Drakensang: Difference between revisions

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*  Though the classes themselves are decently balanced, their availability as recruits are not. There are many competent fighters and 2 very good rogue types to be had, and both rogues + 2 of the fighters are gotten real early in the game. Clerics are harder to come by but still good when you find them. Meanwhile, for offensive spellcasters, you get table scraps. So, to fill the deficiencies left by the recruitable cast, you probably want to be a nuker, summoner, or some combo of the two. Elementalist would probably be my top pick, since it has a decent amount of kapow and its starting summon is the most badass of the lot, but generally, if it wears robes and its description talks about fire, necromancy, ancient spellcraft, or any of that shit, it's a solid pick.
*  Though the classes themselves are decently balanced, their availability as recruits are not. There are many competent fighters and 2 very good rogue types to be had, and both rogues + 2 of the fighters are gotten real early in the game. Clerics are harder to come by but still good when you find them. Meanwhile, for offensive spellcasters, you get table scraps. So, to fill the deficiencies left by the recruitable cast, you probably want to be a nuker, summoner, or some combo of the two. Elementalist would probably be my top pick, since it has a decent amount of kapow and its starting summon is the most badass of the lot, but generally, if it wears robes and its description talks about fire, necromancy, ancient spellcraft, or any of that shit, it's a solid pick.


- It really seems like everyone who plays Drakensang firmly believes that you will simply fail to win the game if you do not have a properly balanced party of "some sort of excellent mage, two heavy hitters, and a fancy rogue lad." However, my standard strategy in every game, "have everyone hit things with the biggest weapons available," is working just fine even in this supposedly melee-unfriendly game
* It really seems like everyone who plays Drakensang firmly believes that you will simply fail to win the game if you do not have a properly balanced party of "some sort of excellent mage, two heavy hitters, and a fancy rogue lad." However, my standard strategy in every game, "have everyone hit things with the biggest weapons available," is working just fine even in this supposedly melee-unfriendly game


- There are three "golden" combat tips, all stemming from the underlying game mechanic that you cannot parry more than once with each hand: 1. Always focus fire if you can. You all attack the same enemy. He can't block you all. 2. Prevent the enemy doing the same to you. Try and get the enemies to divide their attentions so that no more than 2 are attacking one person. 3. Shields are very effective since they give you an extra parry.
* There are three "golden" combat tips, all stemming from the underlying game mechanic that you cannot parry more than once with each hand: 1. Always focus fire if you can. You all attack the same enemy. He can't block you all. 2. Prevent the enemy doing the same to you. Try and get the enemies to divide their attentions so that no more than 2 are attacking one person. 3. Shields are very effective since they give you an extra parry.


== Skills ==
== Skills ==
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A simple tip would be to load up your rogue character on side skills.
A simple tip would be to load up your rogue character on side skills.


Beware of overloading skills and spells TEMPORARY-DASH-CHARACTER wasting Xp on raising them when the extra points do not provide any benefit. Many spells have a level cap, so there is no point raising them too high too early. Read the spell descriptions carefully. Even your basic combat skills like Attack and Parry can be raised too high. Once they hit 19 you will not benefit too much from going higher; however, the extra points above 19 can help if you get debuffed in combat TEMPORARY-DASH-CHARACTER which is acutally quite common.
Beware of overloading skills and spells - wasting Xp on raising them when the extra points do not provide any benefit. Many spells have a level cap, so there is no point raising them too high too early. Read the spell descriptions carefully. Even your basic combat skills like Attack and Parry can be raised too high. Once they hit 19 you will not benefit too much from going higher; however, the extra points above 19 can help if you get debuffed in combat - which is acutally quite common.


No enemy can take more than 5 "wounds". This is very important against bosses, who tend to have high health. They go down ridiculously easily if your team has skills and weapons that cause wounds.
No enemy can take more than 5 "wounds". This is very important against bosses, who tend to have high health. They go down ridiculously easily if your team has skills and weapons that cause wounds.


[[Category:Games]]
[[Category:Games]]