It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
logic0: This is all low level stuff though, level 1 units and spells, heroes getting to about 10. Only a couple shards done too. Restarted so many times :(
avatar
Dt3r: I posted a topic a while back that might be useful for you. I listed all the abilities for all hero class combinations for the choice at level 10. The level 20 info is also included a few posts down.

http://www.gog.com/forum/eador_genesis/hero_class_choices
I have to say this about multiclassing. The only class that is worth it to do this with is the Commander Class. To many of the others have just incredible skill lvl 4/5 bonus's that you cannot get without going pure.

But the Commander class actually quite lacks in this department and also gets to keep his full 10 command max no matter which path he takes. Best 2 are Com/Scout and Com/Wiz though.
Yeah, you can't go wrong with the straight classes, and some of those level 5 skills are hard to pass up. I've been playing around with some of the multiclass choices though, and a few of them are better than I expected. The Ranger (Scout/Wizard) is a good example. I considered it useless for the longest time, and against undead it's still a bad choice... but a level 20+ Ranger using false alarm to start the battle followed by casting mass slow can be ridiculously powerful. The stamina drain by the time the enemy reaches you gives you a huge advantage.
But I always use that tactic with a pure scout,too, they can cast mass slow. Few resist it and it doesnt last as long, but still good enough.
avatar
EvilLoynis: I have to say this about multiclassing. The only class that is worth it to do this with is the Commander Class. To many of the others have just incredible skill lvl 4/5 bonus's that you cannot get without going pure.
It's true that pure classes are never a wrong choice, but there's more to consider than level 5 skills. Different stat maximums lead to sometimes big differences in maximum health, stamina, spell levels and unit levels. Warrior multiclasses tend to not have to worry about stamina, Scout multiclasses except Com/Scout can all use the deadly stamina diversion / mass slow combo, plus pathfinding 3 is better than most level 5 skills. Then there's also the ability to use better equipment.
Some more notably good multiclasses:

Warrior/Scout: 2nd best melee and ranged damage due to massive poison damage in one package, pathfinding, can use diversion combo, can be leveled up to 20 extremely quickly going solo.

Warrior/Wizard: once again very fast leveling, wizard skills complement the Warrior very nicely, soul stealing and various buffs can keep him alive very well; mass spells, invulnerability, reincarnation, teleport, word of life, vampirism - all with +3 spell duration. Wizard/Warrior is probably even better (2 level 4 spells, could cast both invulnerability and reincarnation on himself), but slower to level. Bigger health stat also means much more stamina for costly spells.

Wizard/Commander: +spell duration and medium armor, better than Com/Wiz.
avatar
tuxutat: Warrior/Scout: 2nd best melee and ranged damage due to massive poison damage in one package, pathfinding, can use diversion combo, can be leveled up to 20 extremely quickly going solo.

Warrior/Wizard: once again very fast leveling, wizard skills complement the Warrior very nicely, soul stealing and various buffs can keep him alive very well; mass spells, invulnerability, reincarnation, teleport, word of life, vampirism - all with +3 spell duration. Wizard/Warrior is probably even better (2 level 4 spells, could cast both invulnerability and reincarnation on himself), but slower to level. Bigger health stat also means much more stamina for costly spells.

Wizard/Commander: +spell duration and medium armor, better than Com/Wiz.
The reason I would prefer Comm/other classes over other/Comm classes is that when you start as Commander no matter which path you choose you get Command stat 10 which lets you take 1 more of each Rank 3&4 units then the other way around.

Sadly giving up the boosts of Armor, Weapon Mastery and Precise Strike lvl 4+5 is not much good to me for getting the low bonus of the others warrior multi classes is not so good to me.

Also the reason I do not like to multi Scouts is because they really should be taking out other Ranged/Magic units instead of casting spells or engaging hand to hand.
Going pure Wizard, Warrior or Scout is always a strong choice, but I've been surprised at how strong some of those multiclasses are.

Remember. You might be giving up lvl 5 skills, but each combo has it's own set of (often unique) bonuses like Poison, Soul Stealing, Reincarnation, Mobility +2, Double returns from sites and quests, Speed +2, Free weapon change, increased sabotage effectiveness, res and overcome res +4 & +6 duration of spells (close to permanent, letting you stack debuffs/buffs easily).

And not all lvl 5 skills are THAT impressive. Pathfinding is insane at level 5 due to the monster bonuses on all terrain. The only Warrior skill that really rocks the world at level 5 is the one that gives round attack (granted that's very good though). But mostly they just give a bit extra bonuses, which is nice, but can certainly be offset by multiclasses unique bonuses in a lot of cases, depending on circumstances
Master Slayer in fact deals more melee damage to a single target than a pure warrior due to poison. The warrior only gets +4 damage from weapon master while poison is +12, plus that's dealt on all (ranged) attacks / counterattacks. Precise strike +4 is the same for both.
avatar
tuxutat: Master Slayer in fact deals more melee damage to a single target than a pure warrior due to poison. The warrior only gets +4 damage from weapon master while poison is +12, plus that's dealt on all (ranged) attacks / counterattacks. Precise strike +4 is the same for both.
Does vampyrism spell/items works when mob died from your poison?
avatar
ambient_orange: Does vampyrism spell/items works when mob died from your poison?
No, but a Slayer doesn't rely on vampirism as much as a pure Warrior anyway. You have different ways of playing him in combat, mostly depending on how high level he already is. One solo tactic that works well most of the time is using the top left corner while holding a bow or crossbow. Only 2 enemies can attack you there in melee, but they'll get heavily poisoned while doing so. In the meantime, you can fire at the most dangerous enemies behind them. When those are dead or close to dying of poison, switch to your melee weapon (partisan) again to finish off everything.
If the enemies are still too strong you can of course take some cheap meat shields with you to give you more time before you're cornered.