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Valkyrie/Beatsmith
Ninja/Rogue
Scholar/Warlock
Chemist/Warlock
2x Legend Spike, Pirate Hat, whatever armor cause I didn't have Master Armor at that point, and the Bone Trophy + Undead Ring on the Ninja.
Valkyrie would take aggro and use Defense Style and the other two would just take turns healing/buffing the team. Overload to make the Ninja hit even harder and then it's all about managing the threat levels since I only have one DPS.
For The Enforcer, just put Reflex Stance on everyone but the tank and the fight should be fairly simple
U can try my build as well:
1. Fencer(Hunter) [one and only DPS]
-Wear: Dream Hunter bow(+100% phs. dmg during sleep, phs. attack won't wake enemy) + Undead ring (+35% phs. dmg)
-Passive: Equip bow + Initial Oomph
-Act: Eagle stance > quick shot> snipe/take aim > dusted by Weaver/Valkyrie > repeat hit
2. Weaver(Shaman)
-Wear: 1st strike Mitt + dancing shoes
-Passive: Preemptive + fast cast + Auto-speed
-Act: Quick > Instability on boss (Debuff drt. + 50%) > Sleep Echo on boss (3 round sleep DONE!!!!) > dust on Hunter
3. Valkyrie(Weaver)
-Wear: 1st strike Mitt + dancing shoes
-Passive: Preemptive + fast cast + Auto-speed
-Act: Quick > Slow on Boss > Status Amp on Hunter > Quick > Call to Arms on Hunter (all CD 0)>Dust on Hunter
4. Summoner(Scholar)
-Wear: 1st strike Mitt + dancing shoes
-Passive: Preemptive + fast cast + Auto-speed
-Act: Overload on boss > Overload on Hunter >
[note: The reason I use Summoner for "Plan B" is just in case boss was not killed after 3-round sleeps and then I can paralyze, silence it and buy a few more rounds of time for free hitting]
1) Abusing the sleep, approx as mentioned above. Probably the biggest cheese now that the samurai/mimic cheese got fixed.
2) Traditional bulk/heal setup, also mentioned above. This has a lot of variety but is about same in the end. This one is hardest to play by far since you will often be clutch with the enemy and will likely have to recustomize setup at least slightly.
The important part of this one is having rogue - he is what enables you to survive via interrupting skills of boss.
3) Combination of strong classes and playing around equipment - 1 immortal reaper(almost nothing can kill it, so essentially it can solo most stuff with enough time), 1 nomad damager(mostly nice for random battle clearing), 1 summoner/valk support, 1 anything else based on what you feel you lack.
4) No longer works - samurai/mimic, used to beat pretty much anything instantly.
Assassin/Rogue
Warrior/Valkyrie
Nomad/Assassin
Scholar/Summoner
I feel like the bosses roll over real easy if you lock them down with debuffs. I purposely avoided cheesy gimmicks, so I liked what I was doing with this party.
Mimic/Valkyrie or Warrior
Hunter/Rogue or Assassin
Scholar/Warlock
Warlock/Nomad
Damage was fairly low as my main damage was just hunter, the bleed poison passive from hunter, and that damage stance from Nomad. Didn't have Warlock class armor or any other class armors though.
1) Warlock / Nomad combination with having a book equipped. Therapy stance for aoe heals goes really well with the heal + debuff removal spell for debuff heavy bosses. Wave stance if you need more damage.
2) Beatsmith with lot of debuff on hit actions as I found the defense style stance really useful for most things in the game.
Third char was always some kind of physical dps variation, mostly reaper. Fourth class was some variation of a healer, either in the form of summoner / weaver or white magic / valkyrie.
Where do you get the 1st strike mitt and dancing shoes from?
I would tinker it in a way that would allow you to survive 1 AoE with everyone after you debuff boss damage type(and add physical armor with valk if boss is physical) if you are going for traditional bulk/heal build.
Usually that's involving picking some heavy HP growth on non physical members.
Usually if you can survive 1 attack you can just heal the whole thing back.
If you are going for burst build/sleep cheese builds - you are usually relying on damage, hence full glass cannon for the ones who are doing the damage.
Max mana can be pretty important as well for sustain reasons.