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Dungeon Siege II: Broken World
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Dungeon Siege Heaven » Forums » Dungeon Siege II: Broken World » Anyone playing a Defender?
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Topic Subject:Anyone playing a Defender?
edgarallanpoe
Dungeoneerer
posted 10-31-06 02:13 PM EDT (US)         
I have Yoren in my party and so far he is pretty much useless. His powers don't seem to do much damage, and he is not a very good healer because he doesn't have anywhere near the mana that a full blown nature mage has.

How are you guys playing this character? Is he worth the time?

AuthorReplies:
Cobra the Mediocre
Dungeoneerer
(id: The_Cobra_81)
posted 10-31-06 04:32 PM EDT (US)     1 / 9       
I think you miss the point of the Fist of Stone. It isn't to do killer damage (they have Blood Assassins and Combat Mages for that), and it isn't to become a super-healer. It's to combine the defensive strengths of the Melee class and a tiny amount of buffs and healing from the Nature Mage class.

As a solo player, FoS is the ultimate, combining the two classes (almost) every party needs, and it can fulfill a similar role if you happen to be short a melee fighter or healer (neither of which I recommend should ever happen). Even better, the FoS gets that fast recovery skill, which can come in handy if you're accidentally overpowered.

Summary: It all depends on your playing style. Some people will find value in the class, some will not.


Cobra the Mediocre
SteadilY working up to Average
If you're not part of the solution, you're part of the precipitate.
(Age of Kings Heaven) (The Renegades)
QuickDraw
Dungeoneerer
posted 10-31-06 05:19 PM EDT (US)     2 / 9       
Fists can be very useful, if played the right way. Maybe their powers don't do quite as much damage, but 2 of them have the chance to recharge instantly so you can spam them over and over again (if you're a lucky player). These powers also deal out earth damage, which the game engine classes as non-elemental damage. This can be extremely useful, especially early on in act 2.

To manage the fist's lower mana pool, I put healing on manual cast and let the nature mage of the party do most of the healing work. I only crack out the fist's healing abilities when other party members start to go unconscious - a well trained fist with the healing hands skill can get an unconscious character back standing faster than even a nature mage can.

I've found that this niche is where a fist of stone really shines: an earth-enhanced fighter who also happens to be an expert at triage. As fists are somewhat specialised towards this niche, it can be difficult to make them bend to fit a different role in your party. Although as Cobra said, this will all depend on your playing style and experimenting with a few different builds will help you find out how they work best for you.


From cradle to coffin... Shall my wickedness... Be your passion
fionafistofstone
Dungeoneerer
posted 11-05-06 05:46 PM EDT (US)     3 / 9       
I'm playing with an imported Veteran melee character specializing in Barricade, trying to get her to decent Fist of Stone status (level 69, melee, level 53 nature magic). The backup healing abilities really do come in handy (I have Fiona set to autocast second-level Healing Cascade), since Deru managed to fall unconscious several times recently. Other than that, I haven't seen that much use for the special Fist of Stone powers-- they're much weaker than her existing melee powers.

It's an interesting character class (I'm also cross-training Vix as a Blood Assassin), but not as useful or powerful as the Blood Assassin class.

Grail Quest
Dungeoneerer
posted 11-09-06 03:22 PM EDT (US)     4 / 9       
I'm playing one right now. My very first pass through DS2, too!

I'm all the way to Act I, final chapter, without using any healing potions.
The mix of powers has interesting synergies. For example, I combine Tremor with Dual Wield, since 2 weapons means more chances to trigger a Tremor. Granted, it doesn't do much, but at Tremor 3, I also get Earthquake Aura, which is very nice when swarmed and I'm trying to concentrate on the boss.

For sudden swarmings, instead of quaffing potions I hit Nature Mage Invulnerability power and run like h*ll during the 6 seconds it gives me.

The main thing I find odds about the class is that the spells that split XP don't seem to split it properly. I'm now a Melee 12/Nature 8. It's too skewed to ever recover, unless I go exclusively Nature for a while.

Hassat Hunter
Dungeoneerer
posted 11-09-06 03:58 PM EDT (US)     5 / 9       
The XP-split is intentional 60%(Ranged/Melee)/40%(Nature/Combat).

It does mention so in the manual too...

Cobra the Mediocre
Dungeoneerer
(id: The_Cobra_81)
posted 11-09-06 04:02 PM EDT (US)     6 / 9       
Those spells don't split experience 50/50. They're more around 70/30, I believe. The FoS and BA aren't meant to be pure mixes. They're meant to be melee/ranged with some magical backup.

Quote:

but not as useful or powerful as the Blood Assassin class


I found the BA too difficult to keep alive when it was controlled by the AI. I'm running solo with a BA and we'll see how that goes (whenever I've got the time). Fist of Stone, however, is fairly decent in a party, in that if it is knocked out, it will likely recover first due to its skills.

Edit: Is it 60/40? Ah well.


Cobra the Mediocre
SteadilY working up to Average
If you're not part of the solution, you're part of the precipitate.
(Age of Kings Heaven) (The Renegades)

[This message has been edited by Cobra the Mediocre (edited 11-09-2006 @ 04:03 PM).]

Hassat Hunter
Dungeoneerer
posted 11-09-06 04:41 PM EDT (US)     7 / 9       
Upon re-reading the manual I have to confess I made a mistake. It IS 70/30.

Wonder where I got the 60/40 and why THAT was what I remembered instead of the manual-explenation

QuickDraw
Dungeoneerer
posted 11-10-06 02:02 AM EDT (US)     8 / 9       

Quoted from Grail Quest:

I'm now a Melee 12/Nature 8. It's too skewed to ever recover, unless I go exclusively Nature for a while

That isn't skewed at all. In fact, it's more or less what you could be expecting, and the way the fist/assassin's skill trees are laid out you can expect to unlock one tier every 10 character levels if you keep a weapon spell active on you at all times.


From cradle to coffin... Shall my wickedness... Be your passion
fionafistofstone
Dungeoneerer
posted 11-28-06 01:06 AM EDT (US)     9 / 9       
>I found the BA too difficult to keep alive when it was controlled by the AI. I'm running solo with a BA and we'll see how that goes (whenever I've got the time). Fist of Stone, however, is fairly decent in a party, in that if it is knocked out, it will likely recover first due to its skills.<

I haven't used a pure BA, just my own crazy cross-trained BA. I had Vix start casting BA weapon enhancements when I imported my Vet level chars into Broken World, and worked him up pretty well (Level 68 Ranged/55 CM). I also had his skill points reset, as I'd found a good bow (Virtuous Rebellion, I think), and I'd had a ton of his points set in Quick Draw, etc. I reassigned some in the early BA skills, but kept most assigned to the usual ranged skills, keeping most of his ranged powers. I thought the "Execute" power was really useful in a mob of enemies when combined with my hybridized Fist of Stone's whirling strike. I've never played with any of the premade FOS or BA characters.

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