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you should try and mix it up.. i`m doing a warrior/mage (might/sorc) now, my first char was pure finesse though.. second was finesse/might...i realize i could just use a fateweaver, but it's more fun to have more chars.... the game is just too fun in general
I was kinda sad my mission is truly over 247 hours ( Mage ) was ( ex Mage / Finesse ) and I'm staying at my home with my throne and married :)
Blast it was great good game...
The good thing is that you get some abilities that help, especially the one that allows you to attack and not get interrupted even if you get hit so that one helps a lot.
Build it for being a weaponmaster, but skip bows and wands. Bows can't be maxed on jack of all trades build, and wands are just kind of bad, frankly, but all the other weapons mixed and matched, with the occasional stealth kill or magic spell for diversity feels super awesome.
Just remember not to place any points in the left column of skills which unlock your special actions with various weapons, since those 36 points worth of abilities are included for free with the max rank jack of all trades destiny maxed out.
"Every fight is different!" Finesse has no more options of fighting or combat variety than the other ones. It just might be more fun for you.
Though, here's what I generally find between them all when you pure class them.
Finesse: pro: Fast movement, easy to attack and dodge, has range capabilities.
--Con: Lacks AoE and hurts for damage against phys resistant enemies.
Might: Pro: Mid range reach, Area of effect swings, tanky without needing to rely on dodging attacks.
--con: slowish, can get interrupted doing a chain if someone comes up from behind. While they handle phys resistant a bit better, it's not by much.
Sorcery: Pro: if you want to talk about versatility, this is it. Short, mid, AND long range boosters. Elements that generally hit any enemy's weakness. Very rarely do you find someone resistant to all magic schools and when you do Chakram's come in handy. Their weapon types go from fast to slow. Chakram's in general are just an awesome weapon with their range and so long as you don't go into the 4th chain of attack, it's pretty easy to do AoE in a line and then dodge, attack 2-3 times, dodge again.
--Con: Very squish. No pure phys weapon bonuses, The chakram is half phys/half magic.
This is why the game works best AT LEAST To slightly cross talent. Especially with the sorcery tree, the Chakram weapon benefits from bonuses to Melee % and the destiny for finesse/sorcery works pretty well if you make your own Chakram's have Piercing damage while the destinies for might/sorcery are ridiculously tanky and have melee% bonuses which ALSO boost Chakram damage. I think someone already proved that even the magic portion of chakram is considered melee so if the destiny says "20% melee damage" chakram's do a flat 20% increase to damage, not just the physical parts. While the use of Chakrams is 'one weapon' and as such not variable, it works way too well on almost everything. I just find it odd it's considered a 'mage' weapon and not a 'thief' weapon. Don't forget your might/finesse bonus. At a certain point the extra stunning capability of this mixing is very useful, especially when trying to get group's split up and taken out one by one which you CAN do with a bow. Shoot to stun. Rest chase you, you move back out of the stunned guy's aggro and sight, the others come to you, you can melee stun another and keep moving back to rinse/repeat. Not saying you really need to except on hard mode or modded modes for difficulty, but it is an option.
Now, here's something else, just for a quick few levels lower access, getting Wayfarer is a really good starting destiny (5 might/ 5 finesse/ 5 sorcery) Why? It comes with a quick
+10% of Melee Attack Damage
+10% of Ranged Attack Damage
+10% of Magic Attack Damage
Equip requirements reduced by 25%
+1 to all skills
This is fantastic for any character and by far beats any other destiny in a pure class. The reduction to equipment can allow your rogue to equip some heavier gear when he needs to or cloth gear if he needs to be a temporary mage, or you just found an epic mage gear that just for some reason works really well (such as you're a might user who likes to spam mana abilities. Don't forget that might gear does not improve might damage, but defense, so you might want to despite being a might build equip finesse or sorcery gear if defense isn't an issue for you). I typically like this because it allows my usual Chakram builds to use a lot of Finesse equipment so I get stronger equipment with +critical damage. without hurting my casting.
And the best part is the +1 to all skills.
While the universalist is hands down the best destiny, there is the problem you will have to be at an extremely high level for it. level 36... and you need to make sure each stat is spread evenly. Which hurts you from progressing into top tier abilities until very very late. This isn't very likely on a game as you'll finish it probably way before you hit 36. Now, if you could get universalist at a much lower level, it'd be easier to see. However, it's still worth noting the warefarer is easily obtainable at level 4 and for a destiny that will last you the whole game.
Boost storm bolt and sphere of protection to 5 in Sorcery (added defense using up mana you probably won't be using besides) and then in might boost harpoon (which is piercing damage. finesse gives bonuses to that) and then 1 into skillfull defense to unlock and use 5/6 in hardy constitution (20% extra health and 13% elemental resistance) so you can still play with all your finesse weapons and tricks, but get the better destiny.
Oh and I'm using Chakrams exclusively for any fire damage I deal, and occasionally a staff.
I'm at the point where I'm about to run out of places to put points in the mage tree, so I'll probably throw a few into the finesse's poison skills, since I'm not doing any poison damage.
I wish the magic selector had more than 4 slots. All I have is freeze, storm bolt, sphere of protection, and heal slotted. I tried the triple-element attack skill, and it's horrible to use, so I don't put any more points into it because it seems fairly useless.
I do love me some chakrams, though.