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Old 01-21-2002, 08:55 AM   #9
DraconisRex
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Join Date: January 4, 2002
Location: On my rear-end.
Posts: 563
Och my boyo, so yur a wonderin' are ye?

Seriously, all three are good classes. Now into game 15... (It's one of those games I may play for 6 months and never finish due to all the different cool things you can try...)


Monks make good fighters. Don't try to "weapon" them. Let them fight in the front rank as the Cosmic Lords intended. After time, putting points into strength, speed, dexterity & senses, your monk will be incredibly tough. By putting all those points into your martial arts & fighting skills (& later psionics) you'll be dealing death with both hands and feet on a regular basis.

Samurais are incredible with dual swords and get quite a few criticals. Plus there is some good (free) armor early in the game and that really helps. Points into speed, dexterity, strength and senses and (s)he will be a cuisanart on legs. Putting points into your criticals, swords and dual weapons (& later magery) will help your samurai be incredibly effective. Nothing like a couple of critical hits to turn an overwhelming group of enemies into so many foe-shaped chunky bits.

Ninjas are also excellent front-line fighters. With them I go dual nunchakas. Also I carry shurkin (exclusively). I don't particularly use Ninja's as a rouge replacement. I like a couple of missile attacks, then using those nunchakas (15% KO) to let a different tank do the finish work as she usually goes first. Points go into speed, dexterity, senses & strength. Skills are dual weilding, stealth & spread around among other useful skills & alchemy.
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Quantum materiae materietur marmota monax si marmota monax materiam possit materiari?<br /><br />Vah! Denuone Latine loquebar? Me ineptum. Interdum modo elabitur.<br /><br />Di! Ecce hora! Uxor mea me necabit!
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