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#31 |
Prophet
Join Date: Apr 2007
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I looked at the character, and decided no. It's just too tedious starting with bad CON and a lot of useless DEX for a full caster. (Melee is useless until you have reasonable HP.) It clearly uses the default starting stats, which shortchanges CON badly. For full casters, recommend using 16-17 STR/MAG (magic) and even DEX/CON for remaining points, favoring CON. For half casters, reverse DEX and MAG, favoring DEX. That'll keep everyone reasonably happy. Thus:
Code:
Class: STR/DEX/CON/MAG Warrior: 17/ 16/ 16/ 0* Half-caster: 17/ 16/ 14/ 12* Full-caster: 16/ 12/ 14/ 17 * or 16 STR, 17 DEX, if that gives better melee with a dagger. It may be still need a bit of tweaking, but this is roughly right. (For rogue in particular, I really tend to ignore MAG stat.) |
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#32 | |
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Join Date: Jan 2009
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#33 | |
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#34 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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#35 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,767
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#36 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,767
Donated: $40
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#37 | |
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Join Date: Oct 2011
Location: Toronto, Canada
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But putting points into early con... I've just never understood it. It does almost nothing for you early game, and I've always felt that statgain in vanilla is so fast and you have gobs of +Con arts that who cares? Also if you're going to be a pure caster, it feels like it would super not matter because nothing is hitting you. I don't mind being point-ineffecient at birth because the early game sucks so bad in these games that it seems better to be viable at one thing at the start. By midgame you have more options that you can work with, as long as your offense stats are there. Anyways, I'd be happy to see the default allocations change, but the selection in this comp wasn't an accident. I looked at it and figured this is probably how I would roughly play it.
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#38 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,610
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I'd probably even split dex/con on a priest on the grounds that neither are going to mater that much till I've been in stat gain for a bit. Chances are your weapons to heavy to get any extra blows with out a ton of !dex unless you find a thanc or forasgil & just ignore the pointy. Just about any wand off the ground is going to be better then your melee or grabbing a wand of wonder/stinking cloud/mm from the magic shop. I understand Pete's point a lot more if we're talking about a mage.
Otherwise I found the allocation just fine & could melee trash mobs around the point protection from evil & a bunch of AC started working. |
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#39 | |
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Join Date: Oct 2011
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#40 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,610
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Testing with a start character half-orc priest comp allocation. Whip 1 blow, +1 str or +2 dex to get to 1.1. It's still not going to impress without being a very good whip.
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