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I also ain't the one making "Yo Momma" jokes.
What I usually do is kind of kite and circle strafe and spam magic. Hide behind cover if I need to. I usually stick with using a melee weapon like the mace for 3 big reasons
1. You can use the Q ability to jump in the air. So useful for dodging attacks, charging, retreating, securing a kill or killing clusters of enemies
2. You can use the E ability to interupt spellcasts or annoying abilities
3. Melee is just better in general for killing adds which most bosses have
Magic does a ton of damage so I tend to rely on that for most of the damage on the boss and use my melee weapon more like a utility.
Brutal is rough. But fun.
Against Solarus in particular Shielding on Brutal is the GOAT because it COMPLETELY absorbs ALL of his blades when you do it at point blank range.
Quincy's charge- unblockable, Tristian, Krigg, and Octavian's spins- unblockable, Frostmaw's AOE leap, Terah's Rage rock spam, and Lidia's tactical nuke- you guessed it, unblockable.
I could keep going- but there are just lot of bosses where you're left wishing you had the option of two or three dashes instead of a dash and two blocks simply because you can't block some or most of their attacks.
You know I do wonder why we don't get a Short Sword, and Shield option with ability that deflects like mobs do.
Brutal is tough in general. If you try to melee a boss you don't know the mechanics of you tend to get dumpstered but I'd say melee is generally better than ranged when you pass that wall and understand the fight mechanics (this still varies given some fights have mechanics designed to make things harder for melees and vice versa)
Kill Tristan first for the greatsword, then the Frostbringer ♥♥♥♥♥♥♥ is much easier, the greatsword E kind of soft counters his moveset because you can use it to "dodge" one of his attacks and also hit him pretty hard with it, combing a dodge with a dps move really helps out.
Tristan was ♥♥♥♥♥♥♥ hard though, i had to kite the ♥♥♥♥ out of him
Doesnt chaos barrier reflect?
Krigg, Quincey, Terah can straight up be outwalked with Creature/Rogue blood. With Lidia you press Q on Mace/Axe and that's enough. Octavian and Harpy Queen spawn projectiles, that, if timed correctly, can be caught with Blood Rite and with a +Immaterial duration Jewel they can spin through you harmlessly. Also, every spin can be stopped immediately with a Merciless Charge hit. All of these can be I-framed for either no damage or very little damage with either Slashers Q or Greatsword/Pistols E.
This is addressed in the last sentence above.
This is what needs to be. Weapons shouldn't be situational but just a difference of playstyle. Same with the blood types. They shouldn't *be* the game but be a change to your playstyle. Currently we seem to have an issue with once you're in like the farmlands and farther you *need* 100% blood to get anything really done. That can be easy to find for like warrior and rogue usually but finding something like Scholar can be an extreme chore just because there's so little scholar spawns.
The point here is that the game currently is forcing people into one playstyle really and it seems to be movement speed. A vast majority of the game is cheesed if you just use like the rogue blood and a movement speed increasing set. Movement speed means you get to dodge mechanics much easier. It also means that in PvP you can keep up with people very easily. You pair it with abilities that give you movement like some weapon abilities or spells and suddenly you're basically god.
I personally don't want to play that way though. I want to play as more of a mage and/or support.. but currently shielding and healing is just ridiculously underpowered. Magic itself is pretty underpowered unless you completely spec into it. By this I mean you *need* 100% scholar, you *need* spell power increasing consumables, etc. Meanwhile most physical builds will do fine with whatever you got.
What I think happened is with 1.0 they increased player and unit HP by 25% while also increasing unit damage by 25% to make PvP time to kill longer. What they didn't really do though is adjust physical or spell power to match. Nor did they adjust skill damage %'s to match just yet. So now we have underpowered spells, healing, shielding, and leech.