the best fighter ever

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the best fighter ever

Postby Joka Atticus on Fri Apr 16, 2004 1:45 am

Ok im trying to make the best possible fighter i can.
So can you help me? Here are my skills right now...


Parry//swords//tactics=primes
magery//anatomy//magic resist=secondary

just put your tanks down here if you have one

plz.
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Postby Ehran on Fri Apr 16, 2004 2:00 am

ehran is tactics/archer/swords as primes
magery/magic res/parry

having two wpns skills as primes is a flaw in the design but you spend more time whacking things with the sharp thing than you do shooting them from a safe distance. aside from that the plan works fairly well though i do work better as part of a group than solo.
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Postby Celeste Kendreyl on Fri Apr 16, 2004 2:02 am

Well, if it's a "pure" fighter you want, lose the magery firstly. Replace it with Healing and you should be good to go.

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Postby Joka Atticus on Fri Apr 16, 2004 2:14 am

thats what i was thinking but wasnt sure if that would be a good idea
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Postby Wolfie on Fri Apr 16, 2004 2:16 am

I use
primes: tactics, swords, magic resist
second: parry, healing, anatomy

I originally had anatomy and magic resist switched, but I found this works better.
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Postby Trakas on Fri Apr 16, 2004 9:12 am

I use Swords, Resist, Tactics as primes
and Healing, Parry, and Archery as seconds

seems to work out pretty well for me but having +10 buffs seems to help a little too :D
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Postby Algodon on Mon Apr 19, 2004 12:40 am

Primes. Swords, Tactics, Healing
Secs. Resist, Anatomy, Parry

get yourself some armor buffs, and some jewlery of Str. and Dex. and you got yourself a pritty good fighter.
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Postby Bayn on Mon Apr 19, 2004 1:45 am

Everyone has different ideas of what the "best" fighter might be. Don't get locked into whether or not your fighter is a 'pure' fighter or a hybrid of some type. Just focus on how you are going to use the character.

If you are going to be a pure 'tank' type and will hunt with others or be willing to travel on foot (or mounted) everywhere you go, you don't need magery. Dropping magery will allow you to spec a more important fighter skill such as anatomy.

But, if you want a flexible fighter who can cast gate and other useful mage spells, by all means, spec magery.

Bayn has this:

Mace, Resist, Tactics as primes
Healing, Parry, and Magery as secondaries

You might get a few more critical strikes if you spec Anatomy but maybe not and magery is rather nice to have. With the complement of magic casting MOBs we have, Resist seems to be extraordinarily important.
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Postby Dell-Leafsong on Mon Apr 19, 2004 5:34 am

Never underestimate the impact of Anatomy though. The manual mentiones that higher Anatomy decreases the lag between applying a bandage and receiving its benefit. I've noticed a real difference between healing with 60 Anatmomy and 90 - thanks to 3 little buffs. I can't quantify it, but I've had what I'd call much more success with my (admittedly limited and myopic) playstyle using these specs...

Primary -> Swords, Tactics, Magic Resist
2ndary -> Healing, Anatomy, Leadership

Okay, so pure tank? Maybe not, but taunting stuff with 90 skill helps in the event somebody with low AR needs a hand. The two warriors in platemail and bardiches that follow me around are more than a little handy.
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