You must be logged in to post messages.
Please login or register

Dungeon Siege II: General Discussions
Moderated by David

Hop to:    
Welcome! You are not logged in. Please Login or Register.4 replies
Dungeon Siege Heaven » Forums » Dungeon Siege II: General Discussions » New Solo Required
Bottom
Topic Subject:New Solo Required
Heavypunk
Dungeoneerer
posted 01-08-07 03:40 PM EDT (US)         
Hey!

Thanks for all your help in previous posts, etc...

Anyway, like the topic says I need a new Solo char to play with, my NatureMage became too strong and if I continue with him then it'll just become a very dull grind leading me to something I already know.

So I need some new char. to start up with...I was thinking eiter a Thrown Weapon Ranger (as in no Cross/Bow) which could be fun but if you have any other ideas I'd happily hear them...I know Boss was trying to make the ultimate Combat Mage but I couldn't find out wheter or not he made it, it seems that topic eventually lead to buying BW - I still only own DSII and have no intention of buying BW...

But as I was saying....any ideas?

Also just thought I could make a really crap char (a jack of all trades or something) and just have pets - could be fun....

[This message has been edited by Heavypunk (edited 01-08-2007 @ 03:43 PM).]

AuthorReplies:
QuickDraw
Dungeoneerer
posted 01-08-07 07:56 PM EDT (US)     1 / 4       
I know firsthand about thrown weapon specialists - my first successful soloist was a thrower. They're less effective at taking down single targets, but against a large group they're second to none. The total damage for a thrown critical and the following ricochet is higher than the damage for a bowmaster's mortal wound critical, but this relies on having a second nearby enemy to take the ricochet. Not to mention Flurry - even though it sends your accuracy to hell it will still shred large groups to pieces, and will absolutely decimate larger enemies (Knotted Shambler, Talon, vaarths, ganths, Valdis etc) when used at close range. Not to mention that as throwers can hit multiple targets at once, they're ideal for setting up enemy groups for a mass Execute in BW (if you decide to get BW). Another nice bonus of any ranger in the DS2 engine is that the Survival skill is great for magic resistances (BW nerfs the resistances offered by Survival a lot). All in all, a thrower is great fun to play with even though it takes a while before they really start to come into their own.

From cradle to coffin... Shall my wickedness... Be your passion
Heavypunk
Dungeoneerer
posted 01-09-07 12:43 PM EDT (US)     2 / 4       
Ahh I see...I did try playing one on multiplayer and got up to level 6 before I dced on myself....hmm. Was quite fun and the power with it is quite interesting. Also like you said there is a nice amount of survival and dodge thrown in so I wouldn't have to worry about much magic attack and hopefully dodge a lot of mel/rang attacks.

Though if I am going to do this what should I focus on in terms of skill points, should it be all about the surv and dodge or just power up the powers..? (sorry to do a Boss on you )

Also...I was thinking about doing a just pets party, I can imagine it would be costly and I probably would have to finish Merc, if not be very close to the end before I can appreciate all the emans. ..though even as I'm writing the idea is getting boring...right let's stick with the thrower.

QuickDraw
Dungeoneerer
posted 01-09-07 01:32 PM EDT (US)     3 / 4       
The throwers that I've made in the past have all concentrated on Flurry (Critical Shot, Cunning Renewal and Ricochet) with a side in Repulse (Dodge, Survival and Ricochet).

I've found that Shrapnel Blast is an interesting power to use and offers great damage, but unless you're up against a large enemy who will get hit by several of the explosive shards or a large group of tightly packed enemies who will absorb all the shards it's not particularly reliable, as far as powers go. Not ideal for a soloist, but if you're working in tandem with a nature mage with Gravity Stone running (or any other character who is able to force enemies into clustering) it can be incredibly effective. Although it must be said - as that power requires a certain skill in Bleed it would be worth pushing Bleed a little - at least until Bleed 5 so you get the 25% chance of scoring a bleed (bleed chance doesn't increase after that, although bleed damage will keep increasing as you pump it further). And a bit of Penetrate doesn't hurt either - a lucky throw will ricochet off the first target and penetrate the second to hit a third (all of which could end up bleeding as a result). That's a lot of damage being dealt, and if you're running through the latter part of Act 2 that's also a lot of pretty red trails being made in the snow


From cradle to coffin... Shall my wickedness... Be your passion
Heavypunk
Dungeoneerer
posted 01-09-07 03:21 PM EDT (US)     4 / 4       
Sounds fun...will probably ask you more questions later - if you have the time to answer them -

will attempt to keep you posted.

Thanks again.

You must be logged in to post messages.
Please login or register

Hop to:    

Dungeon Siege Heaven | HeavenGames