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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.
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.
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.
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.
Hey Shrukn,
You can achieve a state of symbiosis by stacking at least 8 modifiers on your character skill.
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.