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Clockwork build for a new player? (ROTDG)

Discussion in 'Dungeons of Dredmor General' started by nauds3000, Jul 10, 2013.

  1. nauds3000

    nauds3000 Member

    cHi, im putting together a CK build that has a chance to beat GoingRogue.

    I've beat the game on medium difficulty my first playthrough, with a pure warrior build.

    Here's what I was thinking for the CK build:

    Clockwork Knight
    Axes
    Dual Wield
    Master at Arms
    Tinkering
    Alchemy (or Smithing)? (or Battle Geology)?
    Perception

    I was reading in another thread that noone really utilized smithing when they had tinkering and clockwork.

    So figured alchemy might be a good alternative... thoughts?
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    Smithing is very useful as a clockwork knight because he is heavily gear dependent and all the clockwork armor recipes require inputs produced by smithing.

    also I would choose a heal ability. alchemy works because you can make potions, but communism, or even fleshsmithing are also good choices for a CK.

    I would switch out master of arms with smithing.
     
  3. Shwqa

    Shwqa Member

    Personally I would go:
    Dual Wield
    Clockwork Knight
    Battle Geology
    Tinkering
    Smithing
    Rogue Scientist
    Archaeologist

    With Clockwork Knight, Rogue Scientist, and Battle geology you have enough skills to damage, push back, prevent spells, and teleport to get you through any situation. Battle Geology just DESTROYS dreadmor. Rogue scientist gives you enough :alchemy: to make healing potions. Archaeologist+Tinkering/Smithing gives you a massive amount of EXP. Dual Wield is just nice.