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The only "bad" solo builds would be those that try to unlock too many weapons too soon, rather than specializing in two. But a patron can easily max out two skill lines before hitting level cap, and four or more before finishing the story.
I've heard hammer's a good solo weapon, but that may be outdated information.
Yeah, i have also playthis build and i can say same, easy run all to way finale.
You can use any old shotgun, though a SPES is recommended. I've heard the Redeemer has a pretty nice effect that might be interesting too. But grabbing an Eldritch Tome is pretty much essential to making this build work. Just a two-dot version will be enough, and they are cheap and plentiful in the auctions.
Basically, you'll want Raging Shot and the basic attack from your shotgun. Then get Dread Sigil, Reap, and Eldritch Scourge from the Blood set.
For passives, grab Odds and Evens from the shotgun tree and then Lingering Curse, Contaminate, and Desolate from blood.
Now, the original author's build recommended Shell Salvage and its passive Salvage Expert to keep energy up so you can just go on with spamming Raging Shot and Dread Sigil pretty much indefinitely while waiting the scourge/reap combo to reacharge. It worked out pretty well in dungeons - but I found that it wasn't quite up to keeping me healed if I got mobbed in solo. So I'd recommend grabbing Runic Hex and Paroxysm instead to keep up the healing and damage.
Basically, you'll want to open up most fights with scourge and reap right away, and then fire off your hex and sigil if you're going against a boss or group, before alternating raging shot and the basic while they recharge. Keep throwing in the Dread Sigil every so often to keep up the damage over time effect.
Basically, you have massive boosts to your damage over time, have constant healing, and most fights are over before you've had a chance to run out of energy. Longer fights might see you run low, but the Blood abilities are cheap enough that you can get your heal back on pretty quickly despite the slow regain rate.
Trash packs are pretty easy because between the sigil, its passive, and the Eldritch Tome, you have a pretty powerful AoE spam you can use.
Not letting me screen shot, so I got two builds. Call them Magic Knight Thunder and Magic Knight Fire
There are only two anima allocations you need to know and they depend entirely on if you're in a boss or dungeon or soloing (this is a solo build, but it's not shabby at dungeon runs at the lower levels, and is very very good at off tanking mobs that spawn during boss fights if you ned that sorta thing because of the high damage and high survivability. Don't even try to main tank though, and if off tanking is for some single target huge mob, then it's still pretty worthless, it's only good for stuff like the draugr lord fight in polaris where you get tons of mobs and the boss, but, let's be honest, it's not going to be THAT dungeon you need to off tank in.)
Damage 100% or for soloing, Damage 70%, Survability 20%, Healing 10% (feel free to play around with these)
Magic Knight Thunder (multitarget melee focused build):
A:Flowing Strike, Soothing Spring, Overload, Rushing River, Chain Lightning, Tempest
P: Immortal Spirit, Static Charge, Caliometry (all but essential since they changed how heat is generated and lost for any elemental build), Clarivoyance, Waterfall
Waterfall is a personal preference in that last one, but the rest are more or less essential to the whole deal. If you change out -anything-, do not remove Clarivoyance, as it is what the rest of the build is built around. Elementalism exists for DPS, Waterfall gives you a little bit more since otherwise you're not spending blade energy except on Soothing Spring, and that's got too long a cooldown. Flowing Strike is your primary builder of Chi, which through Soothing Spring and Immortal Spirit will keep you alive through pretty much anything. Clari gives you the barriers on just about every other hit. You can swap out one of the other traits (waterfall or static chrge being favorite) for Measure Twice, Cut Once if you want to take out the chance factor entirely, since you'll never be going 9 seconds without falling back to spamming Flowing Strike (making Focused Breathing worthless). The whole cycle of this is you hit enemies from afar with overload out of the gate, then sweep in with some chain lightning, spam some tempests, maybe throw in a few waterfalls, then sit back and pop flowing strike and soothing spring until the numbers rebuild if anything is left alive after your initial clean sweep.
Magic Knight Fire (single target melee focused build):
A:Flowing Strike, Soothing Spring, Overload, Rushing River, Fire Bolt, Tempest
P: Immortal Spirit, Blazing Bolts, Caliometry (all but essential since they changed how heat is generated and lost for any elemental build), Clarivoyance, Waterfall.
Same general premise as above. But if you want to go in for pure boss killing, then you want to swap Overload for Ice Beam, Rushing River for Impale Spirit/Exhume Spirit, Tempest for Swallow Cut, and Waterfall for Glaciate. This gives you much much much higher single target killing power and is my go too for seasonal boss runs.
The important thing to remeber is that while you got more sword than elemental abilities, your elemental abilities -will- be your primary source of DPS with this build because you won't ever be using spirit blade (chi overflow is an essential part of your HoT and barrier generation), and your passives from the sword tree are all the ones focused on survivability. So you gotta really work that heat generation. Even then, you'll never spike as high as a dedicated DPS build, but that's not the point. The point is being able to burn down stuff in a SOMEWHAT reasonable time frame (under 20 seconds for normal mobs) without dropping below 80% health.