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Pfreaker: Fighting through Rapax Rift, so many random large battles!
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ussnorway: Purely out of interest would you now consider dualing the priest or Mage?
If the Mage has a full spell book dualing to Psionics would open new picks without clamping down on the progression… Eye for an Eye, Soul Shield & Haste spring to mind.

The priest depends on how you utilize the combat rounds but Lord would be my pick for a late-game swap as long as you already have the level 7 spells it opens up using cursed armour/ weapons for little down side.

p.s. The Monk npc and whom else or are you seven man teaming it?
The problem with class changing the mage to anything but bishop is enemy magic resistance. If you class change, your casting level will stop increasing, but the levels and magic resistance of the enemies will continue to increase, making your mage spells less and less useful. Plus, if you already have level 7 spells, you are close enough to reaching end-game levels that your new class won't get a chance to become useful.

Priest to Lord is something I actually did one game, and it works because fewer Priest spells actually target enemies. Don't forget to get an Infinity Helm for that character! (Assuming Ferro is still alive, of course.)
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Pfreaker: Fighting through Rapax Rift, so many random large battles!
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ussnorway: Purely out of interest would you now consider dualing the priest or Mage?
If the Mage has a full spell book dualing to Psionics would open new picks without clamping down on the progression… Eye for an Eye, Soul Shield & Haste spring to mind.

The priest depends on how you utilize the combat rounds but Lord would be my pick for a late-game swap as long as you already have the level 7 spells it opens up using cursed armour/ weapons for little down side.

p.s. The Monk npc and whom else or are you seven man teaming it?
At this point i'm in the Rapax area and Vi would not follow me so I have 7 right now. The Priest does not have the option to dual class so must be missing the required stats. As for the mage I have not really considered changing classes all my casting skills are above 75 so I cant increase them on my own but they are not near max don't know how much difference that makes.
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dtgreene: Priest to Lord is something I actually did one game, and it works because fewer Priest spells actually target enemies. Don't forget to get an Infinity Helm for that character! (Assuming Ferro is still alive, of course.)
I actually think I end up using more offensive spells then anything else on my priest in the average combat. Either way he does not have the required stats to dual to something else as there was no planning ahead to do so.
Post edited September 27, 2015 by Pfreaker
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Pfreaker: As for the mage I have not really considered changing classes all my casting skills are above 75 so I cant increase them on my own but they are not near max don't know how much difference that makes.
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Not much, the important stats are intelligence 100 and then some points in powercast skill.

Having freshly played the team, what characters do you see as… if not letting the side down exactly then as having the most room for improvement next time?
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Pfreaker: As for the mage I have not really considered changing classes all my casting skills are above 75 so I cant increase them on my own but they are not near max don't know how much difference that makes.
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ussnorway: Not much, the important stats are intelligence 100 and then some points in powercast skill.

Having freshly played the team, what characters do you see as… if not letting the side down exactly then as having the most room for improvement next time?
Ninja > I think overall the ninja is the biggest let down thrown damage just seems pitiful when compared to arrows, bolts and even slings, also the very limited armor selection. Casting power in the late game has really improved this character overall but for sure the weak link.

Mage > pitiful HP has meant this character has spent 10x more time with his face in the dirt. Other than that no complaints its as I expected from a mage character.

Priest > No complaints its exactly what I expected.

Ranger > End game casting power really surprised me on this character having access to spells like resurrection on a hybrid just feels strange to me. No complaints on this one damage is a but lacking per hit but I probably just need to pump STR.

Samurai > Casting levels too slow, DPS lacks compared to warrior in close combat. Overall decent class but has taken the most work to develop.

Warrior > Beast no changes has maxed STR/CON/SPD and almost DEX

As for what I would change next time? there's not likely a next time game takes too long and many games await to be adventured through.
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ussnorway: Purely out of interest would you now consider dualing the priest or Mage?
I looked today and the mage can only switch over to a priest and the priest to nothing.
Post edited September 28, 2015 by Pfreaker
Rapax Castle... is there a never ending spawn of large groups or are there just a lot of them. I am making very little headway with my game time because of these really big non-stop battles.
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Pfreaker: Rapax Castle... is there a never ending spawn of large groups or are there just a lot of them. I am making very little headway with my game time because of these really big non-stop battles.
One hint: If the Rapax have not yet raised their magic resistance with spells, instant death spells work really well. Many of the Rapax are low level but have a lot of hit points; that's the perfect situation for using instant death spells.

Also, don't underestimate Freeze Flesh. Unlike Freeze All, it can target enemies that you can't even see. (Note that Rapax have less resistance to Water than to other elements, but more resistance to Fire.)
Rapax will spawn endlessly in the Rapax Castle and Rift, but no more than any other zone will endlessly spawn its own native creatures. There are a number of (non-respawning) enemy groups that wander the castle when you first enter it, though, and if you get unlucky and get spotted by more than one group there can be real trouble. Once you clear the wandering patrols your life will get much easier.

Alternatively, you can do as Ferro suggests and join the Templars. If you make a beeline for him first and then for the ceremony chamber, you can usually get away with fighting only one or two patrols. Once you've joined the Templars, the Rapax will leave you alone. There are a few having a barfight that will still be hostile, but other than that it's smooth sailing from then on.

For actually fighting them, water spells will be your bread and butter. Tsunami (or the Water Cannon) is my personal favorite Rapax solution.
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bevinator: Alternatively, you can do as Ferro suggests and join the Templars. If you make a beeline for him first and then for the ceremony chamber, you can usually get away with fighting only one or two patrols. Once you've joined the Templars, the Rapax will leave you alone.
I will have to do this and get that done.
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dtgreene: One hint: If the Rapax have not yet raised their magic resistance with spells, instant death spells work really well. Many of the Rapax are low level but have a lot of hit points; that's the perfect situation for using instant death spells.
So it has to be an opening move for most groups.
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dtgreene: Also, don't underestimate Freeze Flesh. Unlike Freeze All, it can target enemies that you can't even see. (Note that Rapax have less resistance to Water than to other elements, but more resistance to Fire.)
I will have to try that with some of these groups because they are wrapped around corners.
Post edited September 29, 2015 by Pfreaker
fyi you can rest on the shelf beside Ferro... take the lift up.

p.s it's a good spot to put a portal because Ferro has some very nice items and the castle has some hidden exits that make it useful.
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dtgreene: One hint: If the Rapax have not yet raised their magic resistance with spells, instant death spells work really well. Many of the Rapax are low level but have a lot of hit points; that's the perfect situation for using instant death spells.
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Pfreaker: So it has to be an opening move for most groups.
I believe instant death spells are as reliable as status spells. If the enemies have protections up or are higher level, the spell will need to be higher level to compensate. Against lower level enemies with no protections, however, the spell can work quite well at level 1. (Unless your spell of choice happens to be Death Cloud, there is nothing else affected by the power level.) Just beware: If the spell backfires, the result might not be pleasant.

Also, while Undead are immune to instant death (yes, even Quicksand), don't expect spell vulnerability to necessary conform to what you would expect. For instance, against flying enemies, Quicksand is more reliable that Asphyxiate or Death Cloud. On large golems, it's the reverse.

One more thing: When you find Ferro, it is a good idea to get Robes of Rejuvenation for your mages and Infinity Helms for any fighter-types that have spells (and can equip it, of course). This will cause you to regain SP every round and to not have to rest as often. (Also, try to spread your magic use between the realms; All realms separately recover SP at the same rate.)
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bevinator: Alternatively, you can do as Ferro suggests and join the Templars. If you make a beeline for him first and then for the ceremony chamber, you can usually get away with fighting only one or two patrols. Once you've joined the Templars, the Rapax will leave you alone. There are a few having a barfight that will still be hostile, but other than that it's smooth sailing from then on.
Much smoother I can now freely explore the castle since joining the Templars.
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Pfreaker: So it has to be an opening move for most groups.
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dtgreene: I believe instant death spells are as reliable as status spells. If the enemies have protections up or are higher level, the spell will need to be higher level to compensate. Against lower level enemies with no protections, however, the spell can work quite well at level 1. (Unless your spell of choice happens to be Death Cloud, there is nothing else affected by the power level.) Just beware: If the spell backfires, the result might not be pleasant.
So a level one spell can have the same chance of success for instant death as a 7?
Post edited October 04, 2015 by Pfreaker
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bevinator: Alternatively, you can do as Ferro suggests and join the Templars. If you make a beeline for him first and then for the ceremony chamber, you can usually get away with fighting only one or two patrols. Once you've joined the Templars, the Rapax will leave you alone. There are a few having a barfight that will still be hostile, but other than that it's smooth sailing from then on.
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Pfreaker: Much smoother I can now freely explore the castle since joining the Templars.
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dtgreene: I believe instant death spells are as reliable as status spells. If the enemies have protections up or are higher level, the spell will need to be higher level to compensate. Against lower level enemies with no protections, however, the spell can work quite well at level 1. (Unless your spell of choice happens to be Death Cloud, there is nothing else affected by the power level.) Just beware: If the spell backfires, the result might not be pleasant.
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Pfreaker: So a level one spell can have the same chance of success for instant death as a 7?
The chance of instant death is affected by the power level; however, if the enemies you are fighting are low level and don't have high resistances, the spell will work often enough to be worth using at level 1. Casting the spell at level 1 saves spell points and prevents backfires (and makes the backfires less likely to kill your party if they do occur). With other status effects, higher power levels also affect the duration, but that's not the case with instant death spells (again, except Death Cloud).

It is because of this that I recommend choosing the instant death spells first when first getting access to high level spells (with the exception of Restoration since it can reliably cure things like unconsciousness even at level 1). Direct damage spells are so weak at power level 1 they aren't worth using, but instant death spells can actually work well in some cases.

By the way, instant death is also useful against summoned elementals. (Just make sure to use a different element.)
Instant Death spells aren't any more likely to backfire than regular ones though, so as long as you're casting them at a green power level, you're safe.

What you *do* need to watch out for is enemies using Eye for an Eye.
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Garran: ..., so as long as you're casting them at a green power level, you're safe. ...
I remember quite well when a lvl 3 Death Cloud and an insane RFS ended one of my Wiz8 IM runs,
the spell backfired although the caster had PL 1-6 green and PL 7 more green than yellow.
Since such things are extemely rare, the rng probably does not work linear.
Got some play time in today! finished clearing out the Rapax Castle, killed Al-Sedexus who didn't even put up a fight and diffused the bomb in the Dark Savants tower. not a bad day for a rag tag band of adventurers.

At this point the only things left undone are the Northern Wilderness Retro dungeon and the Mountain Wilderness Retro dungeon. I did not really enjoy the Cemetery Retro dungeon so I may skip these buy the competitionist in me wants to stop and go finish those off.

Onward to Ascension Peak!

Party
Grognack Bullybur "Enforcer" Level 23, Lizardman, Fighter
Ichiro "Dust" Level 21, Dracon, Samurai
Rajana Fleetfoot "Arrow" Level 21, Human, Ranger
Lady Sajala "Lady" Level 22, Felpurr, Ninja
Quipnack the Defiler "Quipy" Level 22, Elf, Mage
Lando VonGelding "Pop" Level 22, Dwarf, Priest

RPC's
RFS-81, Level 19, Android, Monk
Vi, Level 17, Human, Valkyrie
Post edited October 06, 2015 by Pfreaker