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Might and Magic Might & Magic X - Legacy

Self-Ejected

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christ people, is redding so hard?:

http://www.rpgcodex.net/forums/inde...x-legacy-released.81387/page-165#post-3082938

I've been asking for suggestions for two pages now, and have reacted to every post I got in response. You're welcome to join in. I have no inclination to just auto-add a Blademaster GM'ing in Daggers because that's OP or whatever. I just don't want a gimped team, i.e. something that doesn't work at all.
I read your posts, I was sleeping when you posted that one but whatever, you see to have your mind p. set on scout so fine I guess

I don't. I fucking suggested an alternative myself (Merc), but the only response advised me not to go that route. I am more than willing to listen to alternatives, ffs, why else would I ask for them?

so it's like you want to play something else as your scout.

Evidently you did not read my posts. I just got this crazy notion to dual wield axes. However that is achieved in the best manner.

Mace dual-wield with barbarian is also an alternative I have considered.
I did read your posts, why would I bother replying otherwise. I guess my brain erased the idea of somebody playing an exclusively melee scout because it sounded too dumb.

I don't remember what the hell dual wield GM gives but I bet you'll deal far less damage than a DW mastered barbarian because he actually gets to use his racial and class ability so GRUNKERS GONNA GRUNK.
 

Grunker

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Scout special power is ranged, and he's going melee exclusive.

:M:

My Scout is one of my favorite heroes, for what it's worth. He gets the best debuff protection spell in the game + fire shield. GM Axes + Dual Wield hits like a truck. I had enough points left over to throw in an Expert Crossbow just for the hell of it. This is all with pretty spread out attributes. I think a pure might Scout could do a ton of damage...

Don't fret over the specialties. They're all pretty hit or miss.

I think either Scout or Merc could work for 4th slot, though if you really really want dem axes then Scout might make more sense since he can GM them. You could still max out his Dodge and Warfare to Master, especially Warfare will give you some nice abilities, once you have GMed everything else.

sser posted while I was writing and I think I agree with his assessment of scout.

___

I don't remember what the hell dual wield GM gives but I bet you'll deal far less damage than a DW mastered barbarian because he actually gets to use his racial and class ability so GRUNKERS GONNA GRUNK.

Scouts do not get DW GM, only Blademasters get that. Scouts get GM Axe, which only Defenders does besides them, and they cannot Dual Wield. I am just asking for advice, look at the fucking replies given to me above you and reply why you agree/disagree.

Like I said, I also considered DW Mace barb.
 

Mortmal

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Ended up with the following plan, each 3 skills GM, 2 skills M:

Crusader: Sword, shield, heavy armor, light magic, endurance

Scout: Axe, endurance, medium armor, warfare, dual wield

Runepriest: Magical focus, fire, earth, mysticism, prime

Shaman: Magical focus, air, water, mysticism, endurance

I am pretty disappointed in the lack of weapon skills on that team, also sad to see useless Scout advanced class powers. Considered going Mercenary to the very end. But the rest, I'm pretty satisified with :)
That scout will probably be your shittiest character. :M

christ people, is redding so hard?:

http://www.rpgcodex.net/forums/inde...x-legacy-released.81387/page-165#post-3082938

http://www.rpgcodex.net/forums/inde...x-legacy-released.81387/page-166#post-3083225

I've been asking for suggestions for two pages now, and have reacted to every post I got in response. You're welcome to join in. I have no inclination to just auto-add a Blademaster GM'ing in Daggers because that's OP or whatever. I just don't want a gimped team, i.e. something that doesn't work at all.

Using a scout is gimping your team, i started with a same setup and some fights were a chore to get through, now with crusader, bladedancer, druid, freemage , encounters are mostly a breeze. Except you can never know before enganging the fight if they are too high level or not. Classes in the game oscillate between godlike and completely gimped , hybrids except crusader (somewhat) are not good at all .
VIP clearly slacked when testing,what do they discuss in their comfy vip lounge ? this is a blatant issue you discover after only a few hours of play.

A ranged character speccing in bow is completely shitty compare to any mage, i dont even understand why they put them in the premade team. As mage you simply put all your points into magic and get devastating damage, you burn lot of potions but any skill burn potions anyway....Ranged character get nothing, is gear dependant get a -50% malus in close range without any valid reason.So you will drag a gimped character, mediocre at everything, most part of the game unti you unlock its advanced class so it becomes eventually less shitty .
Oh yes and you are "ambushed" half the time wich negates any use of ranged weapons !
 
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Well, another note on perception, because enemies dont scale to your level and their stats are pretty much set in stone it seems you can get away without pumping too much perception, 20-25 should be fine to hit all most of the time against anything, maybe miss a bit against naturally agile opponents but thats it.
Entering the lost city now.

Yeah, according to the testing I posted earlier you want at most around 10-15 above the enemy's evade, and enemy evade caps at 150. Once you reach 160 or so there's very little gain to be had. And you can always use temporary buffs or magic to kill any difficult early enemies before you can fill out your weapon skills or acquire good equipment.
 

Decado

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Scout special power is ranged, and he's going melee exclusive in an attempt to be "creative".

When it comes to bows there seems to be only two classes worth taking -- ranger and scout. Does the the scout have something the ranger doesn't? I'm just confused by all the scout hate (or maybe it isn't scout hate, I can't tell).

I'm asking because on paper, the class looks pretty good.
 

Grunker

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Scout special power is ranged, and he's going melee exclusive in an attempt to be "creative".

When it comes to bows there seems to be only two classes worth taking -- ranger and scout. Does the the scout have something the ranger doesn't? I'm just confused by all the scout hate (or maybe it isn't scout hate, I can't tell).

I'm asking because on paper, the class looks pretty good.

Bubbles is just trolling because I am not min/maxing my Might & Magic teamaccording to the Internet Consensus.

Ranged is generally exceptionally shitty in this game unfortunately. However, I am not going ranged, and therefore still looking for counterpoints/suggestions. So far mostly pro-Scouts have responded with actual feedback on axe dual-wielding. The decision is between Merc and Scout, because they're the only ones who can, really. An alternative is Barb Mace DW.
 
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Grunker said:
Hey guys is any part of this party unusually weak or useless.

Everyone else said:
Yeah, your scout.

Grunker said:
Shut up, you're wrong. I'm taking my Scout

Whatever, the game won't be impossible with 1 shitty member.

I'd still recommend Orc Barbarian and duel wielding maces though. Better base damage, better on-crit effects, Orc race and Barbarian class give huge potential damage.
 
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Scout special power is ranged, and he's going melee exclusive in an attempt to be "creative".

When it comes to bows there seems to be only two classes worth taking -- ranger and scout. Does the the scout have something the ranger doesn't? I'm just confused by all the scout hate (or maybe it isn't scout hate, I can't tell).

I'm asking because on paper, the class looks pretty good.
I figure the class is good if you play to its strengths. Being exclusively melee, with no points on the two great support schools it can master and being unable to even use their special ability though...

So far mostly pro-Scouts have responded with actual feedback on axe dual-wielding. The decision is between Merc and Scout, because they're the only ones who can, really. An alternative is Barb Mace DW.
DW Mace barbarian is much better for the purpose you want, that much is clear.
 

Grunker

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Average Manatee:

Everyone else said:
Yeah, your scout [is useless].

My Scout is one of my favorite heroes, for what it's worth. He gets the best debuff protection spell in the game + fire shield. GM Axes + Dual Wield hits like a truck. I had enough points left over to throw in an Expert Crossbow just for the hell of it. This is all with pretty spread out attributes. I think a pure might Scout could do a ton of damage...

Don't fret over the specialties. They're all pretty hit or miss.

I think either Scout or Merc could work for 4th slot, though if you really really want dem axes then Scout might make more sense since he can GM them. You could still max out his Dodge and Warfare to Master, especially Warfare will give you some nice abilities, once you have GMed everything else.

sser posted while I was writing and I think I agree with his assessment of scout.

Average Manatee As Grunker said:
Shut up, you're wrong. I'm taking my Scout

Grunker said:
or I go Mercenary (GM Warfare, Medium, Dodge).

Grunker said:
Mace dual-wield with barbarian is also an alternative I have considered, feedback is welcome.

Did you have anything constructive to add?

DW Mace barbarian is much better for the purpose you want, that much is clear.

Seems odd to me that one dual wield combination is great and another is downright useless. Sure you're not overexaggerating? If Axe dual-wielding (Merc or Scout) really is completely useless, I'll go for the barb.
 
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Decado

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Goddamn it they better fix ranged combat. Is anyone on the official forums, following this? Have they made any comments on it?
 

Grunker

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Goddamn it they better fix ranged combat. Is anyone on the official forums, following this? Have they made any comments on it?

Not as far as I know, though I don't read the Ubi forums. I think they were pretty fearful of making the ranged combat mistake of VI-VIII, and so went too far in the other direction.
 
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A real avant garde against the grain type of player would just make a ranged party and figure out how to make it work.
 

sser

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My party is Shaman, Crusader, Scout, and Bladedancer. That would be magic-hybrid-hybrid-might. I'm sub-lvl 30 in the final dungeon just walking through shit on Warrior difficulty. Some characters are definitely quality of life types (Freemage, Druid), but you don't at all need to min/max to do well. I also took the Scout because I wanted a dual-wielding dwarf and he turned out fine. I had him master Fire for the buffs/debuff protection in addition to his melee, so he contributes quite a lot to the team. Aside from the elf, everybody has a magical role on my team and they all handle it well. I also wanted a party with every race type, too, because of all the barks and what not. Roleplay nerd, etc.
 

Decado

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I don't mind a gimp in the beginning but holy shit. 90% of all the combat in this game is melee. What the hell is the point of having a ranged combat specialist if they can't use their main weapon, which forces you to go melee anyways? Completely dumb.
 

Greatness

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Scout is actually the best or tied for best physical dps class, just don't try to play it as a ranged character.

Get grandmastery in axes/endurance and mastery in dual weild.

2 not-so obvious things bring its DPS up to par with the blademaster.

1. Dwarven bonus health + grandmastery endurance means you'll have 3-4x the HP of a blademaster and as such can spend more stat points on might than he can.
2. Axes have higher DPS than swords/daggers and the bonus attack from grandmastery dual-weild is mitigated due to the way enemy damage reduction works (-flat damage from each attack). Hitting harder is better than more often.
 

Zed

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feels like they tried to add more use for ranged by adding penalty for melee on many strong monsters, but not giving ranged enough damage. has anyone actually gotten to late-game with a ranged character?
 
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They should just have made ranged about big burst, maybe perception should give critical chance, I don't know. The idea would be that ranged would deal a shit ton of damage before engagement starts, or when you combo with knockback spells.
 

Grunker

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Scout is actually the best or tied for best physical dps class, just don't try to play it as a ranged character.

Get grandmastery in axes/endurance and mastery in dual weild.

2 not-so obvious things bring its DPS up to par with the blademaster.

1. Dwarven bonus health + grandmastery endurance means you'll have 3-4x the HP of a blademaster and as such can spend more stat points on might than he can.
2. Axes have higher DPS than swords/daggers and the bonus attack from grandmastery dual-weild is mitigated due to the way enemy damage reduction works (-flat damage from each attack). Hitting harder is better than more often.

GM Dagger is probably still a lot better due to negating enemy blocks (more attacks = block less important). As for the rest, that sounds promising. Based on this and the word of sser, I really doubt that I can't make that Scout work. GM Axe/Dual Wield + Mastery Dual Wield was pretty much my plan from the beginning after people told me to avoid Crossbow.

feels like they tried to add more use for ranged by giving penalty for melee on many strong monsters, but not giving ranged enough damage. has anyone actually gotten to late-game with a ranged character?

I think most Codexers avoided the ranged characters.
 
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Anything works, I have a defender that is just a wall with warfare abilities that eats blocks for my barbarian and it doesn't stop me from playing the game, it's just inneficient.

I still think a DW barb would be much better.
 

Sceptic

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Divinity: Original Sin
Ended up with the following plan, each 3 skills GM, 2 skills M:
Crusader: Sword, shield, heavy armor, light magic, endurance
Scout: Axe, endurance, medium armor, warfare, dual wield
Runepriest: Magical focus, fire, earth, mysticism, prime
Shaman: Magical focus, air, water, mysticism, endurance
Warfare on your Crusader might be something to consider, especially since he's your "tank" in this party setup (moreso than the Scout). I'd give him Warfare before Endurance actually; the special abilities are nice, and the shield and heavy armour means he'll be blocking so much that he's not going to take that much damage to justify more HP. That said I've not tried the Crusader yet, but my Defender is filling a very similar role (minus the Light Magic, which you do want and is great for Spirit Armour).

The setup overall looks very workable.

Barbarian dual-wielding maces might be fun, and in fact might be pretty awesome since I think each mace applies the chance to stun separately, so you get double that chance. I might have to try this out in my 2nd full playthrough

Scout special power is ranged, and he's going melee exclusive in an attempt to be "creative".
Special powers don't matter much, and also ranged sucks, so picking the characters for the other things they can do (like GM Axe DW for the Scout) is a better approach. My Ranger sucked until I ditched ranged and turned him into a Dagger DW monster that can Regenerate the party and poison the enemy. Much fun is now being had by all (except his MP pool sucks because I didn't put enough points in Spirit later on, though Expert Mysticism helps a bit).
 

Grunker

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Barbarian dual-wielding maces might be fun, and in fact might be pretty awesome since I think each mace applies the chance to stun separately, so you get double that chance. I might have to try this out in my 2nd full playthrough

That's the idea, yeah. On the other hand, if Two-Handed Maces are powerful, then in theory using those could be better, since Barbs can GM both Two-Handed and Mace, but only Master Dual-Wield.
 

Decado

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What's the advantage of using two handed weapons? It looks like nobody is using them.
 

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