![]() This has to do with the fact that Mystics arent 'rescue' healers the way priests are. If the group is good, the Mystic will be good. The electric whip (considered range while the other whips are not) is the one that throws most people off. If the group is bad, the Mystic will be bad. As previously mentioned there is very little that makes you think twice as Gnodab's list shows. Equipping a full set of the same armor type provides a Set Bonus, which is an additional unique effect provided. It doesn't really take memorizing all the weapons or anything either. For several armor sets, these stats are divided for each of the main classes (Melee, Ranged, Mage, Summoner, and Rogue) through helmet piece variants. It still isn't on the fly as you were hoping for, but by limiting what the merchant shows to ranged for instance, you know all those weapons are in the ranged category. For skills it is turrets, grenades, or the trap kind. So instead of random weapons/shields of any kind, you can pick to show only melee weapons, only ranged weapons, or only shields. There are still a few merchant types (weapons, skills, food), but with the upgrade it will let you select a subset. ![]() I think he was referring to the upgrade you get allowing you to select which category a merchant displays for sale. ![]() me personally i used to like melee in video games because the armors and weapons are often nicer but then later on i prefered magic because the abilities look nice compared to just swinging a huge nice looking sword. or do you mean the very first room with weapons? that one always goes melee, ranged, shield. By ranged im talking like Bows/Guns/ stuff you wouldn’t consider magic based. sometimes there are not even weapons, only skills or powers, or whatnot. Originally posted by KromeHWI:is there any rhyme or reason to which slot is which with merchants? it looks random to me. ![]()
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