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Post by Relenoir on Apr 22, 2004 19:45:32 GMT
What is everyone's favorite Discipline group? I would have done this as a poll, but there is only enough room for 8 comparisons. I suppose this might work better as: What is one of the first Disciplines you usually pick? I would probably lean toward Sixth-Sense/Divination/Telegnosis, I almost always take those right away. After that, Hunting/Huntmastery/G.Huntmastery tend to give you added bonuses in "Roll above X and add 2 if you have. . ." situations.
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Post by The Tagazin Poodle on Apr 22, 2004 20:17:04 GMT
I have to go with Mindshield/Psi-Screen/Kai-Screen. Those mental attacks are just too nasty at times.
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Post by KaiLord on Apr 22, 2004 21:08:31 GMT
Tracking/Pathsmanship/Grand Pathsmanship.
It's just handy to have a clue about where you're going...and where you don't need to go.
KL
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Post by paido0 on Apr 22, 2004 22:02:54 GMT
Animalkinship/sixthsense come in handy.
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Post by outspaced on Apr 22, 2004 22:29:19 GMT
Hunting / Huntmastery / Grand Huntmastery because I can never be bothered to pack my own lunch.
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Post by Ofecks on Apr 23, 2004 0:33:35 GMT
I tend to lean towards defensive disciplines, unless I happen to be without the Sommerswerd, in which case I pick stuff that helps out in battle. If I had to pick a single group, it would be Healing/Curing/Deliverance. I can't imagine trying to get through the series without their EP-resorting benefits.
Nexus, Camouflage, Psi-screen, Kai-Alchemy, and Huntmastery are some of my other favs. The beauty of the LW series is that virtually all of the disciplines are useful at some point.
My initial Magnakai disciplines are always Weaponmastery, Nexus, and Curing. I personally think it's the best starting balance for book 6. If I'm looking to one-life the series, there's a set discipline order I have to take if I want any hope of doing so. After those first three it's: Huntmastery, Psi-Screen, Psi-Surge, Pathsmanship, Divination, Invisibility. It's slightly different if I start a new character from book 6 (since 8 is so very hard at the end if you don't have the Sommerswerd).
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Post by Ghost Bear on Apr 23, 2004 11:36:16 GMT
I normally pick Weaponskill, Healing, Hunting, Tracking and Camouflage when I start my new game. Weaponskill is very useful against the Gourgaz. Healing's EP restoration is very useful, and Hunting is cool too(I don't like carrying a picnic either). The other two I pick because I visualise Lone Wolf as being an outdoor type, rather than a mental master.
In the Magnakai series, I usually go for Invisibility, Pathmanship and Huntmastery. They're a useful group of skill in their own right, and I also get to complete the Lore Circle of Solaris in the first book (followed by the Lore Circle of Fire in the second when I pick up Weaponmastery).
In the GM series, I picked Grand Weaponmastery, Grand Pathmanship, Kai Alchemy and (after a particularly quick death in Plague Lords of Ruel the first time out), Kai Screen.
I think next time I play, I'm going to experiment with a 'mental expert' Lone Wolf, and go for Psi-Screen, Nexus and Divination in Kingdoms of Terror, then add Psi-Surge to complete the Lord Circle of the Spirit. Should be useful.
As for my favorite single Discipline group, I think it's Hunting/Huntmastery/Grand Huntmastery. It gives a ton of abilities all rolled into one skill.
-Ss
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jimy
Kai Lord
Posts: 27
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Post by jimy on Apr 23, 2004 13:26:15 GMT
hunting is always very useful, you seem to be asked if you have it every few pages
tracking / camoflauge are also great
i always try and pick the 'defensive' skills first
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Nerethel
Kai Lord
I wear pants.
Posts: 75
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Post by Nerethel on Apr 23, 2004 13:41:34 GMT
Healing/ Curing!! The ability to heal is, I think, the most useful ability, because you can receover so quickly from things! Especially if you investigate a bunch of little side passages and stuff that cause you to go through more sections while not really DOING anything aside from getting information.
After this, Weaponmastery and Hunting/ Huntmastery are quite useful, as no enemies are immune to your increased weapon ability, like with Mindblast/ Psi-surge. Hunting, like Ghost Bear said, keeps you from filling your backpack with a box lunch.
After this, I usually get disciplines according to whim. "What looks like it'd be useful?" or "Heck, let's try THAT one."
I never found Nexus to be all that useful until later books in the series, anyway.
Nerethel
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Post by Ofecks on Apr 23, 2004 16:20:11 GMT
Weaponskill is very useful against the Gourgaz. The problem I have with Weaponskill is that your bonus is dependent on a roll of the die (or punch of the RN generator button), as well as the weapons that happen to be available to you during your adventure and if you actually come across them. If I'm planning on having the Sommerswerd with me (and who doesn't?), I skip it and leave it for dead last. I never found Nexus to be all that useful until later books in the series, anyway. Nexus is always one of the first ones I pick, due to this lovely little unavoidable battle. Especially if I'm just starting a new character at book 6, that extra 2 EP you lose per round can be devestating. There were plenty of other times Nexus has saved my a**, like here, here, and here.
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Post by Sarra on Apr 23, 2004 16:23:19 GMT
Hunting / Huntmastery / Grand Huntmastery because I can never be bothered to pack my own lunch. I am forced to agree. This was always the first set of skills that I selected.
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Post by Ghost Bear on Apr 24, 2004 1:23:32 GMT
The problem I have with Weaponskill is that your bonus is dependent on a roll of the die (or punch of the RN generator button), as well as the weapons that happen to be available to you during your adventure and if you actually come across them. If I'm planning on having the Sommerswerd with me (and who doesn't?), I skip it and leave it for dead last. That's true, but believe it or not, every time I've played through the books, I've managed to roll either the sword, short sword or broad sword for my Weaponskill. Which is nice. -GB
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kindaichi
Kai Lord
The Lord taught me to walk...
Posts: 12
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Post by kindaichi on Apr 24, 2004 5:28:13 GMT
All disciplines have their advantages in certain situations. My favorite discipline is Sixth Sense. It always save me from trouble and danger. The least useful should be Mindblast. I didn't even need it in the Kai series. Tracking and Hunting are great as well.
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Post by Omega M. on Apr 28, 2004 14:00:12 GMT
My current favorite five disciplines for Flight from the Dark:
Healing (obviously)
Weaponskill in Sword (Yes, I cheat here. But I figure that your teachers could have received a premonition that swords would be important to you later in his life. Also, the Weaponskill rules text says that "each Initiate is taught to master one type of weapon," and you do start as an Initiate, so.)
Hunting (It's not too useful in my favorite paths through Book 1, but I want it for Book 2 to give myself a good reason for not getting poisoned at Gorn Cove.)
Sixth Sense (to meet Banedon)
Mind over Matter (I know this will seem odd to some of you. But I want to go through the Graveyard of the Ancients to get the flashbacks to it in Books 3 and 19. Now, the flashback in Book 19 refers to your encounter with Crypt Spawn in the Graveyard, so for that flashback to make sense you need to have met Crypt Spawn while there in Book 1. If you meet Crypt Spawn in Book 1, you can't get the key to the crypt's trapped exit door. Thus, to guarantee that you open that door safely, you need Mind over Matter. Whew! Besides, Mind over Matter doesn't get used much in the Kai series (Books 1--5), so I like to use it as much as possible.)
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Post by Omega M. on Apr 28, 2004 18:14:15 GMT
Provided that I've gone through Books 1--12 (and therefore have all the Weaponmastery and Curing abilities), I find that the following discipline set works well for Book 13:
Grand Pathsmanship (mainly so you can run from Exterminus and be guaranteed to survive)
Assimilance (mainly to give you a better chance of avoiding the Degradon)
Kai-Surge (gives you an easy route to Mogaruith by allowing you to overcome the three giant worms in the Ruel forest without much injury)
Kai-Screen (To make Telegnosis more useful in this book, I adopt the rule that unless you have Telegnosis you must examine the sphere in Cadak's room. But Telegnosis is still not very useful overall, whereas Kai-Screen helps you escape the sphere and is useful in other places in the book.)
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