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Your two duallig options of course opens up two completly different aspects of the game. But I would not favour one to the other. They are both very capable in their own way. So as I see it, all it comes down to is what you like. The sneeky, brutal and extremly deadly weapons of the cloaked fighter/thief. Or the equally sneeky, as times as brutal, and unique possibilities of the stealthy mage/thief.
I've beat the game with both and found them both very fun, in their own respective ways. It's not an easy choice, so maybe a F/M/T is the best candidate;) |
Note: Druids can only dual with Fighters. No Druid->Thief or Thief->Druid.
A F/M/T is versatile, yes... but lacks certain skills that an Assassin dual can have. One of the factors for choosing an Assassin is that they have Poison Weapon( and I don't just mean arrows ;) ) and a much better backstab. ~~~~ ~~~~ An Assassin->Fighter will have a better base backstab than the Assassin->Mage due to one reason. Grandmastery. An A->F can wear leather armour with impunity as well. An A->M will have to stick to Elven Chainmail or Robes if he/she wants to cast spells. An A-F levels up faster too, and Poison Weapon used in conjunction with Greater Whirlwind is just sick. Personally, I would choose the A->M, but that is due to personal bias, as I like to cast spells. The A-F is not without its' advantages though. |
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<font color=yellow>Wolverine</font> is another example. The writers have toned him down a bit over the years, but when he first joined the X-Men, he gave them fits because he was willing to kill anybody they went after instead of just capturing them. They had a hard time controlling him. He also got his initial training as a member of the Canadian Covert Operations. He was trained to infiltrate and kill the enemy single-handedly. So that kinda ties back in to the Special Forces theme.</font> [ 12-13-2004, 01:47 AM: Message edited by: Cerek ] |
<font color=plum>I have another quick question about allocating my Thief Abilities. I've seen other threads stating that the game basically takes the average between your HiS and M/S scores, so you don't need to build BOTH of them up. Just raise M/S to a certain low level and then pump the rest into HiS. Since I will be relying heavily on my ability to blend into the shadows, would somebody mind repeating how these points should be divided and how much should be put into each one.
BTW, I know that many members also say Pick Pockets is a useless score, but I plan on using that to aquire a lot of my items early on. The rest of my points will be going into Set Traps, since I will be setting up as many ambushes as possible. I have Ease of Use installed, and that eliminates a LOT of the traps in the game...so I won't have to worry about those - at least not early in the game.</font> |
Why did you install "No traps" component? I mean it takes all the fun out of the game. Put more points into M/S then in HiS.
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Another thing I've seen members tell newer players is that they should play through the game WITHOUT <font color=yellow>cheese</font> first - then add cheesy items to their second or third games if they really want too. BULLOCKS!!! You want to increase the difficulty of the game AFTER you become familiar with it - NOT on your first run. Heck, you might as well tell them they should play their character solo FIRST, THEN add NPC's in their second and third game if they need to. I find I use a lot LESS cheese as I play more. I created the typical kensai (with multiple stars in katana to dual Celestial Fury and Sanchu) and planned to dual her to a mage. But then I added Kelsey as a Romance option. Since he is a sorcerer, I've decided to leave the kensai in her original class. The katana still "fits" the class since they are both oriental in origin. But since then, I've created a male kensai that I plan to dual to mage, and I've given him grand mastery in the staff (which also fits the kensai class - since the bo staff was originally a martial arts weapon). As for the <font color=palegreen>Mislead/multiple Backstab</font> combo - I don't know if I will use it or not, since I haven't even decided if I'm going to dual to a mage or a fighter. The idea of being able to cast <font color=cyan>invisibility</font> on my assassin is very appealing. But like <font color=red>Dundee</font> pointed out, Greater Whirlwind with Poison Weapon is just INSANE!!! So both class options offer a lot of appeal. However, since I will be going solo, if I DO decide to dual to mage, I most likely WILL use the <font color=palegreen>Mislead/multiple Backstab</font>. I do not feel that <font color=palegreen>Mislead</font> is <font color=yellow>cheesy</font> when playing solo.</font> |
i say it's not cheesy if you leave the clone in sight of the bad guys - otherwise it's not 'mislead' it's 'undispellable re-newable invisibility'
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I am currently running a Assasin->Cleric. A little vigilante justice. It is so far a lot of fun, slightly restrictive. But fun to rp, and is making Tactics all the much tougher.
Considering the two choices I would choose the A->M. Just personal preference. However it is your game and therefore your choice, go with what sounds best to you. |
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I finally decided on a name for my assassin last night. His name will be <font color=silver>Talon</font> and I'm seriously considering either a CG or CN alignment instead of the standard evil one. I might pattern him after the <font color=white>Punisher</font> - an assassin dealing out retribution to evil-doers. [img]graemlins/blownup.gif[/img] </font> |
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