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Sadly you lose second weapon if using mimic/ninja and swap sub for something else mid battle.
Class armor of samurai from jade gives yet another +30 max ap. At that point use scholar and adrenaline spell. Or a Valkyrie giving ap via it's spell. Dervish can steal ap but seems weakest option but can help some rare fights.
Otherwise one might get better milage via ninja/samurai, less ap to work with but combos and finishers hit twice.
I posted a few interesting builds around...
Like... Chemist/hunter to have every other turn be snipe or barrage. Use either hunter's mark on the off turn or weaver's robe to fix low acc issues as the 50 acc accessory is better used on someone else like...
A reaper (or aegis or both) with contract/lifeline sword and duelist shield. Refund costs and dmg taken and keep threat up with double counter (shield stacks with monk learned passive). There is a dagger that counters too but that requires being ninja so no auto substitute or hp max boosts.
Just an idea for humor, you can equip undead ring and bone skull and slime suit to have one character gimped in hp but only take 10% physical dmg (or whatever is 0.65*0.65*0.25)... Which enjoys double 25% dmg boost... Hmm might as well be a ninja/rouge for shadow strike because... The reaper tank mentioned earlier would love to be a mimic secondary to take all those boons.
I kind of forgot that ninja's dualwield allows double triggers on skills tbh. Really wish it was a passive we could slot in.
I messed around with Chemist/Hunter, but the accuracy was an issue, yea. It seemed like Chemist's stats were holding back the hunter abilities a bit.
And yes, mimics can copy buffs... again, something I've not thought about, and quite clever.
Anyone have a lucky dice build? I've seen accessories that can make it AoE, and that sounds like a gimmicky good time. (Edit: I'm going to start on a dice build next I think, see the potential of all luck upgrades. Hard to know what equipment I'm missing though.)
I wanted to use "cleave" to turn my tank's counters into AoE attacks, but counters sadly don't use your basic attack. If counter did use your basic attack there would be all sorts of silly things you could do.
I completely cheesed the Sky Arena today by using a Hunter/Rogue with Dream Hunter bow. If Quickshot didn't kill I'd just sleep bomb them and give myself another 2 turns to deal with them. I didn't think about using this setup outside the arena, but there's some potential to allow yourself several free turns to setup and still do damage too. Hmmm.....kinda wish I'd thought of this back when I fought a certain boss that handed out random status effects.
Wow...that's uh....that's really silly and I love it. I may be stealing this.
The double counter leeching reaper I mentioned, soloed the arena too. Was slightly iffy on the joker but everything else was disturbingly smooth.
Pretty sure I done the arena with Nomad stancing for damage mixed with evasion from Ninja. Very luck based, that. But you can apply extra damage from the stance of choice with the seals too, so that's a fun gimmicky one as well.
As for the dice build thing, variance from beastmaster or using an axe doesn't seem to work on it any. So it just seems like something you'd use quick on instead unfortunately. This comes back to my wind build I attempted before. Variance does not seem to work with magic unless it's a single accessory, which is odd to me. Feels like it should be global, or identify between magic and physical.
Katanas are 1Handed, and a few of them have Cleave.
While I find some of these builds interesting, they require a lot of very specific or end game gear, or gear that you have to have a certain vendor access and mount to get.
I haven't done Quintar Racing, giant Cube labyrinth, giant Tree dungeon; maybe forgetting something else.... Thus I don't have a lot of the mentioned end-game gear, or any of the gear locked behind a certain mount/vendor.
Regarding Dervish - it's ability to recover MP per turn (based on AP recovered), gives it a lot more MP sustain in longer fights.
I beat 2 Depths bosses thanks to that - at a point I maybe shouldn't have been trying them. :) Even if it was a 20+minute slog - with a "standard mixed/use party" and not something specifically tuned for specific boss per someone's strategy or "die first, learn, change party" - that was really fun. <3 Dervish/Warlock heal/revive carried me through those. :)
So don't underestimate what you can do with a "high sustain" strategy.
(Think I was Reaper/Aegis, Ninja/Rogue, Dervish/Warlock, Scholar/Shaman)
Due to other things, I decided it just wasn't fun anymore, and waiting to see what/if Balance patch changes before I do anything else.
the tree only has three items, a spear with defense debuff on hit, a robe with 10% spirit, and an accessory for more gold drop. spear and acc are locked behind gold choco.
yeah some "class armor" is locked behind gold choco, i didn't use those in funny builds but some funny builds are that specific.
my reaper tank is midgame build =p or even earlier via aegis.
The engine behind the strategy is to have one character who is an assassin aegis. All other characters (or some number, the details are pretty flexible) should use the mimic class or subclass. Basically, Turn 1, the Assassin/aegis will use avid assault (you need to equip adrenaline or an item to start with 12 AP). Your cooldowns are now 0, so you can proceed to entrench every single turn (or until you run out of mana since entrench got nerfed. This should be plenty to win just about any fight though. You can even use refresh/chemist/beatsmith to restore mana to increase the number of entrenches but I think this is unnecessary for most fights).
Your other classes will initially just buff the assassin who then propagates those buffs. Eventually, your other classes can use Mirror (the mimic skill) to copy the incredibly buffed assassin. Your team is now buffed out of their mind and pretty much invincible.
There are many variations on this strategy, but what I have typically done is used a weaver + sleep causing class (shaman, rogue, scholar) in order to initiate the fight with status amp (allows the assassin to propagate first turn buffs like eagle eye) >> avid assault >> sleep (allows you plenty of time to set up). I will then propagate buffs like stalwart (using HP reducing items you can make it easy enough to heal to full every turn becoming unkillable), smokescreen (literally never get hit by physical attacks), haste (some enemies can outrace you if you're too slow) and more.