![]() |
|
|
|
#1
|
|||
|
|||
|
To sirlancelot:
Hm, wonder if Warrior hero is actually more difficult to play in Trent, since there're relative more bosses and Heroic Battles (with no rage use) than vanilla - I mean compared to the length of the game.. just thinking if something need to be added the Warrior skill tree compared to vanilla... And how is difficulty in trent later in game? U said Trent Dungeon was a cruise with Target spell... What do u focus on skill wise when playing a warrior? Fast pet development?? What is most important in the bottom of might tree? The skill that gives 40% rage minimum always Last edited by raknefne; 04-13-2019 at 04:53 AM. |
|
#2
|
||||
|
||||
|
Quote:
Nonetheless, if you're still a bit worried about their competence for such battles, you could give them an scroll (or the spell) Calm Rage for free. Trent Dungeon was much easier this time (with my paladin), since I had the old version of Target and didn't encounter Archdemons. Without old Target things could have been quite different, mostly because of Demonesses and other deadly level 4 creatures. However, with the aid of the level 5 creature you can liberate from Bill the Legend, Magic Shackles, Slow and other crowd control Distortion (which is the easier school to max out for non mages, by the way) spells, the dungeon should be feasible for everyone. Specially taking into account that you can ignore most of it and going straighly to the exit to Upper Trent guarded by the last troop... Whre then you can resupply and level up several times before returning. You can for example either focus on pet and rage/adrenaline development or max out attacking skills, Quick Draw, Frenzy and Tactics. Or persue defensive skills, Quickdraw and again, Tactics. Yes, Anger and Bloodlust are brutal. In fact... Awaken Dragon (the distortion spell) can be crazy OP if combined with a full developed Ball of Lightning, since you can have several Balls working together at the same time, and in the mid/later phases of the vanilla game (around level 26), they can do up to 55% damage percent, which is rather insane. https://www.vigaroe.com/2018/05/armo...-analysis.html Last edited by Sirlancelot; 04-13-2019 at 10:23 AM. |
|
#3
|
|||
|
|||
|
Ok I won't touch warrior yet. I'm not a warrior player... Yet.
From the link u gave, seems following changes will help: I will reduce mystic eggs rest from 2 to 1. |
|
#4
|
||||
|
||||
|
Hey there,
I wonder how would you prefer to develop my paladin next: Go for Summoning to use Phoenix and Phantom, or purchase Destruction alike skills, ie: Chaos Magic level 3 and Destruction. What you prefer for testing purposes?
|
|
#5
|
|||
|
|||
|
I finally installed this campaign (giving up my current Armoured Princess run).
To my disappointment I get an immediate crash if I try to play as (my favourite) Mage Paladin appears to work, so I'll try that. |
|
#6
|
|||
|
|||
|
Quote:
Have you been modding in the original game? because my mod loads this first, then overwrite with Trent. If this is the case, then reinstall the original game. BTW this is a mod based on ORCS ON THE MARSH, if you dont have this installation, you will have problems since the mod overwrites these files but also need the ones I havent touched... hope it helps Last edited by raknefne; 04-14-2019 at 12:20 PM. |
|
#7
|
||||
|
||||
|
Quote:
|
|
#8
|
|||
|
|||
|
Quote:
I have tried it several times. Quote:
Quote:
Unfortunately it doesn't. I do have to give you a HUGE compliment though for an excellent campaign so far (Í'm halfway through the second Island) : I love it ! It's so much more dense, difficicult than the original...and I'm constantly in need of troops, that's a new thing for me too. I love the simple solutions/for timing on quests you've implemented, like gather 15 thornsprouts. Simple, efficient....and extremely elegant : me like |
|
#9
|
|||
|
|||
|
To Sirlancelot:
Play as you normal would, I think using chaos damaging spells would surprise me if a paladin can get so much use of that. It's up to u. It would be more important for a Mage to test damaging spells. BTW, I'm changing the medals a bit for v1.45 - Iron Knight (warrior): The spells needed are now: 'Haste', 'Precision', 'Battle Cry' and 'Awaken Dragon' - Holy Knight (Paladin): The spells needed are now: 'Healing', 'Peacefulness', 'Bless' and 'Holy Light'. - larger amount of spells needed for each hero class for medal leveling. - Grand Strategy: Now no longer measures 'no loss', instead numbers of enemy pirates slain. This is to help player use other strategies than always using strong units for 'no loss'. It also fit the story. Holy Knight idea: I might change bonus to 10-20-30% Damage for the 3 holy warriors but add 2-4-5 Mana and Rage. Warrior and Mage get a bonus they always can use (rage/Mana) but not the Paladin. He might not have the boosted troops. Last edited by raknefne; 04-14-2019 at 12:37 PM. |
|
#10
|
||||
|
||||
|
Quote:
Hmm, I prefer the damage bonus rather than a bit more rage/mana. You can access to plenty of mana & rage by getting the appropiate skills, specially Absolute Balance. Thinking about improvements, maybe Glory last tier could give a larger amount of leadership. I use to ignore this skill in vanilla, because the runes it cost are more much valuable than the leadership increments, specially at later stages of the game. +700 leadership is not big deal at that point. |
![]() |
|
|