Dragonkin: The Banished

Dragonkin: The Banished

Show us your builds
lvl 19 Barbarian here using Hailstorm Barrage which builds energy, freezes all enemies from triggers of the Wyrmling with a chance for the Wyrmling to cast projectiles. Savage Whirlwind for extra damage or large groups of mob. Playing on Desolation I difficulty pretty efficiently.

https://i.postimg.cc/SxY9vSSm/Barbarian.jpg

I am sure there are much better ones out there, but so far this is what has worked pretty good for me.
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Showing 1-11 of 11 comments
Mike Mar 10 @ 10:23am 
Oh if you think your build is fun now just wait until you get to level 30+ and start dropping legendary gear which is build changing!

My Barb is level 32 and my main skill is Ice breath, which is pretty much fire breath at this point as I have many fire wrymling skills attached to it.

My build has so many things triggering off of the Ice breath that its insane lol.

I have pictures of my grid on my profile and of the fire breath with the fire wryming shooting fire as well lol. Its very very fun.
Last edited by Mike; Mar 10 @ 10:24am
aqvamare Mar 10 @ 11:34am 
And that's one of the main problems at the moment.

No build phantasy. because the skills are hidden behind the lootwall.

My level 13 spear-ice dragon got the "rush" skill, plus the aoe bomb after movement skill from the ice dragon.

I can now speed run this super big maps thx to this combo.

But it was pure luck, that i random picked the right draogon with a early movement skill on a class.
IP_Freely Mar 10 @ 11:39am 
Originally posted by aqvamare:
And that's one of the main problems at the moment.

No build phantasy. because the skills are hidden behind the lootwall.

My level 13 spear-ice dragon got the "rush" skill, plus the aoe bomb after movement skill from the ice dragon.

I can now speed run this super big maps thx to this combo.

But it was pure luck, that i random picked the right draogon with a early movement skill on a class.

Not sure what you mean by this. Builds are pretty diverse and the Ancestral Grid is a bit of a nice change from all the cookie cutter games out there with a single meta.
Mike Mar 10 @ 11:54am 
Originally posted by IP_Freely:
Originally posted by aqvamare:
And that's one of the main problems at the moment.

No build phantasy. because the skills are hidden behind the lootwall.

My level 13 spear-ice dragon got the "rush" skill, plus the aoe bomb after movement skill from the ice dragon.

I can now speed run this super big maps thx to this combo.

But it was pure luck, that i random picked the right draogon with a early movement skill on a class.

Not sure what you mean by this. Builds are pretty diverse and the Ancestral Grid is a bit of a nice change from all the cookie cutter games out there with a single meta.

100% agree. For an EA aRPG the build potential and the overall skill system is amazing. I have seen so many different Barb builds that act completely differently and I have not even really seen what the other classes can do.

The build diversity is one of the main things this game nails out of the gate imo.
Last edited by Mike; Mar 10 @ 11:58am
aqvamare Mar 11 @ 7:46am 
Not sure what you mean by this. Builds are pretty diverse and the Ancestral Grid is a bit of a nice change from all the cookie cutter games out there with a single meta.

I mean, build's are not visible at gamestart, and so a player cannot create his "goal" and phantasy aim.

This game is to much on loot luck. You need to collect heavily, to fill your bags with skills, so that you than can create a build.

It would massive help, if minimum all skills, character and dragon, are ingame visible at gamestart, so that you can think and create a build from level 1 on.

It's far more fun, when you only need luck on loot, but you have already created a "build idea" by playing the big maps, than playing the big maps, and than ifle play 5min to check loot and think, oh, there is a possible build.

Put the creative part of build pre, not post gaming session.
Mike Mar 11 @ 11:19am 
Originally posted by aqvamare:
Not sure what you mean by this. Builds are pretty diverse and the Ancestral Grid is a bit of a nice change from all the cookie cutter games out there with a single meta.

I mean, build's are not visible at gamestart, and so a player cannot create his "goal" and phantasy aim.

This game is to much on loot luck. You need to collect heavily, to fill your bags with skills, so that you than can create a build.

It would massive help, if minimum all skills, character and dragon, are ingame visible at gamestart, so that you can think and create a build from level 1 on.

It's far more fun, when you only need luck on loot, but you have already created a "build idea" by playing the big maps, than playing the big maps, and than ifle play 5min to check loot and think, oh, there is a possible build.

Put the creative part of build pre, not post gaming session.

I heavily disagree. I'm tired of the modern aRPGs where everyone wants to plan their build our form the beginning instead of wanting to have funs and interesting character progression.

It sounds like you want to have you perfect build up and going at the start of the game? This makes no sense as even games with preset skill trees need planning and tons of changes as your progressing your character.

I will put it this way. If a players like making their own builds using their own brain this game has that in spades but if a person just wants to look up a guide on some OP optimal build guide, this games design is literally contrary to that, and that is why progressing your character is so fun in this.

The fact that drops are so exciting and getting a new Hex fragment that could completely change you current build is the excitement many new aRPGs lack imo.
Originally posted by aqvamare:
Not sure what you mean by this. Builds are pretty diverse and the Ancestral Grid is a bit of a nice change from all the cookie cutter games out there with a single meta.

I mean, build's are not visible at gamestart, and so a player cannot create his "goal" and phantasy aim.

This game is to much on loot luck. You need to collect heavily, to fill your bags with skills, so that you than can create a build.

It would massive help, if minimum all skills, character and dragon, are ingame visible at gamestart, so that you can think and create a build from level 1 on.

It's far more fun, when you only need luck on loot, but you have already created a "build idea" by playing the big maps, than playing the big maps, and than ifle play 5min to check loot and think, oh, there is a possible build.

Put the creative part of build pre, not post gaming session.
I agree, I would like to know what skills will be available and fiddle with the idea of what I would like to use, even if is not the best skill. To be subject to whatever skill the RNG Gods feel like throwing my way is disgusting for me. Also loot feels terrible bad till u are like 20 hours in game, not a good way to keep many engaged.
Originally posted by Valaryant:
Originally posted by aqvamare:

I mean, build's are not visible at gamestart, and so a player cannot create his "goal" and phantasy aim.

This game is to much on loot luck. You need to collect heavily, to fill your bags with skills, so that you than can create a build.

It would massive help, if minimum all skills, character and dragon, are ingame visible at gamestart, so that you can think and create a build from level 1 on.

It's far more fun, when you only need luck on loot, but you have already created a "build idea" by playing the big maps, than playing the big maps, and than ifle play 5min to check loot and think, oh, there is a possible build.

Put the creative part of build pre, not post gaming session.
I agree, I would like to know what skills will be available and fiddle with the idea of what I would like to use, even if is not the best skill. To be subject to whatever skill the RNG Gods feel like throwing my way is disgusting for me. Also loot feels terrible bad till u are like 20 hours in game, not a good way to keep many engaged.

I agree the loot should be adjusted, blues at 10, greens at 20, legendary at 30 is a bit strange to be forced to be behind a "wall". One great thing about RPG is that random drop of an "OMZG!" item, that just doesn't happen.

But as for "build layouts" and knowing your skills, that's pretty useless here since there are too many combos and the placement of combos coincide with other skills, which is what makes this game great.. fun even. And what makes builds pretty exciting. The loot.. meh.. Some of the mobs with stun locks and lightning feet are insta death when you have 3, 4, or 5 of the same type grouped up, then you have the healer priests that run like little girls healing for way too much. But, it's still new and being balanced. I've enjoyed it so far.. other than the random insta mob deaths.
Last edited by IP_Freely; Mar 11 @ 4:55pm
Shrukn Mar 12 @ 3:20am 
How do we do Symbiosis?
Eralden  [developer] Mar 12 @ 4:33am 
Originally posted by Shrukn:
How do we do Symbiosis?

Hey Shrukn,

You can achieve a state of symbiosis by stacking at least 8 modifiers on your character skill.
Droops24 Mar 12 @ 4:34am 
Originally posted by Shrukn:
How do we do Symbiosis?

To achieve Symbiosis, you need to link enough "compatible" skill nodes between your attack skills and your wyrmling skills. The minimum required skill link amount will show at the very bottom of your skill breakdown when you hover over each attack node you have socketed for your build (where you can see how each support gem is affecting your abilities). Hope this helps.
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