That is very odd. I recently did the map on V2 and it worked as intended for me.
Hmm... Have you done
something with the clock
Already?
I'll check it again once I'm done 100%:ing remaining maps.
You mean the Metronome Mysterium? Not sure why it would have an effect on the console - and the other console still works. I think I activated the alarm mode and fought the bots around the clock first before going back to the barracks to check for the firearms console. But I haven't done anything to the clock yet.
Yeah, worked like a charm for me. Mind you, my guys were still blasting through 99 batteries in a single shot after that, but the skill console worked.whocares Did you get the Firearms skill in V2? Is there supposed to be a second console across from the two ACME machines?
There are two consoles on the opposite sides of the entrance to the room with the ACME machines. One gives you some flavor text, and the other one teaches you several skills if you have the alien visor equipped. One of those skills is Firearms.So let me get this straight: There are two consoles across from the ACME machines or only one? In my game there is just one that says to return the Havoc Seed, etc. Or do you need to do something else at that console to learn the skill?
Just checked - the flavor text console is across from the gun machine, and the skill console is across from the ammo one.
Which are the most important resistances to have? I'm thinking System, Death, Mental, Mesmer and Paralyzing?
It actually looks like the Drake are the super-race for Melee multiclassing.
It actually looks like the Drake are the super-race for Melee multiclassing.
Drake: Highest Natural Armor Class, second highest total Resistances (esp. the important ones), third highest number of Attribute points (multiclassing), Unarmed Attacks & Breath Attack (for the beginning). So starting with a Drake Metalsmith (+55% permanent resistances, +55% skill points on each levelup and +55% bonus points in creation AND Lethal Blow from the start) seems like one of the best choices for a melee character. Even their mana regen is relatively quick.
It actually looks like the Drake are the super-race for Melee multiclassing.
They can't equip most body armors. Eventually I gave up on any races which have item restrictions (or less than maximum mana regen), so, only barrowers and wolfin exist.
The Wolfin seems to have the best attribute spread for melee multiclassing
but it sounds like the multipliers matter more than anything. Not sure I like that too much, feels like railroading.
It actually looks like the Drake are the super-race for Melee multiclassing.
They can't equip most body armors. Eventually I gave up on any races which have item restrictions (or less than maximum mana regen), so, only barrowers and wolfin exist.
eh, I had one and he can equip high level armors, so it's mostly an issue in the beginning. Naga seem much worse since they can't use pants or shoes at all.
but it sounds like the multipliers matter more than anything. Not sure I like that too much, feels like railroading.
Not really. The multiplier only increases the number of skill points you get, the resistances (only somewhat) and the bonus points at creation (eg. somewhat more HP). So the multiplier is helpful, but not that important.
Why not start as Wolfin Metalsmith then? If you look at the minimum attributes needed for all the martial classes, the Wolfin has higher scores in those attributes than Drake does.
Why not start as Wolfin Metalsmith then? If you look at the minimum attributes needed for all the martial classes, the Wolfin has higher scores in those attributes than Drake does.
If you ignore the Drake Metalsmith 55% multiplier bonus, then yeah, the Drake and Wolfin are about equal for melee classes. So instead of starting with a Wolfin Wizard and doing 11 class changes, you can start with Wolfin Metalsmith and do 10 class changes:
Wolfin Metalsmith (+0%) multiclassing to WARRIOR(0p)-BERSERK(15p)-RANGER(0p)-ASSASSIN(60p) or PIRATE(60p)-THIEF(0p)-BARD(35p)-CLERIC(0p)-SAGE(25p)-THAUM(15p)-NECRO(50p)
By the way, no one can change class to a Metalsmith. Considering that starting with one gives you Lethal Blow and an extra class to collect HP, Mana and Skill points for multiclassing, Metalsmith is a pretty good initial choice, not just for the Drakes (+55%), but also Barrower (+40%), Giant (+50%) or even without the multiplier bonus for Wolfin and others.
Yeah, the Drake can equip all high level armor: the Elite Corps stuff, all the helmets, arms and legs gear, boots, even the Golden Armor. So it's simply not true that they are limited in gear.
That's the Durendil, Feyfolk and Aeorb. And to some degree, the Naga (no pants or boots).
That's the Durendil, Feyfolk and Aeorb. And to some degree, the Naga (no pants or boots).
Giants, too. A plenty of stuff they can't use, seemingly without a method to their restrictions.
You said the multipliers werent that important, not sure I agree there but if that's true then Wolfin is better multiclass race than Drake.
Seems like the resistance bonus from multipliers is pretty great though, since you can always get more of everything else by leveling up.
You said the multipliers werent that important, not sure I agree there but if that's true then Wolfin is better multiclass race than Drake.
Without the multipliers, the Drake and Wolfin are about equal. With the multipliers it may be a different story. You also need to consider how many times that race/class combo can multiclass:
A Wolfin Ranger (60% multiplier) can do only 4 class changes. A Drake Metalsmith (55% multiplier) can do 10 class changes.
A Wolfin Cleric (20% multiplier) can also do only 4 class changes. So the two Wolfin classes with multipliers cannot do a lot of multiclassing, while the multiplier class of the Drake can.
A Wolfin needs 35 attribute points to run through the melee classes, while a Drake needs 60, (Leonar needs 55).
I think if you're going to be going through all the spellcasting classes as well as the melee classes, then mana regen becomes an issue.