Risen 3 - Titan Lords

Risen 3 - Titan Lords

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retsa2b Aug 24, 2014 @ 2:48pm
Surprisingly, torn between Guardians and Demon Hunters
Was pretty sure I was going to go with crystal magic, just because I always side with the biggest thinkers in games like this. Advantages in my case: Rust, so I can finally unlock chests requiring 40+ skill; heal, so I can finally bring someone besides Bones (I refuse to use items I could instead sell); and an overpowering attack. Disadvantages: No more block. No guarantee that the glove attack could be the most powerful in the game (surely there's some sword or other that is better).

Now I'm not so sure. Demon Hunters seem to get a heal also. Some guy I fought used it once, I think. Not certain. And if I go with them, I get that spell that speeds up attack, and I can focus on getting the best sword in the game as a means of pumping my attack. And I don't lose block.

I could be mistaken about some of the above. I think what I'm asking is: Is the glove attack worth it, or can a more satisfyingly OP result be had with Demon Hunter attack speed spells and powerful weapons? (And do they in fact get a heal?) Details I might be missing would also be appreciated.

Thanks.
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Showing 1-15 of 25 comments
Y Ddraig Ddu Aug 24, 2014 @ 3:27pm 
From what I can tell, Demon Hunters can indeed become the most overpowered class in the game. They even get a glove attack which can be sped up with their activated ability "Demon Blade." They also get a heal that's effectiveness is based on your Rune Magic score, the riposte which is exclusive to melee weapons can be used against every foe in the game (although sometimes the timing can be tricky), and their "blade dancer" ability stacks with Demon Blade, making you so fast it's almost unreal. See here for an example:

http://youtu.be/4JeDt08oB18?t=8m20s

Oh, you also get two summons, a "shockwave" ability that cannot be interrupted and can knock back all surrounding enemies, a "stoneskin" ability that makes you invulnerable for a short time, an activated that greatly increases your dps, and a few other nifty abilities. So yeah, these guys are insanely powerful.
Last edited by Y Ddraig Ddu; Aug 24, 2014 @ 3:31pm
Thorne Aug 24, 2014 @ 4:45pm 
Well, the Guardians have two things going for them. The first is Rain of Fire, which staggers all enemies in your vicinity as well as damaging them for quite some time, and Rust, which allows you to abuse your magic stat to open locks.

Then again, Rust-Scrolls can be bought, and there aren't too many chests with 100+ locks on them.

The demon hunter heal is better than the guardian one, since it also heals your partner. They only get one glove spell, but nothing is immune to that (as opposed to fire/ice/lightning, where you occasionally get immune enemies). On top of that, Demon Blade (the DH speed buff) also works with it.

The rest of their spells consists of two summons (which give the enemy mobs someone else to stunlock), a melee damage buff, a defense buff and the usual shockwave and single target attack spells. And to top it off, their spells are IMHO cheaper, as getting enough magic crystals turned out to be a major pain. You better get that mining skill early, else you're in for a lot of frustration. "Ancient Knowledge" tablets are sold by vendors on occasion, and you don't need that many of them to begin with.

The vodoo pirates IMHO got the short end of the stick. Between the other two, both paths were interesting but the demon hunter one was a lot easier in my opinion.
Thirdwish Aug 24, 2014 @ 4:49pm 
You might want to seriously consider taking a look at Voodoo Pirates. I made one character from each faction and nothing felt quite as interesting or powerful. With a nicely upgraded musket or shotgun you can smoke everything just as fast or faster than the other factions. Turn enemies against themselves, weaken bosses, and resurrect your advesaries to fight for you (seems to last as long or longer than the demon hunter summons). Being able to turn into a parrot anytime you want is a huge bonus for exploration and convenience as well.
jshepler Aug 24, 2014 @ 5:04pm 
The Demon Blade buff stacks with the Blade Dancer skill. When used with proper melee combat ability (i.e. not button mashing), you can keep most things stun locked. You can hit multiple foes with melee, but they need to be pretty close to each other - almost overlapping (I'd guess about a 30 degree cone). Add riposte and dodging as needed. You can also riposte attacks from behind you. Add the other buffs you get and demon hunters are an obscenely powerful dps tank.

The Guardian "glove" spells replace both melee and ranged combat (holding right-click aims and then left-click shoots at range - pretty far too). Range attacks are single-target, melee attacks are around a 90 degree (guessing) cone and go a little further out than close melee range. Foes cannot block/parry magic, but they can dodge (roll). Different foes are weak to different elements and if you find the right element, you'll out damage melee. If you don't find the weakness, you will do less damage than melee (or none if the foe is immune). You cannot block/parry so will have to rely on dodging to avoid getting hit. The rain of fire spells is a area of effect, centered on you, follows you, decent area. Does 10 damage per second. Duration is based on crystal magic rating. It is not channeled - fire and forget. Magic staggers most foes just like melee. A bit of a glass cannon.

Both are disgustingly powerful after you get them built up enough. Both are fun. Probably doesn't help you make a decision, though.
Last edited by jshepler; Aug 24, 2014 @ 5:12pm
retsa2b Aug 24, 2014 @ 7:31pm 
Haha. Man, after all that helpful info, I'm still undecided. ;p I guess the deciding factor will be the nature of the glove elements. If you can swap them quickly and easily (like with a number key), I may stick with Guardians. If you have to hop into inventory every time, that's a dealbreaker.
Cutlass Jack Aug 24, 2014 @ 7:48pm 
You can hotbar weapons or spells and swap instantly.
matt Aug 24, 2014 @ 7:48pm 
This seems to be the thread to ask... I aquired the skill that allowed an extra swing, but it didn't add on to my combo. Is it because I'm not using a piercing weapon?
Cutlass Jack Aug 24, 2014 @ 7:50pm 
Originally posted by matt:
This seems to be the thread to ask... I aquired the skill that allowed an extra swing, but it didn't add on to my combo. Is it because I'm not using a piercing weapon?

Depends on which skill you're talking about. There's one skill that adds an attack to a Melee combo (any normal weapon), another skill that adds an attack with a magic combo (that is spells you equip in your main weapon slot)
phadin Aug 24, 2014 @ 8:50pm 
I think combat wise the difference between DH and Guardians is the difference between Fighters and Mages. Most DH spells are designed to enhance your meele combat, while Guardians prefer direct offense or utility with their spells.

A couple of other thigns I noticed as a DH. The Heal spell is area effect, healing your allies as was noted. This includes either or both of your Summoned minions if they are in range. Since the summon spell duration baiscally tics down their life, that means the healing spell will effectively extend the durability/duration of your summons.

The duration of the buffs is significant once you get around 70+ Rune Magic. I would hazard it's long enough for the rune to fully recharge by the time it wears off, meaning you can probably keep the spells up at all times. I havn't attempted to do this, but if there is any downtime it would be short.

Meele speed buff + Meele damage buff + meele speed and combo skills = total destruction of just about anything. (and if you manage to get meele up to 100, you can tack on another 25% damage on top of that). I'm only at piercing sword 70 (meele 50), yet with a 55-85 damage weapon I can drop 50 and 100 glory enemies in 2-3 hits. the 200 and 400 glory ones take a bit more, but you get the idea. If you do get surrounded, a quick shockwave can get them off you, and you can probably kill one before the others recover enough to attack.

Oh, and one last thing. Dodge becomes Teleport. That alone makes it all worth while in my book.
retsa2b Aug 24, 2014 @ 10:32pm 
Huh. I have never been this torn in a single-player game before. Closest thing that I can think of is Sacred 2, where your earliest decisions snowball into either OP or complete non-viability. I still have some time to think about it, since my game plan is to clear all the islands of life before deciding, since I determined that once you make your choice, respawns happen on all the islands. (Wish I'd known to avoid picking up bags of gold without Jaffar in the group. Ah, the perils of playing a game on day one.)
nobrien Aug 24, 2014 @ 11:13pm 
Also a downside to the vodoo dmg glove it acts like spell not a melee wep so you dont get focus of the guard/DH glove meaning trying to hit anything that is above/below will fail most of the time, the right mouse aiming of the vodoo glove has much more range tho so on big mobs like guards/rhinos shadowlords ect you can have it near death b4 it gets to close.

the raise dead spell is awefully overpowered imho, esp when you push a bunch of those fast moving claw deamon things that you take out into range and can get 5-6 in some places, they mess up everything even faster than the golems as they are small and fast enough to get all around the enemys first.

i dont know about the weakness or other spells as nothing lives long enough to eally try most of them out, i atk only have 3 spells on QB the rest are utility things like parrot/monkey/food/rum/telek/vodoo dol ect.
retsa2b Aug 25, 2014 @ 12:35am 
I was on the verge of saying I'd decided on Guardian again, because of two things: They get a light spell, and they don't have to shave their heads. But then I watched the video in the link above. So I guess what I'm going to do is test Guardian and see if it works out at least as well as that video. ;p
karmavirus Aug 25, 2014 @ 2:11am 
One nice thing I found about mage on my current playthrough is that the magic is the skill for the rust spell's lockpicking, as well as the damage from your fist combat spells. Saves a lot of glory vs splitting between dex and you weapon skill.

Also fighting a certain boss with tons of little critters that attack you while you fight her was very easy this time around with fire storm and fire fist. Her mobs all got stomped in the fire and she couldn't block my fire fist. When I first faced her as a guardian specializing in melee, it took me almost 20 minutes to beat her. Mage did it in about 2.
Last edited by karmavirus; Aug 25, 2014 @ 2:13am
Flying Fox Aug 25, 2014 @ 2:50am 
Why not both?
I ran 1. playthrough Guardian and realy loved it
Now I'm playing as Voodoo Tribe (i refuse to call it voodoo pirates you actually are a part of the tribe and not rly a pirate anymore)

Demonhunter are massive melee orientated while the other ones can be played as ranged caster (voodoo can even be played as tank) I'm sure demonhunters can be used as ranged caster as well but their focus is definatly melee

The story does not change what class you choose but the side missions are different and that makes the game worth playing all guilds.

What might also help you and others:
as guardian you get 3 free sight skills to see Magic items, Gold and worth items and plants
The other guilds have to buy those sights but have other sights as well (voodoo for example has weapon sight as well as undead sight but he has to buy them)
Last edited by Flying Fox; Aug 25, 2014 @ 3:21am
jshepler Aug 25, 2014 @ 3:55am 
Originally posted by phadin:
I would hazard it's long enough for the rune to fully recharge by the time it wears off, meaning you can probably keep the spells up at all times. I havn't attempted to do this, but if there is any downtime it would be short.

I'm fairly sure the cooldowns don't start until the effect (buff or summons) wears off.
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Date Posted: Aug 24, 2014 @ 2:48pm
Posts: 25