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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Tue Sep 11, 2012 6:29 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
Centaur Paladin in the Hammer. It would be an extremely niche role, but anything bolt of glory/holy word would hit would would be pretty much bad news bears. The only caster of holy word that has a worthwhile excuse to train art - I'd be impressed to see how dispels lay down on an arted holy word. You could [hammer spell] magma or bash situationally, but your role would be behind a pile of beef laying down the magical law against deep elves/necros. When you're not against deep-elves, you could very quickly take over the role of combat/supplemental healer with a polearm. As long as you stuck to your role, it could be quite impressive.

Human Necro in Midnight: This has been, and will be to me the most overpowered race/class/cabal combo in the game. Hands-down, bar-none. Int/wis four from max capacity, use the built-in tribunal benefits to just have unrealistically good enchants you did yourself on your stat mods - max mana, con, and whatever's left goes into art. It just so rare and hard of a combo to pull off right, but when done...absolutely impressive. Great animates, ridiculous control over the arena of combat, just overall completely OP.

Mino/Giant Merc in Harlies: [harlie spell] is the most OP in the game for hit and runs. It'd be mad guerrilla warfare. I'd spec in archery bow and one of the overpowered massive ranged weapons. Remove all heavy armor to reduce any heavy armor deductions if I needed to use a bow - a mino and a giant could just tear through people as a proper guerrilla. I'd honestly probably spend all my points on stats except cha and wis - I wouldn't want to have to be reliant on stat mods to hold [harlie spell]. Used appropriately (IE: not on silly NPCs where you'd get sniffed out a mile away), you could do some mad damage.

Human or Gnome Sorc in (Tribunal of Your Choice): Fully maximizes NPC wars potential. You can walk around with a full suit of moderate (read: tanso) armor for a charm and a tribunal NPC, a pair or so of awesome weapons. Max cha to be able to micro your charms, take advantage of all avail trib buffs, and you're pretty much a walking one-man army. You could easily take on any 2-3 PCs in the game with this setup, done right. Max cha, int, wis, mana, art. If you run out of points, sacrifice a base stat and use a mod to get mana/art maxed.


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 12:25 am 
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Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
Human swashbuckler in the harlequins or midnight. Harlequin perks, with haste and GS your a whirl blade of doom and toss on sanc and spirit aura and your a pretty decent tank. Major downfall....can't be grouped to get awesome perk and your a swashbuckler. Human swashbuckler in MC, 25 dex and 22 str constant with a 22 cha for taunt, tis not bad, toss on GS and you have the 25 str and 25 dex combo. Downfall....your a swashbuckler.

Human rogue in MC with a large sized dagger, frenzy and GS for a good good double backstab and circle stab, been wanting to do this, but I suck at PvP and I'm worse at being mean.

and yes, I like swashbucklers, I just wish they were better or that I could actually play them well.


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 8:07 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
I had max art on val


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 8:21 am 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
I had a human merc with a battle-spear spec in the harlies, perfect character for assasinations. The bonus is that you CAN run solo and pick your fights, which makes you much more effective. I was recently considering creating a harlequin priest of marfik. With the spells he's been given he could easily destroy many people including entire groups. I mean, think of a marfik priest against any race/ class and he has ways of at least putting you in harms way at any moment. I had a giant hammer merc spec'd in (cabal weapon), that was amazing. Its difficult getting the int and wis needed to hold it but when you do its utterly annihilates any evil. Nowadays a minotaur would probably be better with the higher int/ wis. I always enjoyed the scout tribunal character I had in ayamao, what many people dont realize is that you can camouflague throughout the whole city! Camouflague, by the way is quite possibly one of the best skills in the game as it makes you completely undetectable. That combined with a prepped guard and the right pet and your a force. Of course I played a MR griffbarb recently also who would have been much more amazing if rolled in the Hammer. What separated him from many was max HP which many fighters today still dont do? I'd like to see a griffon merc fist, which has been done in the past which would be amazing. What would even be more amazing is if fists allowed barbs and you had an MR barb fist which would totally smoke many people. I could go on and on because I love contemplating the many variations and class combinations. Of course the notable, griffon shaman fist which I once had GMed. He could solo the wastes if I was careful and for PvE there is truly nothing better, other than maybe certain druids for the obviousness of their skill set. Anyway, enough out of me for now.


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 8:42 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
jerinx wrote:
Human or Gnome Sorc in (Tribunal of Your Choice): Fully maximizes NPC wars potential. You can walk around with a full suit of moderate (read: tanso) armor for a charm and a tribunal NPC, a pair or so of awesome weapons. Max cha to be able to micro your charms, take advantage of all avail trib buffs, and you're pretty much a walking one-man army. You could easily take on any 2-3 PCs in the game with this setup, done right. Max cha, int, wis, mana, art. If you run out of points, sacrifice a base stat and use a mod to get mana/art maxed.
Counterpick: Cloth priests lololol


Human Hammer Paladin. If played right, a nigh-unkillable tank, a necro decimator, a BoG machine, holy worder initiator, and even healer depending on what the situation needs. Max all stats and mana, don't train art or hp. Carry around a massive weapon for when you need to murder grey-auras or swashies with extreme damage. Never leave the room unless your enemies are dead or fleeing.

Human Hammer Merc. Destructive force of death. Also nigh-unkillable if played right, max all stats and spec in a two handed close range massive and in the good old cabal weapon. Frenzy up and you will put out the highest possible damage output in the game for a PC. Destroy all who oppose you with extreme prejudice.

Human swashie Fist. Alone, not too great. In group combat, able to taunt back-rankers and also toss out the people in front of them. Added bonus of getting to make up taunts that are sensible to hear from a Fist perspective.

Tribunal human shaman. Max mana, max art. Enjoy complete safety in your homeland due to call lightning. If an MR barb shows up then call lightning all his friends to death and then beat the trash out of him with a guard NPC while healing it.

Gnome Crucible Shaman. Max art, max mana, max dex. Back-rank maledictor able to take advantage of call lightning for massive group damage, the best debuff spells in the game for even fights, and a never ending source of healing for the front rank. Safe to put in the second rank since SA reduces damage so heavily.

MR Barb + magical resistance race warlock. Elemental second row, MR barb front, walk in room and spam fireball. Laugh.


Last edited by Edoras on Wed Sep 12, 2012 8:52 am, edited 2 times in total.

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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 8:43 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Treefinger, bro!!!!! Wtf at thay wall of text. There's this thing called an enter button


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 8:49 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Enter buttons are for the weak.


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 9:09 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Seeing as how most people use enter buttons for sending commands to SK, you just called a bunch of people weak, most likely including yourself.


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 9:18 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Can't tell if serious...


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 Post subject: Re: Classes: Combinations and Counterpicks
PostPosted: Wed Sep 12, 2012 9:37 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Rodwen wrote:
Seeing as how most people use enter buttons for sending commands to SK, you just called a bunch of people weak, most likely including yourself.


Look here, you silly little [REDACTED] clown. I am tired of your [REDACTED], okay? I clearly did not mean my [REDACTED] self, I meant twits like you.

In where I do not trust people's sarcasm radars.


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