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Subject: Will an Acolyte always be needed to survive? rss

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Kisada Hida
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Just as stated ... it would be kind of lame if you always needed an acolyte to survive

However from my experience in Final Fantasy 11 ... when creating a party it just made sense that you had Melee classes, support, tanks, etc and needed a good combo in order to be efficient
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Thrawn 007
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The skald and trickster also have some healing ability (although not as much). I'm betting the newest hero heals as well.

I'd think having two "secondary" healers would easily make up for not having (or losing) and acolyte. One might work in a pinch.

Now if you are playing just the boxed set heroes, you probably need to protect your acolyte.
 
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Adam Smith
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Will I don't think that you will automatically fail without an Acolyte I do believe that it would be a very hard row to hoe without one. Then again this is true for most all games.
 
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Werewolf Kai Jason
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Just like my Pathfinder group... without an acolyte, you will always have potions on hand.
 
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Jeffrey Handley
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I've thought about this a bit..but also in the context of "What if no one wants to play a healer?"

Like if you have 3 people playing and they want to play soldier/brigand/archer?

I guess it's a wait and see thing, unless Brian wants to answer..
 
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Werewolf Kai Jason
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Potions as items have been mentioned in the videos, so I'd assume it's viable to go without. If not as-written, I'd make it workable to do so myself with increased potion availability or doses if necessary.
 
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Chris Smith
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http://www.youtube.com/user/SmoothCJS
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Well, I think the idealistic way to look at this is, if you don't have a healer, then that's another aggressive killing class. More killing = More treasure & money, more money = more potions =P
 
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Ondrej Kocnar
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Smoothsmith wrote:
Well, I think the idealistic way to look at this is, if you don't have a healer, then that's another aggressive killing class. More killing = More treasure & money, more money = more potions =P


The acolyte also looks quite agressive with the gigantic maul
 
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Trevor Schadt
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Smoothsmith wrote:
Well, I think the idealistic way to look at this is, if you don't have a healer, then that's another aggressive killing class. More killing = More treasure & money, more money = more potions =P
Also, more killing = fewer monsters on the board = less damage received.
 
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mark guckeyson
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ryudoowaru wrote:
Also, more killing = fewer monsters on the board = less damage received.


That's not necessarily true. More killing == more Darkness AP == more spawns. Plus, more killing means more Threat, which means you're more likely to hit 10 Threat... and that doesn't seem to be a fun state to be in.

It looks to be balanced somewhat by Acolytes generating Threat from healing, but not by a lot.

Basically, I think the play mechanics are interesting and complex enough it's going to be fun finding "ideal" groups!
 
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