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#1
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Literally. Would be awesome to have a magic wielder, but could also double as a tank.
You could DPS, but in a pinch you could tank effectively. Pretty sure you could do this in Titan Quest, but please put that in this game!
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Now playing: PC: Mount and Blade : Napoleonic Wars, League of Legends, Warcraft III: The Frozen Throne. PS3: --- Waiting for: Grim Dawn, Warcraft 4. |
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#2
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Quote:
TECHNOmancer
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"We already know Crate has talented people as well...do we need to pretend Blizzard has a bunch of monkeys sitting around slapping keyboards to appreciate what Crate is doing with Grim Dawn?" -- Renevent "There seems to be a distinct lack of appreciation of what it takes to create something." -- Renevent |
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#3
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Yeah I don't see why it wouldn't...it's using the same 2 class system so I'd imagine we will have the same options as before.
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#4
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. . . or Harbinger (Warfare + Dream)
. . . or Spellbinder (Defense + Spirit) . . . or Spellbreaker (Warfare + Spirit) Anyway, my guess is that the synergies will be even more effective for GD than they were for TQ. The development team is demonstrably creative and now has the benefit of experience to add to the mix. TECHNOmancer
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"We already know Crate has talented people as well...do we need to pretend Blizzard has a bunch of monkeys sitting around slapping keyboards to appreciate what Crate is doing with Grim Dawn?" -- Renevent "There seems to be a distinct lack of appreciation of what it takes to create something." -- Renevent |
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#5
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the diviner was also a good tank (Dream + Spirit). was sufficient to get an idea with Poinas' guide Pwning with spirit; i managed to modify tqit with defiler to make all enemies equip green items and managed to beat on xmax with no deaths. sure the guide helped even with some tactics...
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#6
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imo what lacked in synergies about TQ was that... harbringer for instance should have had some kind of "harbringer specific skill" that would spread him apart from other users of dream or warfare
Aside from having the skills from either of those trees i mean, dunno maybe a 3 point skill tree or some thing, like as you gain level 20 you obtain the 1st skill of harbringer, 40.. 60 and so forth dunno.. imo at least that would have made specific classes more intreresting!
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Currently playing : The Pit : Sword of the stars / Dota 2 / Don't Starve / Age of Empires 2 : Forgotten Empires / Dishonored / Antichamber Steam Username : Skellt |
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#7
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Quote:
But I'd settle for even some passive skills that wouldn't be too harsh on development time. In case of tanking class + magic class there could be passive skill which would inflict some elemental damage to monster upon blocking it's attack, with a little probability. Just a simple example but I'd reckon adding something like that wouldn't be as time consuming as full fledged skills. Well, it would be a start at least. We could always request/hope for more thorough class specific skills with later expansions. |
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#8
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The Dervish from Guild Wars was a bit of a mage melee tank. Cloth armor, very high mana regen, and few skills that actually directly reduced damage. Practically all of his skills were short range aoe's (ie. covering anything attacking him in melee), and they involved stuff like damage debuffs and blinds.
What I liked about it compared to traditional tanks was how you had to actively work to be tanky. Juggling 3 second buffs with "when ends"-effects, lining up mobs right for conical attacks, using slows to get the attention of mobs hitting party members (the game has no taunts, but mobs will drop aggro if they are slower than a fleeing target), and so on. I used to think I hated playing tanks, but that class made it obvious to me I just don't like battles of attrition where a class philosophy is to "deal little damage while taking none". |
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