Are phoenix wizards good?The monk is indeed recruitable, I think his criteria was having a Phoenix Wizard - I can't remember if anything else gets him, but it's part of his subquest that he wants to see the Wizard transformation.
Por que no? I think at least some of the videos on the Draconian Methods account are theirs, just based on the names: https://www.youtube.com/watch?v=5jS_5PrRZeU&ab_channel=DraconianMethods And I like Anonymous Wife Scholar, schtick regardless.
The monk is indeed recruitable, I think his criteria was having a Phoenix Wizard - I can't remember if anything else gets him, but it's part of his subquest that he wants to see the Wizard transformation.
Are there any consequences to having a very low INT score in the game?
Are phoenix wizards good?
I found this on Steam forums, dunno if you guys agree with it:
SS: Psionicist
They're like Wizards, but can keep casting their best and latest "spells" (Powers) repeatedly without concern for spell slots, and most Powers scale can scale down for efficiency or scale up for greater effect. They don't have to worry about being Silenced, and they don't have to worry so much about being Grappled, Paralyzed, or Encased as they can keep casting. For area damage, they're unmatched overall and will probably outperform even a Red Wizard due to being able to spam Energy Ball nonstop while always choosing the best type of energy and the best defense to attack (Reflex vs Fort). Their control, debuffs, and save or suck Powers are just as good though.
S: Wizard, Cleric
Wizards get so many spells, so many unique spells, so many great buff/debuffs, and so many unique Feats that you probably want one in your group regardless of your group's strategy.
I don't usually rank Clerics so high in D&D/Pathfinder type games because high Initiative arcane offense is usually best. But in KotC2, there are lots of enemy casters and you probably can't prevent them all from casting, so the ability to prevent/remove bad things is more valuable. And there are improvements to Cleric spells like Sound Burst and Holy Smite that make them great on offense/debuffs too.
Wizard Attunements are all good so long as you make use of them in some way, but I think Green generally wins out for Move Action Haste. Similarly, while many Cleric Domains can be great so long as you make use of them, Mysticism would be my top pick for Move Action spells (and increased effect on them).
A+: Druid
They're efficient, versatile and they have nice summons. But they're ranked slightly lower than the other pure casters because they're missing too many good things: Accelerate, Break Enchantment, Mass Heal, True Rez, etc. Also, they're limited in small spaces where big area spells would hit the group and where large summons may not even fit. They do get several outdoor late game fights to shine in, though.
I'd put Earth above the other Spheres, but not by much. They're all good.
A: Fighter, Bard, Mage Knight, Rogue
Fighters get Wade In and tons of unique Feats, but fall off a bit in the late game.
Bard Songs are always useful and the +DC song scales particularly well into the late game because it becomes increasingly difficult to debuff enemy saves. Bard Spells can fill some gaps in your group, but Silence is probably going to be useful if nothing else.
Mage Knights can be extremely tanky, very good with Touch spells, and also very good with area damage. Consistently solid class all game.
I know ranking the Rogue here may be a little controversial, but mine are easily on par with Fighter kills in the early/early-mid game and effectively turn into casters for the late game because of the piles of high level Wizard scrolls the game gives you. The only time they struggle a little is in the mid game against certain enemies, but if you make good use of your Rogue spells and scrolls, they're still not bad. They're on par with Fighters (to me) because they tend to be tankier, more mobile, and do better in the late game.
A-: Psychic Healer, Sorcerer, Warlock
All these caster hybrids are weighed down by the fact that they're Multi-Ability Dependent. Add to that the loss of unique Psionicist/Wizard/Cleric Feats and slower spell/Power progression and you're almost always better off as a pure caster. They're still generally good by using half their spells/Powers for offense and half for defense/support.
B+: Monk, Psychic Warrior, Bishop
Monks are fine, but Fighters are usually better. That pretty much sums it up.
Psychic Warriors are great Grapplers and actually get some area damage later, too. But they're rather limited on Power Points and often can't justify taking time to cast slower buffs in combat. It's a fun class, but they're not as effective as many others.
Bishop is a mixed bag. The combinations of Domain Powers can make for unique/versatile characters, but usually you're just better off with a Cleric instead. They can be rather strong earlier in the game, but they're going to fall off compared to a Cleric later.
B: Barbarian, Death Knight, Storm Warrior, Champion
Considering how much the guide repeatedly focuses on Grappling, I'm surprised it ranks Barbarians last because they're great for it. The move speed bonus helps counter one of the biggest drawbacks of the best Grappling race. And Free Action Strength boost is always nice.
Death Knights are good when working with others, maybe Sneak Attacking a Grappled enemy or helping to debuff something with Aura of Dread. There are simply too many big groups of enemies for them to compete with slightly better classes though. Aura of Dread is the only thing keeping them from being in a lower tier.
Storm Warrior works better when they lean into their casting a bit more, but at that point... you should just be a Druid.
And Champion may as well be a Cleric/Bishop instead.
B-: Gladiator, Samurai
Gladiator is fine in the early game with the combat Feats, but they're too limited as time goes on. If Blinding Strike can't work or isn't useful in a particular light, they're just gimped Fighters.
Samurai are kind of like Gladiators: a good early game class that tends to fall off later.
C: Paladin, Ranger
You'll notice these are only C and not D or F because none of the classes are really bad in this game. These classes are just a little too niche to compete as well with the rest, though they can still be good in the right group.
I actually like Paladins in KotC2, but objectively, I have to acknowledge that they're not the strongest class. They get moments to shine here and there with Smite, but later they're probably better off just casting Cleric scrolls so your more useful party members can do more important things.
Rangers are nice interrupters and of course great at ranged combat. But ranged weapons are limited in this game, and you lose all your equipment at a certain point. Add to that limited ammo and early game Cover penalties and they're just more limited than others.
So what are your thoughts? For reference, the guidebook ranks them: Wizard, Psionicist, Cleric, Druid, Bishop, Fighter, Gladiator, Warlock, Psychic Healer, Sorcerer, Bard, Psychic Warrior, Monk, Death Knight, Paladin, Ranger, Samurai, Storm Warrior, Champion, Mage Knight, Rogue, and Barbarian.
If you go with less than 1feat/level as difficulty setting then i'd consider mostly humans - except for fighters. On the other hand there are some use of the skills of some races and it is good to avoid a surprise round and feels nice to get some small bonus occasionally but it's mostly some xp. From my experience class skills give more important "green" dialogue options.Ah I see. Ok maybe I will keep my Fighter then. What do you think about Bard? My new group is this:
1) Fighter - Damage dealer / tank
2) Cleric
- Domains: Mysticism, Silence
- Moon Elf?
3) Druid
- Geomancer/Aeromancer
4) Wizard
- Phoenix (Red)?
5) Psion
6) Bard?
7) Barbarian - Grappler / tank (COMPANION)
8) Warlock - Nuker (COMPANION
I am unsure what to take on my 6th custom character slot, perhaps a Bard?
I don't really mind going with a variety of races for flavour rather than picking human because it is the most powerful, we'll see.If you go with less than 1feat/level as difficulty setting then i'd consider mostly humans - except for fighters. On the other hand there are some use of the skills of some races and it is good to avoid a surprise round and feels nice to get some small bonus occasionally but it's mostly some xp. From my experience class skills give more important "green" dialogue options.
About that, you will need a Samurai, Paladin or Champion to recruit Jorad the H-G Barbarian you meet 5 minutes into the game if you play on Archmage difficulty AFAIK. Sorry.
Edit: Just go with what you feel like as long as you don't forget at least one Wizard + one Psionicist (or two Wizards).
What difficulty was that?As for the list above, I disagree with some of it, but mostly the samurai placement. I'm not really sure how you can screw up turning the samurai into an absolute death machine. You open up the class description and all you can see right away is - this is the perfect falchion vehicle. With a reasonably enhcanted falchion, my samurai was doing x4 crits on a roll of 13-20. I'm pretty sure you can push that to at least x5 and squeeze out even more damage, but I just didn't feel the need for it. With a wisdom hat and a pounce belt, he would just run in, crit for 150+ a bunch of times and either clear out a pack of enemies, or outright delete some boss. Seeing how Pierre isn't a total dick to make most of his enemies crit immune, and the toughtest enemies have around 500 hp, nothing could withstand a proper nippon banzai.
Don't know about that. Having a red phoenix wizard is enough to recruit the Monk, and a red phoenix wizard will probably be one of the most popular things to have in a party to begin with.It's pretty much Fire Druid + Monk or Water Druid + Storm Warrior
Fighter gets tons of damage bonuses that aren't conditional on wielding specific weapons. -1 to AC, yeah I guess that's neat. Armoured Reflex - the fighter can pick up these feats. Speed bonus, yeah that's definitely a big plus.You shouldn't underestimate samurai's armor handling. Saves are really nice to have in this game, and speed, even more so. The ability to run across the battlefield without penalties in a suit of heavy armor is really strong. The extra damage you get from single weapon bonus and wisdom really adds up, and lowering enemy AC by one with every swing - how can you say no to that.
Alright that's fair, I must admit Sam has some really nice flavour to it.Now, I'm not saying fighters suck. Fighters are great. But after playing with fighters and barbarians for 20 years, I wanted to give the new unique classes a shot. And samurai ended up being really strong and capable of tackling everything the game throws at you. And some things (crits and getting to the targets of those crits while wearing heavy armor), it even does better than the old reliable.
You are correct. Elf are only really good with classes that need INT. They make good wizards and psionicist, perhaps something that requires all 3 mental stats to be high (warlocks come to mind) but as melee or casters than don't require INT (despite their high WIS/CHA? Avoid.Initially I thought Elf would be godlike based on its bonuses and stuff but the minimums for some of the ability scores such as CHA and INT really hurt it, I wanted to make an Elf fighter but damn me if I'm putting 16 points into INT on a straight Fighter
The variety is being rewarded somewhat in the game with the "green" dialogue options - if you ever played FTL this looks the same. That is a plus.I don't really mind going with a variety of races for flavour rather than picking human because it is the most powerful, we'll see.
I'm not going to be playing on Archmage I don't think. The guidebook says you only need to defeat Jorad in a fight to recruit him? Are you saying that's wrong?
Well shit.Not from my experience with Jorad. To be able fight him requires, AFAIK, "word of honour" class skill that very few of the classes posses. Easy to check, he literally is found less than a minute from the game start - if you skip a fight.
straight Fighter
Negro que?
Well shit.
But apparently you get an extra skill on Hard difficulty so I can get it that way?
I feel bad saying this but KOTC2's music is kind of annoying. I find myself wondering if there is a way to create custom music for the game.
Ok apparently Bards are just weird martials in this game? wtf
I was generally underwhelmed by my Cleric, since in early-mid game, it's almost always better to do damage or disable enemies instead of heal or buff your party, and other casters do a better job of that than clerics.