![]() ![]() The closer must weaken but not kill the enemy's initiator (or the second if the initiator is a boss.) if you want to put in your rogue in second or third position you are obliged to take into account the initiative of your teammates. I think the rogue is a good closer because it does a lot of damage without wits for the critical damage. There are no rules: everyone can be an initiator or a closerĪs for many things in the game, it depends if you attack primarily with physics or magic I'm playing on Classic, so I don't need optimized builds to survive Tactician.and it's my 1st playthrough so I'm still learning and trying to adapt my builds. Whereas for example w/ Lohse and elemental magic, I really want INT & Memory. I thought by focusing my main stat on the traditional 3, I could worry less about Finesse on Sebille and split that w/ Wits, b/c a lot of her dmg comes from backstab opportunities. Do others use a rogue as a "closer" w/ low Wits? Anyway, by having her go 1st and go for the backstab often, really I'm just putting her in the thick of things prematurely. and I want her to spot traps and hidden items, but partly b/c I'm used to traditional RPG thinking, where the rogue would be the quick-footed (high Dex) PC.īut this game breaks a lot of traditional RPG tropes, which is partly why I find it so refreshing. My current rogue (Sebille) is the high Wits PC, partly b/c she's up front w/ my melee R.P. I understand why a ranger or geomancer would be a good candidate for the fight initiator, but I hadn't considered the rogue a good candidate to be a "closer". I'm going to avoid the debate on how many PCs sh/have high Wits and focus on a related question if we are only talking about 1 PC w/ high Wits. the last player (the finisher) does not need to invest much in wit if you do the job before. Then you need a good initiative for the other two characters that follow for alternate positions during the fight (focus on damage). that's why the ranger or the geo is a very good initiator. so if you have to sacrifice the damage to start the fight, it does not matter. To be the most effective it's necessary to start all the fights so investing on the WIT on 1 character is not "good" it's essential.įor example, the max level in initiative to start all the driftwood fights is 56 (with the red prince) and 52 otherwise. Do many honour mode no damage taken, no items/gear, no LW runs and WITS for initiative trumps all. When you have two mages with high wits going back to back, in most of my experiences, they wreck before even being touched. Investing wits on all characters is a waste. Originally posted by Chaoslink:Eh, investing wits on one character is good. ![]()
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