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Magick Archer as dps
Spear as defensive and stamina recovery
Staff for healing and levitate
More weapons than that is a hindrance.
I think the class itself is crap because of the limited skill slots to equip. If they actually used the previous DD1's equipment system. They could've at least let players equip 3 skills for each weapon with rearmament taking a slot. I think it could've been way better to use.
True.
I could just equip daggers and every enemy is dead. The main appeal to me was the flexibility. But as it stands, I personally feel more limited since I need to split my skills up for each weapon.
Can you share your build for the Spear?
It felt too stamina heavy for little damage when I did it. But I'm comparing it to other vocations I played, and I doubt I used it to the fullest potential.
Magick Archer does good damage with that Saggitae shot ability, or ricochet indoors. Just fun.
Thief has Skull Splitter, weak point Gorge, or Fearless Feint if specializing, which I thought was better and cheaper than Spearhand's shield when I used them.
When I used Spearhand, the shield ability was great, but the casting took longer than just countering/dodging, interrupted my flow if I wanted 100% uptime, so I didn't try after a while, the Specialization ability was less DPS than Saggitae or Skull Splitter when I tried it, still good, but WAY more stamina intensive for less damage. Plus using the shield for 100% uptime like I hear other people do means I'll have to stop the combo to reapply it constantly.
I tried using the Stamina Drain ability, but that was another interruption, using more skills to do less damage than just using Saggitae or Skullsplitter.
Plus the Vocation ability felt limiting since you can only teleport if you hold the ability, which is fine, but then no stamina regenerates. I thought I could hold the button after every use to get another teleport ready to increase flow, but considering how much stamina I'm already burning, it was just more limitation.
I used the gapcloser and upwards teleport ability to dodge or get on top of bosses, which was fun, but still less damage.
It was fun to use the telekinetic throws.
I'm not bashing the Spearhand, since it's neat. I just want to know how to utilize it better since I really wanted to like it. I was using the strongest weapon you could get before NG+ since that's the brand of weapons I use for testing.
I miss the amount of abilities you could use in the first one. I can kind of understand why they limited it, but my Ranger in the first game was a menace. Whether I was fighting bosses or mobs, I could switch attacks on the fly.
Now that I can't use daggers as ranger, I just switched to Thief. I think it was to make each Vocation more unique, and to have to rely on the group formation more.
No class can measure up against thief and magic archer. That's not a problem with the other classes, but about those two being busted beyond belief. If those are your benchmark then nothing will feel good in comparison.
Thankfully the modders were quick to correct this mistake and now the vocation is infinitely more fun and interesting to play, with three weapon skills per weapon.
And no, balance should not take precedent before the game being fun to play so don't even use that as an excuse. Besides, balance is already non-existent and was clearly never an important point for the developers, so Warfarer restrictions are literally pointless and anti-fun.
dead everything.
Yep, exactly. You can already do the best combo even with the current nonsensical restrictions, so there is zero reason to not give player access to different skillets with different weapons. It would actual encourage more experimentation and variety, instead of just going for a 1-2 boring combo.
I just figured I was utilizing Spearhand improperly since I hear other people place it above as the most "OP" vocation, so I assume there's more potential than what I'm using.
That's what I thought as well. I just like getting all the points down to see if I'm missing something.
But it does seem like Thief, Magick Archer, Sorcerer are the most viable vocations, so taking away melee daggers from ranger for example, doesn't seem reasonable to me. Thief alone has the most survivability having dodge and counter. Formless Feint adds more. Having crazy DPS adds to it.
So I wondered if they tried restricting the Warfarer so they don't get all the benefits of classes like Thief, and then some. But even that logic acknowledges that one vocation is stronger than the other ones. If they were equally strong, then it wouldn't seem to matter if you could use skills from all of them. Tho then it'd make less sense to pick anything other than Warfarer, I'd imagine. Still, for me, the part that bugs me the most is just having to use a skill to shuffle between weapons, and not being able to use the skills unless the weapon is equipped.
I agree.
Actually, if we had the ability to command Pawns to use abilities, we wouldn't even need to use Warfarer for that combo. Being able to tell a mage to use the speed skill often would be great.
Even just Augur Flare with basic staff attack does more damage than most of the other skills I tried.
that said, i do wish warfarer was a straightforward combat upgrade. maybe as something only rewarded to the player when they finish mastering a number of vocations.
this game has power scaling issues, but its not because the player is too powerful - it simply stops introducing more complex enemies too early on in the game. enemies like, medusa, griffins, and drakes are pretty much the extent of what this game offers in terms of a challenge, and you can slay them all easily once you get to the bakbattahl.
Thief and Magick archer are better for damage by far, but spearhand gets to make the whole party outright immune to damage while having an okay kit.