Our Adventurer Guild

Our Adventurer Guild

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Pure_Poetry 16 kwietnia 2024 o 10:13
Let's build a Monk, a Bard, an Assassin, an Arcane Knight, a Swordmaster and a Reaper on VERY HARD
The reason why I'm asking suggestions of builds for these classes is because I can't seem to make them as valuable as the others once difficulty rises to VERY HARD.

VERY HARD or above makes dodge much less reliable (due to the +20 acc or more of enemies on that difficulty), especially for melee adventurers, and the +30% or more damage enemy gets makes lower HP classes exposed to the risk of being one-shoted by strong mobs.

Please prove me wrong and teach me how to build them on VERY HARD or above. Here are my feelings so far :
- Why take the risk to meet an enemy in melee when you can kill him 4/5-tiles afar ? ==> So I never take more than 2 melee guys in a team (mostly to "pin" the enemy and block chokepoints)
- Then, if these 2 want to survive, they either have to be able to outmaneuver the enemy (high ini/good mov range to avoid combat) or be able to soak high damage (require heavy armor) => Knight, def, pal & arcane knight are OK.
- Ultimately, recruits tend to be better if they are very good in a couple of stats, and it is hard to level-up hybrid classes as they usually need more than 2 high attributes to be relevant (arcane knight falls behind a little, paladin still being OK imho, especially for auras).

Thanks for your tips/builds !
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Pure_Poetry 24 kwietnia 2024 o 2:21 
On this topic I finally decided to do a complete Analysis in this video about builds, traits and such. Please feel free to let me know your opinion on those :steamthumbsup: :

https://www.youtube.com/watch?v=VmtB2cGeFBs
Decay 24 kwietnia 2024 o 16:50 
Początkowo opublikowane przez LilyanaKabal:
Guardian's whole thing is surviving ♥♥♥♥. Anyone complaining about the damage is missing the point entirely. They are the "You're going nowhere. I got you for three minutes!" guy

Yeah, Guardians are fantastic. Great for funneling all the enemies to one spot to maximize AoE damage and protecting the squishy guys. The AI is pretty brutal with bee-lining to mages whenever they're in range. Between counter attacks and damage reflection, they synergize with pretty much any title, too.
asdf 27 kwietnia 2024 o 19:10 
I haven't gotten through the entire game so I guess it's possible that something later on might punish it, but as it stands I feel like everything that has the scoundrel tree is very OP merely because of shadowstep. It can be spammed every turn and makes you effectively invincible. Attack the enemy + shadowstep every turn and you can keep doing that as long as you have SP without being counterattacked. You can also use a hidden character as a wall, because even though the enemy can't target them they still can't walk through them.

Bards also have an ability that restores SP in an AOE, and if you use multiple bards you could restore SP faster than you spend it from shadowstep.. which would mean you can literally be permanently hidden.
LilyanaKabal 28 kwietnia 2024 o 1:30 
Stuff gets True Seeing later to cut through Hidden. And other monsters can still hit you when you come out of Hidden with your attack.
Asahida 28 kwietnia 2024 o 2:10 
Początkowo opublikowane przez LilyanaKabal:
Stuff gets True Seeing later to cut through Hidden. And other monsters can still hit you when you come out of Hidden with your attack.

I might be wrong here, but I think @asdf means using the the scoundrel passive skill which lets you stay hidden even after attacking so you effectively become immune to most stuff. It's cool mobs get true sight later to circumvent this sort of cheese 😅
Zeks 28 kwietnia 2024 o 2:27 
And other monsters can still hit you when you come out of Hidden with your attack.

You attack and shadow step after the attack outside monsters' range if necessary
asdf 28 kwietnia 2024 o 6:44 
Początkowo opublikowane przez LilyanaKabal:
Stuff gets True Seeing later to cut through Hidden. And other monsters can still hit you when you come out of Hidden with your attack.
You use shadowstep after your attack each turn, not before. You come out of hidden when you attack of course.. and then you use shadowstep and immediately become hidden again.

I don't know how common true seeing becomes later on, but so far I haven't seen anything with true seeing - even if there were some monsters with true seeing it would still mean that you could ignore literally every monster that doesn't have it, so unless it becomes *really* common then shadowstep is still incredibly broken.
Akameka 28 kwietnia 2024 o 7:34 
true sight is not common. At least up to 5 star quests, I think that only one boss had it. Don't know about harder quests, but up to 5 stars quests (which already cover lots of time), If you do attack then shadow step before the end of your turn, you're basically untargetable --> invincible (unless you stand beside an ally and get AOEed of course)

If ennemies with AOE could target you freely just like you can do with AOE attacks and spells, that would reduce the OP aspect of this ability.
Ostatnio edytowany przez: Akameka; 28 kwietnia 2024 o 7:37
Secondstep 31 maja 2024 o 2:43 
Which skills that useful for paladin? I try to up heal but the heal power is very low compare to bishop
Pure_Poetry 31 maja 2024 o 9:57 
Imho, don't try to turn your paladin into a secondary priest. His first use is as a walking mass auras (+minor melee or 3-range holy damage)
Hypnotizt 6 lipca 2024 o 1:19 
Początkowo opublikowane przez Decay:
Swordmaster and Reaper are underwhelming in general. I'd prefer if SM had access to sword & shield training rather than battle tactics. Reaper doesn't really offer anything that can't be achieved on assassin with items.

Reapers get some OP abilities. In my game, the reaper and saint have been by far the strongest characters. I also really like the swordmaster and bard.
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Data napisania: 16 kwietnia 2024 o 10:13
Posty: 26