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Full Version: Using both Direct Damage and Group Direct Damage?
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OK... you should never max out anything, except for maybe a skill that you think you can't live without being maxed out early in the game. If you max out then all the weapons with bonuses won't help you at all. So don't get any skill above 12 (or better, 11). That way by the end you can probably have 4 skills totally maxed out and another one pretty high.

GDD only deals 254 versus 200 for Direct Damage over the same time period. And that is at it's absolute best. You'll be wasting alot of time with GDD because you won't be finishing anyone off very quickly. Anyway, you're going to be weaker than you could be because you won't be able to get the innates very high. Damage Shields are actually pretty nice, because it allows you to be dealing damage when it's not even your turn. I can't really remember if Slowing is any good but I'm pretty sure it isn't. Anyway, I'm assuming you're just playing on normal so it doesn't matter that much, you'll definitely still be able to win.

It's been a long time since I played, but Group Shielding is awesome, yes. Especially on insane. Celestial Hammer is also pretty nice, stunning skills are always good. But it's certainly not necessary to win. BTW, most people go with Group Healing, but Single Healing is quite good too. On insane it's probably the better choice. On my insane game I actually maxed out both, which was a questionable choice, but I guess I still trained my innates and Group Shielding so it still worked out OK. Against Terask II having both is pretty nice, although Group Healing really isn't hardly needed there.
You mean GDD deals 256. But GDD takes more time to "charge," thus slowing down Mipsy's turns.
I just finished insane.

As mathbits said GDD takes more time to charge. Bottom line: use them if you feel comfortable. As i see it, it doesn't matter which one you take because you will use to just take down the little monsters. With Terask i just used group haste and the innates (you don't want her to dead because hasting is important).

With Mypsi the important thing is the wand you use not how powerful is the want (i used the one that gives +3 on DD because the other ones i got had negatives on things i liked or had less powerful extras).

Also, i guess Group haste is the spell that has the longest recovering time on mypsi's case.
Group Haste takes most recovering time because it's the most useful of the skills that are available.
chicken Wrote:OK... you should never max out anything, except for maybe a skill that you think you can't live without being maxed out early in the game. If you max out then all the weapons with bonuses won't help you at all. So don't get any skill above 12 (or better, 11). That way by the end you can probably have 4 skills totally maxed out and another one pretty high.

Yeah, I read about that after I had maxed several things... Wallbash And I find I still do about the same amount of damage, what with DD doing pitiful damage/missing.
As Chicken pointed out, Direct Damage is better against bosses (which, generally speaking, are the only fights you should be having problems with), and as Mathbits mentioned, Group Direct Damage has the charge time.

More than that, point management is important. Early on you get the 15 or however many Skill points for Mipsy, but you have to work for the rest. Group Haste is her next best Skill after Direct Damage, and wasting points on Group Direct Damage just takes away from what you could otherwise have. Sure, at the end it's not such a big deal to put points into Group Direct Damage, but by that point it's largely worthless.
Mmkay, I've actually changed my mind. After getting further into the game, I'm finding AM becoming less and less useful, 64 damage is rather pathetic (and this on Normal, no less). GDD was godly in early Meridell right after getting Mipsy, but it's just outgrown too fast. Methinks I'll only be using DD from now on. Thanks everyone for your opinions Smile
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