For endgame probably 80% starting perks and character building choices will only make your experience vary slightly. But faster charged attacks or +50% resistances probably can save your ass, as well as right choice of weapons. Neither +5 or +15 extra protection do much at endgame, or +2 willpower. It's actually a problem of char building in G2. Protection can be pumped to 100 with right items for any class, and it's enough. My Knight had same hp as Barbarian, take or leave a few items (extra hp per level, cool - now have this +50 hp amulet and a full set of pieces each +15 hp, and so on). Man, those resists would have been godly for last parts of game. Ninjara - ratling alchemist, dexterity & vitality, alchemy & missile weapons, mutation & aggressive (yeah, fuck firearms - it can be argued that they get good in the late game, but that's fucking futile as they are completely useless through more than half of the game I rushed missile weapons 4 at her and now it's alchemy time).Īt the endgame I just wanted party of 4 lizardmen fighters with Heavy Weapons. Plissken - Lizardman Wizard, vitality & willpower, concentration & fire, endure elements & fast metabolism (this build is also incredibly strong the magical plan, btw, is to rush air 5 at Nyx and fire 5 at Plissken, after that Assassin will delve into water and Snake into air). Nyx Assassin - Insectoid Battlemage, vitality & willpower, concentration & air, chitin armor & natural armor (yeah, pretty much the staple - this is one of the strongest builds in the game)ĭrive B - Insectoid Barbarian, strength & dexterity, light weapons & critical, chitin armor & quick (decided to try another brand of a tank - this one is not as defensive, obviously, but what he lacks in protection he tries to compensate with the sheer mass of barbarian's 10 hp per level he's also a good damage dealer - I dunno about later weapons, but he's really good with the starting rapier) Well, at least I have a solid reason to do so.
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