Karl and Dana didn’t have to wait long for the Guild Leaders to realize that they were up.
Hugo was still at the house, discussing magic with Wendy, who was grilling him on all sorts of esoteric magical theories that Karl couldn’t even begin to comprehend. So, as soon as he realized that the voices in the main room were Karl and Dana, he alerted the others and had them make plans to organize a run through a five-person dungeon with one of their strongest damage dealers.
Karl and Dana should be capable enough, but they were both freshly advanced, and even the best of gear couldn’t always make up for the difference in power levels between the peak of Mythic and the start.
The question was just how close to the minimum would they be?
Both of them had rare skills that added a lot of damage to their abilities, and they both had multiple Golems, which would multiply their damage output.
Karl had the beasts, but it might not be safe to bring them along on this trip, as they hadn’t advanced yet, and even if they were to come along, they would only do ten percent of their usual damage.
That just wasn’t efficient.
The real question was: What sort of role would Karl pick if he wasn’t backing up his beasts? Dragon form and melee positioning? Or would he go for something ranged, even though there wasn’t as much crowding at the front?
No, that wasn’t right.
The front line would still be crowded with Golems when both Karl and Dana were in a group.
That bonding spell that linked both of their souls so that they would advance at the same rate was really something. Karl was advancing at an insane rate, and he would now have a perfectly matched Mage with him who was never behind him in progression.
Most people wanted a pocket healer so that they would get into more groups and not have to worry about an uncaring cleric letting them suffer for their mistakes.
He had the opposite.
Incredible self-healing and damage reduction, and a bonus damage dealer.
That would work well in most groups, though. While he wasn’t the tank, he wouldn’t make life hard on the healers, which would allow them to keep the group up through any mistakes or particularly difficult points.
Keeping one person alive was no problem for a cleric. Keeping five of them alive was not always a simple proposition, especially if the damage dealers were too focused on killing and not on the damage that they were taking in return.
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