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General Forum
Help without dying on Ironman
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<blockquote data-quote="VDX_360" data-source="post: 65626" data-attributes="member: 2651"><p>Numerous combinations of class, builds and Companions have beaten the game on all difficulties -- including Iron Man. So it's not about a magic formula so much as assessing the pros and cons of each combination.</p><p></p><p>Also, I dislike discussions about "prefect" or "best" builds as they often become pedantic. The goal is to help get the build you like to play through the game.</p><p></p><p>A Warrior Cleric with a Healing Hirge: This is often cited as a pretty durable, easy to use combo. The Cleric's ability to heal makes the game a lot easier, and being in the Warrior guild allows learning Heavy Hand / Duel which give the class some much needed damage output.</p><p></p><p>For Ironman, the Cleric's ability of Intervention is a prefect fit to negate permadeath. Just don't run out of mana. Or get stuck in a unwinnable fight.</p><p></p><p>There are a few late game dungeons that can be skipped. So if you want to save the world on Ironman, maybe leave the Sewers and Ancient Ones alone. Save the world, than pick a fight with those baddies. You only need 12 shards...</p><p></p><p>On a personal note, I dislike Ironman settings on games. I personally don't enjoy the idea of one mistake wiping out dozens of hours of play. It's just not my thing. And I'm hesitant of having it at all because it just encourages people to find ways to hack/alter/get around the perma death aspect. A death counter seems a much better idea......</p></blockquote><p></p>
[QUOTE="VDX_360, post: 65626, member: 2651"] Numerous combinations of class, builds and Companions have beaten the game on all difficulties -- including Iron Man. So it's not about a magic formula so much as assessing the pros and cons of each combination. Also, I dislike discussions about "prefect" or "best" builds as they often become pedantic. The goal is to help get the build you like to play through the game. A Warrior Cleric with a Healing Hirge: This is often cited as a pretty durable, easy to use combo. The Cleric's ability to heal makes the game a lot easier, and being in the Warrior guild allows learning Heavy Hand / Duel which give the class some much needed damage output. For Ironman, the Cleric's ability of Intervention is a prefect fit to negate permadeath. Just don't run out of mana. Or get stuck in a unwinnable fight. There are a few late game dungeons that can be skipped. So if you want to save the world on Ironman, maybe leave the Sewers and Ancient Ones alone. Save the world, than pick a fight with those baddies. You only need 12 shards... On a personal note, I dislike Ironman settings on games. I personally don't enjoy the idea of one mistake wiping out dozens of hours of play. It's just not my thing. And I'm hesitant of having it at all because it just encourages people to find ways to hack/alter/get around the perma death aspect. A death counter seems a much better idea...... [/QUOTE]
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Help without dying on Ironman
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