I created this build to exploit Battle Geology's early game excellent synergy with a Warrior-type build. However, I died on level 3 to a monster zoo, and realized that I really don't have much for getting away (i.e. Knightly Leap) or taking out large quantities of enemies at once (i.e. Obvious Fireball). Battle Geology Swords, axes, maces, I forget man this was a while ago. Something like one of those Shield Bearer Perception Master of Arms Berserker Rage I forget the last one, probably Assassination or something Any suggestions are appreciated.
First off, the Fist only really helps a build that wants tons of melee power and isn't planning on scoring very many critical hits. If you really want to maximize it, I'd run with Polearms and rock the damage stance, too. You'll have tons and tons of melee power, in fact if you Dual Wield you can top 22 melee power by level 6 or 7, provided you can find two actual polearms (smithing!). Communism provides an okayish escape button on its very first skill, far and away the most convenient, and it does damage! An alternative is Fungal Arts, which can turn you invisible and heal you. Just a few thoughts.
A power character based on melee was exactly what I was hoping to accomplish. I don't have COTW yet but when I do I'll definitely look into Communism when I do. For now, I'll test what you've suggested. Will post results soon. Thanks for your help!
Pump ye the following build for Instant Melee meatgrinder: Communism Polearms (swap for daggers if preferred) Dual Wield Master of Arms Shield Bearer Battle Geology Clockwork Knight. If you're feeling iffy about traps I recommend swapping out Master of Arms for Tinkering. You will need trap affinity even after you max tinkering if you want to save your hide from caltrop eruptors. Vs. casters I recommend Magic Training in another substitute tree. Failing anything else you can always abuse mirror shields and their magic reflection.
Just finished a preliminary run with it, after following a friend's sage advice to skol a Lutefisk Cube. Well, at least I got an achievement out of it. I took Polearms as Lorrelian suggested and put my first point into it, and was pretty disappointed with the results. The reason my build was centered around BG was to exploit the massive damage output, and having that stripped away does not agree with me. HOWEVER, I can see the extra defense really helping in situations such as monster zoos, and that first skill is killer. I will definitely continue to experiment with this build. Last time I took Dual Wielding and Shield Bearer like a big stupid idiot, this time I'm switching out for Smithing.
Don't worry about the initial power reduction. There's another skill later in the line that cancels it out, and a stance later on that lets you gain five instead of loosing it. It takes a little while for Polearms to shine, but it is shiny. And if you do get surrounded that defensive stance is pretty nice to have, too.
Imo, Polearms need smithing right now. It gives you ridiculously powerful polearms very early, and I've had problems to find Polearms anywhere. It also gives you some trap affinity, which is always nice. Don't drop Dual Wielding! If you are going for high melee power, this is it. It doubles the amount of power you get from polearms
Really? I didn't look too far ahead into the skill line. I'm going to try and get to that as soon as possible. Need to get the essentials out of the way first, though.