CLR
When you start a new character in The Path, you have many choices.
But for new players in Path of Achra, only one option is available. This is the Stran (Culture), Amir (Class), and Achem (Religion) combination.
The Culture and Class give you helper creatures. The Religion stops some damage and fights back a little. This setup works well with helper creatures. The plan is to let the Tugar helper and Nomads do the fighting. Your character stays back.
Starting the Game
When you start the game, you get a free level up. There are 4 stats to choose from:
- Strength: We don’t need this now. Our carrying capacity is fine.
- Dexterity: We don’t need this. Our helpers will do the fighting.
- Willpower: This is good for us. It makes our helpers and summons stronger. It also improves our damage and healing.
- Vigor: This is for emergencies only. Pick this if you’re close to dying.
We choose Willpower. We learned that summons work well with our helpers.
Starting Skills
Choosing skills is important, but feel free to try different ones. For our character plan, we look for skills with the word ‘familiar’:
- The LIFE element has the most skills for familiars. This will work best for us.
- Overgrowth is the most expensive skill. We think this means it’s good, so we choose it first. It turns our helpers into plants and makes them stronger.
- Arboromancy works well with plant helpers. It costs 4 points, which is perfect for us. We choose this as our second skill.
Now we’re ready for our first fight.
Combat Strategy
In combat:
- Stay safe. Let your helpers and summons fight for you.
- Keep terrain and allies around you.
- Wait while your helpers work.
- Heal yourself and make more plants through prayer if needed.
Basic combat steps:
- If you’re between an enemy and ally, switch places with the ally. If not, stand still.
- If you’re getting hurt badly, use prayer. If not, stand still.
- If all enemies are dead, collect loot or end level. If not, stand still.
We need more damage, so we learn Vinakinesis. It works well with our other skills.
We then choose Master Entangle. This skill fits our plan better than Piercing Vines.
Our final character idea is a summoner who uses allies to trap enemies. Enemies hurt themselves when trying to attack us directly.
Having a clear plan helps make better choices in the game.
Priorities, Dying and Fine Tuning
We add Invigoration and Innervation to help our allies. Some enemies start to hurt us a lot. We need to think about defense and getting life back. We plan to use Life Chant for this. But then we die.
We can try a new build, but let’s think about why we died:
- We didn’t heal enough
- Only our Tugar ally kept living
- Enemies got past our allies easily
For our next try, we should use Life Chant as our fourth skill to heal better. Grove Cult could work too, giving us some healing and allies. Losing allies isn’t a problem if we keep making new ones. We can do this with items that make allies or by changing one of our skills.
Here’s an idea for our next set of skills:
- Overgrowth
- Arboromancy
- Grove Cult
- Mass Mind
- Master Entangle
- Innervation
- Invigoration
This setup gives us more allies and some healing.
Prestige Classes
Prestige Classes unlock when you have 25 points. We can pick between Paragon and Briar Mage. We think Briar Mage works better with our build.
It’s good to look at the items Prestige Classes use. The pictures show items that are in the game and work well for normal builds. Looking at Prestige Classes is a great way to get ideas for builds. If you use items and skills that work well with a Prestige Class, you’ll have a good build to start with. You can then make it better from there.
I hope the above information was helpful. Happy gaming!
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