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Charon121: From my three playthroughs I concluded that melee characters are the strongest. My pure fighters can have 2x3 swings per turn, dealing at 150-200 damage with each swing. With such damage output, enemies fall easily. Casters are only for backup. In the second half of the game, their offensive spells lose their effectiveness. You can only cast so many high-level Nuclear Blasts per combat, and even then they only deal moderate damage.
150-200 per swing is just not possible, I guess you meant per round?
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Charon121: From my three playthroughs I concluded that melee characters are the strongest. My pure fighters can have 2x3 swings per turn, dealing at 150-200 damage with each swing. With such damage output, enemies fall easily. Casters are only for backup. In the second half of the game, their offensive spells lose their effectiveness. You can only cast so many high-level Nuclear Blasts per combat, and even then they only deal moderate damage.
Actually, you can cast an infinite amount of them per combat due to magic nectar and mana stones. That takes quite a bit of micromanagement though.
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SpikyGOG: 150-200 per swing is just not possible, I guess you meant per round?
Maybe not consistently, but I did see those numbers popping up per swing. But that was the one lucky playthrough where I got the Excalibur. ;)
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SacredPath: Actually, you can cast an infinite amount of them per combat due to magic nectar and mana stones. That takes quite a bit of micromanagement though.
Yeah, but that requires one character spending a full turn to use them, whereas fighters rarely have to worry about stuff like that. Anyway, I don't advocate a melee only party. That would be a very difficult playthrough, especially against ranged creatures or stronger melee opponents. Balance is key in this game.
Post edited June 24, 2013 by Charon121