Posted May 28, 2023
I'll admit my thoughts have been corrupted by a hyper-focus on MDPs. But, a few notes: A dual stiletto lord is a viable character. Good enough in physical damage, but still yet a great character. Partially because divinity is a great school of magic. Power cast spell casting warriors are good for certain parties. The penalty is a minor factor in spell damage at high enough levels. The biggest issue caused by the penalty is a reduction in casting in green. But, if you can afford to chance it, a hybrid can always cast in orange. All expert skills can be useful, and useless, depending on party. Power cast is most useful in an MDP, but could be ignored with little penalty in a melee party, for example. one hundred physical resistance not only is immunity to physical damage, it prevents any secondary effects from such attacks.
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I think primarily focusing on one of the three types of damage inflicting is a good strategy for this game. I'm trying out a ranged party now, but without a triple-shot machinist, a knock-out adder, or a critical hurler. Trying eagle eyes on most characters and an int/speed, sens/dex bishop. For funsies. That's actually the only divinity caster in the party. Pumping all schools save psionic till they hit forty-five. Not going to power-train locks & traps via spending an hour or two inspecting the same trap, or any of that stuff.
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I think primarily focusing on one of the three types of damage inflicting is a good strategy for this game. I'm trying out a ranged party now, but without a triple-shot machinist, a knock-out adder, or a critical hurler. Trying eagle eyes on most characters and an int/speed, sens/dex bishop. For funsies. That's actually the only divinity caster in the party. Pumping all schools save psionic till they hit forty-five. Not going to power-train locks & traps via spending an hour or two inspecting the same trap, or any of that stuff.