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
<COOKIE-CUTTER METHOD>-----------------------------------------------------------------
UNITS THAT BENEFIT THE MOST - Fighter, Destroyer
BEST + TRAITS - Bloodthirsty, Quick, Solitary, Confident, Strong, Nimble
BEST - TRAITS - Drunkard (Cos we can remove it), Lazy
- MAX WILLPOWER to CAP (This is a choice. It's always nice to have, but not obligatory. Depending on the role though, it MAY be necessary to max out).
- CRITICAL HIT to at least 20% (This is a rate I go for without any sort of multiplier variables being taken into account like Gears, Traits, Food bonuses, etc. It's JUST AP use).
- MOVEMENT - minimum 16. This is THE default Movement I hit before I stop adding there any more. I could go as low as 14 but I'd only do that for units that fight from a distance like Archers and that's only if I really cannot spare the extra AP for the unit no more.
I found this method to be the most versatile and adaptive out of all the build methods for me as I can essentially build the unit trained with this method to be used with any specialization paths. While it won't be as potent as build methods that are tailored for specific purpose, it is the type of method that is "never bad".
<PURE TANK METHOD>----------------------------------------------------------------------
UNITS THAT BENEFIT THE MOST - Sentinel, Protector, Destroyer
BEST + TRAITS - Thick-skinned, Confident, Quick, Brawny
BEST - TRAITS - Drunkard (Not as necessary compared to nukers), Lazy, Unlucky (For pure tanks, this is my favourite).
- MAX WILLPOWER to CAP (They shouldn't but ya never know when they can actually die).
- MOVEMENT - ALL THE WAY. Once WILLPOWER is capped out, this is your main focus. You want your Tanks to be able to reach your more frail allies as soon as they can, whenever they can.
- CONSTITUTION - This isn't much of a priority and for the most part, this shouldn't even get points in them. However, I am a ridiculous sucker for keeping track of numbers as easily as possible (basically a pedant). As such, there may be a time when I boost CONSTITUTION up to get to a specific HP, usually an amount that allows one to easily manage things like DOT as they do damage based on a set percent of your overall HP. I'm not saying that you should get your tank to have 200+ HP, I'm saying get it to a set number for easier management. Like... 140 HP for instance. You'll see this benefit eventually.
This is the method I made for one of the last Tanks I recruited. I didn't want it to deal damage and I wanted it to be able to just soak up damage. This was the go to method for me. You'll find that Pure Tanks won't feel necessary for most of the general content this game offers. However, you begin to appreciate Pure Tanks when you get to specific contents that are extremely difficult. Certain bosses like the Creeper King in Drombach Region is an example. Units that take on Support roles can also use this build as a foundation and branch out slightly in stat distribution accordingly.
<HAPPY CAMPER METHOD>------------------------------------------------------------------
UNITS THAT BENEFIT THE MOST - Protector, Destroyer (To a lesser degree)
BEST + TRAITS - Stocky, Brawny, Like a Horse (If ya can get this WELL DAYUM~~)
BEST - TRAITS - Unlucky (Lock into this one. No questions asked)
- MAX WILLPOWER to CAP
- CONSTITUTION - Put everything here after WILLPOWER is done. You're doing this to buff up your Tank's Carry Capacity. Extra HP is just icing.
- MOVEMENT - Up to you on whether you want to put points here or not. I never needed it in my case.
Unlike the Pure Tank Build, this has more bulk, so you'd be thinking shouldn't this be called the Pure Tank Build? The difference between this and the Pure Tank Build is the overall application and intention. This method was made specifically to have a unit function not only as a meat shield, but to focus on augmented Carry Capacity. By raising CONT for the sake of both natural bulk and Carry Capacity, it gives the unit more freedom in what type of protection to wear. Specifically, Armour that provides increased Carry Capacity. Just one unit being able to provide over 100+ Carry Capacity while also acting as a major meat shield is great in the long term. The Movement issue may be of an issue at first. However, this can be alleviated with proper positioning and also by using these units as anchor points of safety to get behind. In essence, unlike the Tanks that are trained with the Pure Tank Methods, these guys don't rush into fights and reach out to allies, the allies come to this guy for protection.
Sentinels, before the Ovation Rework were the best at using this build cos of Ovation's design alone.