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Question: would you try to keep the trees even, grabbing each of the Universalist destinies as you level, or would you choose a different route?
I personally prefer chakrams and staves for "close" and bows for distance.
I usually play a warrior early on, then a rogue or mage/rogue blend, then I'll take the 25-35 level range as a Warrior Rogue, and oftgen pure mage near endgame til I reach 37, at which point I'll fullt spec into Universalist when I can get all the best universalist bonuses like +27 skill points all once.
I play my universalist with the maximum amount of Passive talents and minimum amount of active skills, carriying around all my favorite legendary found, scrounged or crafted weapons, as something of a very versatile "Weaponmaster".
Usually using the Lightning attack as my ranged option, stealth and pure badassery with Greatswords, Chakrams, Staves and Faeblades as my normally favorite weapons.
I find Swords a bit bland, Daggers too single-target, Hammers are mostly too slow, and Guns, er I mean Scepters are just kind of weird and suck up mana way way too fast. I enjoy Archery a lot too, but the Universalist build cuts out the capstone best Archery multishot talent, and therefore leaves you to use Mage spells for range much more efficiently.
I remember having tried an all passive setup one time, with all the sustained abilities switched on, combined with maximum investment in the passive abilities, it was amusing.
i would never go Universalist to level, everything is spread too thin and you end up not having everything you really need to make the build come into its own until later in the game. its alot of fun, but i would stick to 1 or 2 trees for leveling up and switch to universalist at endgame or NG+.
Same here. I'd level as any single or double, usually single with a tiny dip into another class for a favorite ability, but respec at lvl 37 which is I believe the first level the top tier destinies could all unlock.
Even with a dual spec, you're missing out on the top tier which means that you can't nuke enemies well. (for reference, each talent tree has an ultimate nuke skill at its top tier). You could dual spec fighter/mage or rogue/mage and use elemental fury as a lower-grade nuking skill. I've heard that fighter/rogue (blademasters) do ridiculous damage, however they have no good nuking abilities.
My favorite build is a mage with just enough warrior talents to max out the one that prevents you from being interrupted.
Chakrams are the best weapon in the game. Ranged attacks with no ammo limits, no idiotic penalties if they aren't charged up, and near-melee damage. The only downside is that you can't socket damage in them on the bonus material while crafting.
Staves are largely inferior to chakrams. They do lower DPS, have roughly the same close-range area, and significantly decreased range. The only reason to use a staff over chakrams is the shorter regular attack cycle which means you can throw elemental damage over time on enemies more often, however you'r much better off just using chakrams.
Scepters suck. They do incredibly low damage if you aren't charging them up, and low DPS if you charge them up. Even worse, the mana cost doesn't scale down with efficiency gear (anything that decreases mana costs). Avoid, avoid, avoid. If you're a mage, just go full chakrams. Use lightning bolt and meteor if you need more range than chakrams support.
Longswords are also good - Chakram DPS with the option to socket damage while crafting later. Only problem is that they are clumsy and tend to miss enemies that vault behind you.
Greatswords: Good if you unlock the blocking attacks, garbage otherwise. Greatswords arguably have the best blocking attack in existence - a double slam with extra damage. The normal attacks are a wide sweep with a nasty habit of catching enemies that vault behind you.
Hammers: Garbage no matter what. Take a greatsword, add a bit of regular damage, get rid of the piercing damage, and make it even slower. You're likely to get interrupted if you aren't a warrior, and even if you are you might as well use a greatsword for the better DPS. Hammer special attacks are also garbage.
Daggers: Only good if you're planning on a critical build with the timed guaranteed critical. Otherwise, they're better at annoying enemies than DPSing. The charged attack quickly zips between enemies, while the dodging attack launches them.
Faeblades: The only arguably good rogue weapon. Slightly more damage than daggers with built in area damage. They're just as good at launching enemies.
Bows: The other sceptre. Uncharged attacks do half the listed damage. Fully charged attacks have lower DPS. Get the idea? Just use chakrams if you aren't using a rogue destiny (extra bonuses to piercing damage).
thankfully, the game has a large enough skill component that any build is pretty viable with the right player behind the control. Even if you don't min/max you can still play the game through with no trouble.
Unlike some other games I have played where anything off-meta is basically garbage.
From Might you get Concussive Force (+60% damage against stunned), Aftershock (AoE stun) and Relentless Assault (no interrupts, essential for slow weapons like the Greatsword). That's along with the weapon damage increase passives like Greatsword Mastery (note that Greatswords are edged weapons) and survivability passives.
From Sorcery you get Storm Bolt (a good nuke + also a stun), various utility skills (passive healing + a decoy from Faer Gorta, mana cost reduction with Conservative Casting, Healing Surge) and other useful passives and sustaineds, like Chakram Mastery (note that Chakrams are considered edged weapons) and Sphere of Protection.
From Finesse you get access to finesse armors (+~40% crit damage), Envenomed Edge (bonus poison damage, works on Chakrams and Greatswords), Blade Honing (+30% crit damage, also works on Chakrams and Greatswords), Assassin's Art (works with Storm Bolt for ranged stealth kills), Icy Explosion and Smoke Bomb (more stuns for Concussive Force) and Shadow Flare (5 mana cost AoE skill for destroying consumables, at higher levels this skill is just brutal against large enemies like trolls).
Finally, the Universalist destiny itself keeps the build together. Higher crafting skill levels means easier access to +% crit rate (stacks with the +% crit rate bonus from Universalist itself). Reduced item requirements means you can equip the best Greatswords, Chakrams and finesse armors. Access to all weapon skill bonuses means combat flexibility, extra hits/damage from certain attack chains and significantly increased fate energy generation for Reckoning Mode. You get also a free +%20 bonus damage on top of everything you get from skills, and a free damage resistance bonus.
Altogether, in practice what you get is a character who swings his weapons and stuff dies. With good crit rate/crit damage gear your default weapon attack chain alone will hit harder than many abilities.
Of course this is all from an all-out offense-type Universalist build PoV, more defensive builds will want different synergies.
As far as leveling goes, there are breakpoints. Wayfarer, Prodigy and Polymath are all good destinies and you should aim for these if possible. Doing so gives you a great deal of flexibility when leveling because you can focus on might, finesse or sorcery (whichever skillset/armor set you feel most comfortable leveling with) while skipping Seeker and Adventurer. You can even choose to delay Prodigy if you want, if you feel like rushing Relentless Assault/Concussive Force.