with following party..

Sorcerer - main everything. He can run naked, and still will solo the entire game.
Wizard Slayer/Thief - ranged physical dps, mage crippling
Anti-Paladin/Mage - dispel, dps, tank
Cleric of Talos/Warrior - dps, tank
Swash/Cleric - tank, healbot
Blade - tank, tank, tank (tank) The only Class with good enough AC for tactical mods

How did it work out? It's an all tank (except for the archer, WS/Thief), all dps party, that's how ;)

From my experience one well prepared spellcaster (sorcerer) is enough to take out everything, that is to be taken out by magic.. While tanking the entire world, and buffing all allies. I did however dual the A-P to mage to give him some well deserved protection.
You could do the same without the Anti-Paladin/Mage, by simply making him another Sorcerer, but TWO sorcerers? No.. Just no.. It's like a "I Win NOW" cheat.

I don't realy see that much problems with Your setup, except for Totemic druid/Mage. I'd leave him the druid that he is. For the last spot, ofcourse, an archer.

With this beign said, i'd focus more on physical dps, but that's just personal preference. In my experience one sorcerer is even too much for everything that has a "magic" tag. This means that you could even kick out the druid, and add another character with physical damage (+ few mage levels to get all the protection spells, or few cleric levels to get OTHER all the protection spells)
A good character, that has to be build very slowly, is a combination of barbarian (or berserker.. i always confuse the two) dualed to cleric. Or started as a cleric and dualed (using SK to add the kit).
Make him flail spec, give him DoE, pop Armor of Faith, add the passive DR from berserk / barbarian, and there you have a tank for.. say.. Yaga-Shura with Ascension and SCSII

Just remember, that with improved AI (with SCSII for example), people protected from magical weapons are ignored.

Regards

Edit : On the other hand, in multiplayer session, where everyone unpauses, its nice to have pfmw :)

And with this beign said.. I'd like to participate in a 6 sorcerers run!
Edit 2 : Or a 5 Sorcerers and RPGguy as Cerndt run :)