Warriors of Waterdeep
FAQ (Part 2)
6. I started with Cleric, Wizard, Barbarian, Warlock, and Rogue, just recruited my Fighter today. You can’t get rid of Cleric for healing, and put the best items on him to keep him alive is your priority. His can even heal by just moving around, just not run him into any traps and you are good. 7. Wizard is good. As soon as you have the ray of frost main attack, you are DEALING damage. Also, her Gust of Wind is a 2 target melee PUSH. Which is a very good control spell. 8. Barbarian is a good tank, as in 4E, he can taunt to draw fire, which I happen to have a ring of healing (common item) for her. Instead of swapping to some higher rarity items (I have an Elixir of Defense, which add 4% AC) I keep the ring equipped. Her rare off hand slow is a ranged attack with 2 turns cool down only, which add versatility to your combat needs.
9. Warlock is your utility belt, buff, debuff, ranged, melee, AoE, even stealth! You name it, she has it. Since you will have a melee from Fighter / Barbarian, and cleric deals a respectable melee damage, you would like to keep Warlock as range attack base, with Wizard being your other ranged attacker. Maybe at later point when I have ranger (last to recruit for me) that I could swap Warlock to melee build.
10. Rogue is underwhelming. In this game, you can’t move and deal damage in the same turn unless you have the right item to let you do so at a certain percentage. Not for rogue (so far). Stealth doesn’t prevent you from being hit by AoE, and her ranged attack has a 5 turn cool down. While you skip turn to wait for the right moment, your ranged attackers already deal enough damage to reach next map. 11. Figher 12. Ranger









