I never find grow that helpful to be honest, other than occasionally being
able to knock people over, ---- and there are generally more efficient ways
of doing that.
Beware the grue!
Dark.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, March 02, 2010 1:15 AM
Subject: Re: [Audyssey] Need help fighting the Drake.
I combine FIghter and Assassin with my main whenever possible and then I
can up Sneak Attack, Dual Wield, Short Swords and Critical Hit. FOr Necros
obviously Ice Blast, for Mages Grow and Shrink and for Healers the Heal and
harm spells. All those are usually maxed out or close to it by the time I
get down to level 25.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, March 01, 2010 6:03 PM
Subject: Re: [Audyssey] Need help fighting the Drake.
people will probably kill me for saying so, but I've found this a
surprisingly easy battle. Everyone bar the goblin king himself goes down
in virtually one sneak attack or a decent blast of magic, and the king
can be dealt with by targiting his noggin, ---- that's failing fun things
such as chalming him of course! Maybe it's because I tend to concentrate
on getting fewer skills up higher. thus, for a fighter I'll always
concentrate on duel wield and short swords (sinse I can guarantee on
getting a good pare of those if nothing else), and with those at 5 the gk
goes down like a tonne of bricks.
For thieves or assassins I make sneak attack or crytical hit a priority,
for mages shrink, and for necros ice blast. Harm or firebalt I'll use if
it's the best offense that character combo has, ---- though iceblast and
lightning I've found to be more effective, and I'll always go for moves
to screw up the opponent such as chalm or some of the bard skills.
Thus, when I fight the king I can guarantee that my two characters at
level 6 will have either one skill of five and one of three, or two at
four. Occasially I'll go for three skills at three, but only when the
skill combination is especially complimentary, such as archery multishort
and crytical hits, or duel wield, a weapon skill (usually short swords),
and crytical hits (as you can guess, the assassin job with the critical
hits skill in the full version is a favourite complement of mine to melee
classes).
For jobs with more unique abilities like mages I tend to just pick a
favourite couple and work on those, --- on this basis even my level 4 or
5 character will probably have at least one good skill, ---- possibly
two.
usually, skills don't become useful until their at least level three,
thus in entombed it really does pay to have specialized characters for
specific functions, ---- one reason the game effectively gives you six
sets of skills to play with.
This is of course, just the stratogy I use, and there may be other ways,
sinse the game is a complex one, ---- but where as normally I'd try and
be even handed with skills in an rpg game, in entombed I've found it
really doesn't pay, and specialization is the key to winning.
Beware the grue!
Dark.
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