However, what's important is the damage done by the team as a whole. Everyone needs a good attack to contribute to the slaughter of the enemy. A second one can be useful, but is sometimes irrelevant.ģ) Choose the Best Attacks. You need at least one tough guy in front. As a result, strong defense is important for everyone, but Parry (and high armor) is most useful for the PCs in front. And there are some battles where enemies are all over the place, walls are few, or breath attacks are common, and everyone is going to be getting hit. There are some battles where two PCs can position themselves to take most of the physical attacks, although in these cases one can often collect the brunt of the attacks. There are some battles where a single PC will take the most or all of the attack this is often true in crowded spaces or when there are very few enemies. Everyone needs survivability, but the PCs in front need it most. Thus, abilities that are efficient in terms of resource use (physical attacks, Bolt of Fire, Minor Heal), or that provide a big bonus over time (Battle Frenzy, Quick Action), are actually LESS useful than abilities that allow you to do a lot at once (Adrenaline Rush, AoE spells, Mass Healing).Ģ) Shields Up in Front. You can also use the first round to cast buffs and debuffs before your actions are taken up with healing and curing. Taking out lots of enemies quickly will reduce your incoming damage by a lot. Being able to do a lot in the first round of battle is much more useful than in later rounds. This began as a humble little post, but it has swelled and become so enormous, so now I must now call itĢ) Survivability, Damage Output, & Combat UtilitiesĤ) Efficient Use of Money - Trainable Skills & Spellsġ) Front-Load Your Assault. This way, I only have to update it in one place. You can now find the latest version of this analysis here:
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