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Had Human Initiate 6/6/5/3/4/5/5 as a primary tank, and unsurprisingly she struggled a bit with that duty, but kinda sorta worked. With just 5 or less Int known spell count becomes a concern, but 5 is enough for the most important rank 1 stuff:
For heals, Initiate's Hand of Mercy helps a good deal, otherwise 2d6 for Nivaria's Hand is a bit too random without any boosts from SP.
Used Varannari Martial Witch on multiple runs now, with 7/4/6/4/3/5/5 for starting stats, also usually placed Ancestral Blessing of Might on her (for +1 STR). This low dex means she can't dodge at all, and thus you want to put the heaviest armor possible on her. Totemic Might is probably the main factor that makes this build viable (+10% 2h Accuracy, uses STR instead of PER for Enchantment), with the other being the Escape spell (which provides her with stellar mobilty). Overall she works quite well in the melee DPS role, while at the same time being a full-fledged spellcaster (albeit with low-ish WP pool and limited spell selection). Really looking forward to Arcane Blood (level 5 expert talent, so currently unavailable), which should boost her spellpower to a good level.
Low-ish willpower means both don't last long between rests on spellcaster duty, so you really don't want them to be slinging spells left and right.
For my current run, using a ranged Human Pilgrim on the team (3/6/3/5/5/7/4), and with Tactical Mind she reaches 10 AP, which means two shots or casts per turn, which is quite good. Accuracy is semi-decent, enough to hit weaker and less nimble targets. Really liking this character so far.
For melee initiate, you are struggling too much with balancing your stats, because either you can barely cast any healing because you have low mana and spell power, or your melee stats are far below average and you barely hit anything.
I really tried making this build work, because a front row paladin type sounds fun, but I just couldn't get it to work.
On the other hand, witch fits perfectly in the melee role.
She has a great cheap mobility options with Escape, which allows her to sacrifice some movement so you can put more in STR and END.
With Totemic might, she doesn't have to worry about investing in PER either because she just gains a bonus from STR instead.
Nor do you have to worry about having a massively high WP pool, because you can refresh it once with the Sacrifice skill, and if your witch has high enough END this is an easy refresh.
And on top of that, once level 5 gets added to the game, she'll get another bonus to SP based on END, so that is another bonus for building a melee witch.
In fact, I would even argue that trying to build a witch like a normal caster is the bad option because witch has so many skills supporting a front row spot.
I had fun playing both, but feel like the Martial one had more of an impact for the party.
2/6/5/7/3/6/5
It means strong shooting ability with a shortbow and strong witch casting. The low personality means the enchantment stat is a little on the low side but it should still be plenty workable, especially with the 6 INT.
Could work some of the DEX and AWA into PER, but having the bow as a side-arm is useful too.
For those hybrid casters, it ultimately boils down to focusing on melee/ranged and using spellcasting for utility, or using spellcasting as primary means of offense (whether it's damage or CC), in which case you want to focus on the caster stats and getting deep WP pool (and remember that both PER and SLF boost your WP, with the latter being much more important). In this case, with 5 AP casting costs for most offensive spells, you won't have much time to do shooting, at least not until you run out of WP (or have 10 AP, like I did with my Pilgrim build, but that pretty much guarantees low WP pool).