4 Fighter Run
- Disasterrific
- Posts: 212
- Joined: Sun Mar 04, 2012 6:47 pm
4 Fighter Run
Do you think it'd be fun to do a four fighter run, specialize in all 4 weapon types, get everyone tanked, juggle members constantly around so everyone can hit? For max damage output this has to be pretty powerful...
- Disasterrific
- Posts: 212
- Joined: Sun Mar 04, 2012 6:47 pm
Re: 4 Fighter Run
Haha, not really fun... It was cool for doing the speedrun of the first level but this style of constant swapping play gets old fast.
- Jack Dandy
- Posts: 476
- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: 4 Fighter Run
I'll still have to try it sometime.
Just a roving band of barbarians!
Just a roving band of barbarians!
- Disasterrific
- Posts: 212
- Joined: Sun Mar 04, 2012 6:47 pm
Re: 4 Fighter Run
Haha, yeah, brute force! I was going to spec the unarmed guy in evasion with dex maxed, give him the lurker set, the sword guy in valor, the axe in plate, mace in chitin. Again it's fun for a little while but not sure I want to do the whole run...
Re: 4 Fighter Run
It would be a pain to keep switching them from the front to the back row.
Re: 4 Fighter Run
not to mention that Exp is SLOT fixed, instead of CHARACTER fixed.
with this i mean:
character "a" is in slot 1, "b" in 2, "c" in 3 and "d" in 4. like this:
[a]
[c][d]
swapping "a" with "c" and "b" with "d" in order for "c" and "d" to hit the enemy, is still tagging slots 1 and 2 for full exp, leaving slots 3 and 4 untagged... so, when the mob dies, anyone in slot 3 and 4, no matter who, even if it's "a" and "b" who ended up in slots 3 and 4 after the mob died; only get 50% exp.
bottom line: a 4 fighter party, due to the current Exp system would be infuriating for those Exp munching guys out there always complaining of not getting enough Exp. A way around this, is to have the two fighters in slots 3 and 4 use spears or thrown weapons. Another way around is having the "chore" of taking turns on who ends in slots 1 and 2 for full exp.
with this i mean:
character "a" is in slot 1, "b" in 2, "c" in 3 and "d" in 4. like this:
[a]
[c][d]
swapping "a" with "c" and "b" with "d" in order for "c" and "d" to hit the enemy, is still tagging slots 1 and 2 for full exp, leaving slots 3 and 4 untagged... so, when the mob dies, anyone in slot 3 and 4, no matter who, even if it's "a" and "b" who ended up in slots 3 and 4 after the mob died; only get 50% exp.
bottom line: a 4 fighter party, due to the current Exp system would be infuriating for those Exp munching guys out there always complaining of not getting enough Exp. A way around this, is to have the two fighters in slots 3 and 4 use spears or thrown weapons. Another way around is having the "chore" of taking turns on who ends in slots 1 and 2 for full exp.
Re: 4 Fighter Run
Give the two back-row Fighters a stack of Thrown Weapons instead of a shield. Have them Throw to open every battle, then swap them up around as normal to keep everyone able to melee attack on cooldown. If you open with throw/throw/melee/melee and all 4 connect, everyone will get full XP.
Still sounds like more hassle than it's worth, needing to huck rocks and whatnot for every fight and having to click like a madman to attack and party-order-swap constantly.
Still sounds like more hassle than it's worth, needing to huck rocks and whatnot for every fight and having to click like a madman to attack and party-order-swap constantly.
- King Semos
- Posts: 123
- Joined: Sun Apr 15, 2012 6:05 pm
Re: 4 Fighter Run
Give them all Spears, basic shields and athletics. Skeleton formation.
Re: 4 Fighter Run
That can actually be fun, I think I may try this.
- Disasterrific
- Posts: 212
- Joined: Sun Mar 04, 2012 6:47 pm
Re: 4 Fighter Run
The novelty wears off fast... Fistfighters were great for the speedrun achievement but I really couldn't imagine enjoying doing the whole game like that!