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You'll need to go Sorcery/Finesse to get the most of this combo. I'd suggest putting points in Might as well. Might's earthquake skill works regardless of the weapon you have equipped and the additional health you get from Might is well worth it. Sorcery ice and lightning spells are just fun to play with. And then there's the Heal that's helpful.
I suggest Stealth, Lockpicking and Persuasion as good core skills, but you really should not ignore Blacksmithing and Sagecraft. With these two skills maxed you can make very powerful weapons and armor. Crafting in KoA is definitely worth it. With Blacksmith skill you can Salvage every random drop and then rebuild with the pieces exactly what you want. With Sagecraft, you combine gems to the highest quality and socket them in equipment to give you additional resistances, regen, and attack. I think you'll be gimping yourself if you don't take advantage of at least Blacksmithing. Both my weapons, longbow and chakrams, are crafted and far superior to any drop I've found.
You can put a few points in Detect Hidden and Dispell. Mercantile is a meh, and Alchemy is helpful, but not critical, unless you happen to be a pot person. I'm not; I rarely use pots.
To be clear, I am not criticizing a blended approach but purely going one tree works well, also..
Bottom line it is all your decision. You can re-spec in game so give it your best shot and if you want to re-spec and try something else, do so. Good luck.
I agree that nearly all crafting in most games is a stab in the eye. Effort equals disappointment in most games when it comes to crafting. I feel this is not one of them. There's no RNG element.
The advantage of a Might/Finesse/Sorcery build is the plus to skills, +3 at the top tier. You can go into Destinies in-game and see what the perks are for each level of your build. Essentially, what perks you'll unlock once you have invested sufficient points in an ability line. The downside of the M/F/S build is that you don't have enough ability points to get the higher skills of any line.
I'd say take a close look at Destinies, decide what perks you like, and try to aim for that point spread when assigning ability points rather than just looking at the abilities themselves. Some of the destinies are quite powerful.
The leveling in this game reminds of the first Ys game on the Turbografx where every non-boss mob in the game was worth only 1 single XP.
And , like I whined in earlier posts, greatly dislike how you have to waste ability points on nodes to unlock higher tiers and get the nodes you want. With a level cap of just 40, a Universalist would only be able to get to Tier 3 in each Destiny. Considering how level scaling works, wish I could get a trainer to level faster since there's a mod on Nexus that causes mobs to scale with you rather then be locked to a specific range.
The Jack of All Trades bonus of +3 to all skills is indeed impressive if it was necessary, but it is not. You can, via taking a bit of care to not waste trainers, bring every skill up to 10 in the main game minus only two levels (two skills at 9 instead of the maximum of 10) and those can also be topped off if desired in one of the DLC.
So, when looking over the attributes, do not feel tied to a jack of all trades +3 bonus to skills. You can instead focus on any one for the focused bonus there, or any combo of two, for that bonus instead and not lose anything. That is six choices other than jack of all trades.
I'd say it's by a long far my fav weapon in this game... I also did a main bow playthrough, but I respecced at the end of the game to do the DLCs that time... and I was surprised of how effective bow is end game (main end game, not DLC, I mean...) when fully specced.
But I almost always use Blacksmithing/Gemcrafting at end game, sadly... you can't really count on set drops at all, and at the most some unique drops are fixed and always in teh same spot, but they are less powerful relatively speaking compared to fully crafted gear set, as sad as that is :(