![]() Each character has at least three they can call on. Teleportation, Rapture, Regeneration, Walk in Shadows and more. ![]() There are a number of skills on both characters, the stuff I find most useful. Witchcraft is really good in DOS 1 EE, most of the skills are great. But she has points in all schools so has Geo and Pyro skills as well, plus Witchcraft for Rapture, Oath of Desecration and a number of debuffs. The female character is a mage, with high Hydrosophist and Aerotheurge for the damage, healing, buffs and CC. But mostly he makes use of the warfare skills and has enough points invested for things like Regeneration and level 1 Marksman skills (remove poison and that sort of thing), and Scoundrel for a few more. He also has a few points in Geo, for the spider summons (awesome in the early going), and some CC like oil. Witchcraft especially, for the undead summons, Rapture and Oath of Desecration and more. The male character is a two-handed damage dealer, but dabbles in all sorts of things. ![]() Winning those saving throws is key I think, and should not be neglected with just two mains. I put an emphasis on defense and have leadership base 5 on each. The extra skill points means you can really load each character down with abilities/spells/skills. I just hit level 16, also playing dual Lone Wolf. DOS 2 does look quite a bit better, but it doesn't take long to adjust. ![]()
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