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Base game only lets you have 3 skills across all of them and that's it lol.
Here's the mod if you are interested:
https://www.nexusmods.com/dragonsdogma2/mods/221
i currently use warfarer basically as a magic archer, with levitate.. when i need to jump / levitate i just switch to a staff and can levitate.
but also you can change skills at any camp site, without even camping, and you can wear ANY armor... so, tanky mage is possible, etc.
https://www.nexusmods.com/dragonsdogma2/mods/153
Also it's fine, it already breaks the whole point of the vocation system, so it not being automatically the de-facto Arisen vocation with 3 skills for all weapons ends up being ok
Personally kinda wish they wouldn't have added the whole Warfarer, it's just too good to pass up on unlimited fashion and Magic Bow on any class
i have warfarere on lvl 4 and slowly it sucks to switch manualy.
also i somehow cant buy his abilitys. as the screen shows it would have 2 but i cant find them.
u get it instantly if u delivered 3 newt liquor to the maister. usually doing someones questchain is enough to max out that npc's affinity.
only thing you need to do rest a day and return him, conversation should auto start.
and yes you can equip every weapon skill with warfarer but master skills wont be available.
oh ok then i have to travel back to him... he only give me the vokation not the skill.
i mean the 2 warfarer passive skills. the kind that you can equip with evry vocation.
it shows in the vocation selecting screen he will have 2. its a bit strange he only have 2 all other vocations have 6? didnt count but more than 2. but i cant unlock these. maybe if it gets higher.
i cant say %100 because my warfarer is lv7 atm, i been busy searching tokens for a while. but since i maxed out all other jobs, i can say that : every job has 2 high dp cost passives at lv9, so probably that 2 passives are for lv9 warfarer.
Having a jack of all trades class devalues every other class as well as the rest of your party. In a game where party make up and specific classes covering each others weaknesses is a large part of the draw in this game. Giving the player the means to take on every role at the press of a button is a bad idea.
Equip three of your favorite skills from any weapon, and throw those weapons in your inventory. Then put on a wand (stick? Short staff?) for healing and a bow or magic bow for flyers. You are now a heavily armored self healing walking skullsplitter with anti air capability.
I know the difficulty is ♥♥♥♥ right now, but this certainly won't help if they add a hard mode or whenever the inevitable expansion releases. Half the fun in Dark Arisen was designing an effective party.
But this isn't even the reason why I think it shouldn't exist. The existence of the warfarer kind of negates the need for any new vocation to ever be added to the game. Warfarer is the ♥♥♥♥♥♥♥ hybrid now, all of them rolled into one.
The idea sounds cool on paper and playing the class is very convenient, yes, but it feels like the developers thought they should have at least one more vocation in the base game but were running low on resources. So they copy pasted every other vocation onto a blank one, gave it unique yet light restrictions, then removed every restriction the other vocations had.
Just my opinion, and I'm perfectly aware that my opinion isn't the only one or even the right one.
Don't even know if it's even a hot take
It's just true, but it's in the game so no point other than being optimal with it
Even at the least imaginative it's just adding Magick Bow for melee classes
I guess it's somewhat nice being able to have like... a holy mace, ice knives, and fire great mace so you can always switch to something appropriate for the fight but the game isn't hard enough to need that kind of micromanaging of weaknesses, even in the unmoored world.