wayreth wrote:Thanks, Duvessa. I appreciate the level of detail in your post.
On the topic of melee, while playing FE/EE I usually stick with staves that enhance my magic skills and end up putting lots of points into Staves and Dodging. Is 15 or 20 enough for end game? I mostly play gargoyles these days.
Enhancer staves that also do elemental damage (fire, cold, earth, air, and death) are definitely effective melee weapons. You don't want more than 12 skill in staves in this case, though, because the damage output from those weapons is determined almost entirely by the relevant elemental school and evocations skill. (Evocations boosts damage a bit but gives larger increases chance for the elemental damage to proc on hit; elemental school gives larger boost to damage and smaller chance for elemental damage. In general around 8 to 10 in evocations, plus the appropriate elemental school in at least the mid-teens, will give you a very effective weapon all the way up to and including Zot. Higher elemental and, to a lesser extent, evocation skill will give greater damage though, of course.)
20 dodging is a large amount but it is hard to say, in the abstract, whether that is too much or about right. That's around how much dodging I might get on a high elf, for instance, in a 3- or 4-runer (give or take). But HE have really good dexterity so they get great returns on dodging that often make it worthwhile to raise a bit more even at high skill level. So the answer depends a lot on your dexterity, AC, and what defensive / escape spells you have.
For Gargoyles, you get a lot of AC naturally as you level up. That plus a well-enchanted mottled dragon armor will give a ton of AC with really just a nominal (tiny) casting penalty. And you might find (depending on what you are wearing) that the armor skill is a better investment, so long as you aren't in robes.
You'll want to get some dodging eventually, but on a gargoyle EE, something like Armor 16, Dodging 14, in fully enchanted MDA, plus your usual buckler with 5 shield skill, would be reasonable goal for end game. That would likely give you over 40 AC (gargoyles are ridiculous) and probably EV in the upper teens. I'd probably prefer that set up, along with a few escape or buff spells (rMiss, Phase Shift, Ozo's if you aren't casting fire spells, etc.), to a gargoyle who has a bit more EV but few defensive buff and/or utility spells.