Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I focus on AP and weapon damage. More ap, more weapon damage... 60 weapon dmg and +3 AP on archer and you can do 600+ dmg with aimed.
Rogue cant do chainkills often aswell when monsters are so tought. If you kill 3 archers in a row with vangard on VH, that's brilliant. So... more backstab damage, more AP, more debuffs, so on.
I also focus on items which grant +ap after rest for entire group. This way, you can get mass swiftness via campfire. Sorry for my eng.
I've edited the OP to say I play on Hard, but I'm not sure which part you're saying won't work.
I'd be interested in seeing the items you used to get 60 base weapon damage on your marksman (item lists is the point here!). Are you including First Shot and Prepared bonuses? I haven't posted my BIS for marksman yet because I'm not happy with my current gear.
Trinkets:
1 - All seeing eye, relic lvl 20, +8 WD (any class)
2 - Charm of ruination (marksman) +8 WD, 10 piersing, 15% crit, ignoring block
Bow - Elemental Fire Mark lvl 15, +6 WD (28 on weapon)
Armor - Seal of Divine Favor (+5 WD first fight after rest)
Correct. When i say 60 i mean 60 on character screen. And, i'd say, archers are very usefull. Sometimes you need to kill someone instanly... like banshee, elementalist mage, ect. You dont want them to do what they do and you cant stun them since they lose just half of their ap or so. And they have like 800 hp. And detects hidden rogues or surrounded by others who do.
I've yet to see any of those, will have to keep looking. I really want that charm...
I can get some pretty impressive WD numbers on my Markswoman, but only by satisfying a whole bunch of conditions. I would prefer character sheet numbers that I can depend on (and which don't require me to remember all my item stats...yeah, I'm lazy). Total potential base WD with everything satisfied should be about 78-79. Only +1 AP right now, though, and no +crit.
Astral Ring (lvl 20 relic jewelry)
+2 tile range
+8 against 6 or more tiles away
+8 while disengaged
+10 behind cover
Rune of Thorns (lvl 20 relic bow)
25 base damage (upgraded)
100% ignore block
+8 dmg vs unarmoured
+6 dmg vs slow
6 armour piercing
From Skills
+10% 6 tiles away
+10% when disengaged
Note: This is my other favourite, which goes the complete opposite direction...tons more shoot, poison bomb, razor arrow, but obviously much less damage to aimed shot. Lets me put vulnerability on EVERYTHING. and is great for clearing trash. Would love a Lvl 20 version :(
Philosopher's Ring (lvl 10 relic jewelry)
-1AP for all skills
Every hit gives +20% vulnerability for 2 turns (note: this includes AOE from bomb and ricochet from shoot...so good)
+3 poison dmg
-25% weapon dmg
goes great with...
Sidheslayer's Charm (lvl 20 relic charm)
Shoot ricochets for 50% damage (ton of extra damage and vulnerability, but random)
+12 dmg vs seelie/unseelie (very situational, but good for those)
+8 for area attacks (really only bombs, but I do like bombs)
+1 duration poison (meh, whatever)
Also, can we talk about how unexpectedly amazing razor arrow is? 100% WD, then 30% WD per turn and 30% weapon damage per tile movement at 13 range for 3ap. If you put it on a distant melee unit, that's pretty much a death sentence for 3ap, even most Fomorians.
100% dmg
30% dmg on turn
240% dmg from moving 8 tiles towards your heroes
350% damage. That kills most enemies in one turn. It's not aimed shot doing 1000% dmg, but it's only 3AP, which lets me shoot/bomb 3-4 more times that same turn. Doesn't even count more tiles/actions on turn 2, because it's probably dead at that point. Plus with Shoot's -1 cooldown for skills, you can use razor arrow every turn.
Well... first of all you want to kill or CC nasty mobs. Melees are not that bad, sir Mordred with his 60% block, billions of armor and always-face-direction feat tanks them just fine even on very hard. You must get rid of archers and mages. They do not move too far... and bleeding damage is not predictable. You cant say if that mob kill himself or not. And this is critical. You cant let em shoot or cast spells, it hurts too much. On another side, its just 4 ap... and when your aimed shot on CD, why not? I dont use poison or fire bombs at all. Only burning shot. As i said before, on VH you need kills here and now.
Considering that most ranged units only have 7-8 range and Razor Shot can get up to 13 range, ranged units often move further than you'd think (at least for the first turn, when they often only move and don't attack at all).
The BEST thing, though, is that you can do this on turn 1:
1) Aimed shot: Dead, generate 2AP for the kill from Adrenaline and 2 AP from Essence.
2) 3-4AP Razor shot.
Sometimes they dont need to move. They just shoot. If there's space to run and kite, yes. But... its rare situation. So, after aimed, you spend your AP and MP to run as far as you can.
I dont wanna say razor shot is crap, its may be way better insvestment than bomb skills. But you will only use it at the end of fight when battle is won and you just need to finish rest of mobs... if they are melees and not sticked to your tank already (this way they wont move at all).
Because if they are not melees, they could be dead long ago.
P.S. All i say may be very specific for VH difficulty. You dont need to focus on insane dmg in turn one when mobs not that fat. On 24 lvl missions, 1k hp casters are common thing. I have no idea if there a big deffirence between hard and very hard, but i wont be surprised if that so.
I have 4-5 MP. I don't need to use my extra AP to move back. Also, by the end of turn 1 on most fights the only ranged/casters remaining alive are the ones that are far enough away that they will only move, not attack. Anything close enough to attack dies first.
Wormbone Ring - Ring (lvl 5 jewelry)
Summon a Worm for 1AP every 50 damage dealt (carries over between encounters)
+2 AP first turn of each encounter
Edit: also, I was wrong above. You can get up to 15 range on razor shot...17 range if you use the +2 range essence on your marks(wo)man. Seems excessive, but you can.
P.S. You can try to make charm of ruination out of any marksman-only 15 lvl relic. With proper save abuse, you ll get it.
Test: Enemy: Fomorian King Bres
Aimed Shot: 405 damage over half a turn
Fire Arrow: Initial Damage: 29 DoT: 50+32
Shoot: 31+36+41
Total: 219 over 2 turns
Razor Shot: Initial Damage 48 DoT: 202+158
Shoot: 15+19+23
Total: 465 damage over 2 turns
Obviously he's not a normal enemy, but he's easy to test against. It's pretty clear that Aimed Shot is king of instant death, but Razor Shot seems really good if you want to put good but cheap damage on a melee unit and then spread the pain around with the rest of your AP.
One thing I noticed on this test is that your DoT damage is determined by your current weapon damage, NOT your weapon damage during the turn you actually applied the DoT, which is really dumb. This is why DoT damage decreases each turn instead of staying constant. I've never encountered any other game that does it that way. Obviously, this also advantages Aimed Shot, which does all its damage in the one turn you have all your buffs active.
Since Aimed Shot uses 100% of your AP, I emptied my turn one AP with Shoot to be apples-to-apples comparison. I used no AP on turn two, only recording the DoT damage.
Obviously the BEST option is going to be using Razor Shot and Fire Arrow and Poison Arrow.