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Personally, my most consistent Classes are the ones I've played the most of. So Wyrmic, Summoner, Alchemist, Possessor, Necromancer, Gunslinger, and Archer. All the other classes I've only played maybe a dozen times if that.
Summoner is pretty easy/simple to unlock, so I'll assume you've got it unlocked. My general Build is to pump Ritchspitter and Warhound first, then a couple of points into Turtle, place 1 point into Hydra and Rimebark as soon as I can. Also throw a point into Master Summoner and Grand Arrival when I can. After that it depends on what I am feeling/gear. Most times I'll end up maxing Drake and putting a couple of points into Summon Control and Wild Summon. Other times I'll go "stupid mode" and get Psiblades and try to melee alongside my summons but I usually die lol. Basically summon spitter, summon dog, run away, repeat.
Alchemist tends to be straight forward and pretty decent early on but tapers off hard due to low scaling and Golem kinda sucking. At least, IMO, on Nightmare+. Basically pick a flavor of bomb you want, put 1 point into the Infusion, pump Throw Bomb, Alch. Protection, and Explosion Expert first. Then start pumping the Infusion, when you encounter an enemy that has high resistance to your element, just turn it off so you'll do Phys damage.(work towards finding Penetration Gear or other Talents/Prodigies to help) Occasionally put points into Golem talents, usually I'll get Advanced Golemancy since the Gems/Rune help improve Golem and Supercharge really helps if it is dying/dies in combat... which it will, a lot.
Generally speaking, you'll get better the more you play and try things out. IMO, a lot of Talents are "1 point wonders" where you just put 1 point into them and that's it. While others you want to 5/5 max them because they are just that good or scale really well. Just play around and try to find a Class or playstyle that works for you.
Non-arcane race + Oozemancer
You'll kill most things from far away because you have massive range. And even if anything gets close, it's hard to kill you because you have slimes to both distract enemies and mitigate damage against you.
Any race + Sawbutcher
Tanky, fast, and deals a ton of damage. You run around the map at high speed and anything that's in your way gets shredded by your high DPS. Anything too tough, you can simply walk away from since you're fast.
Tanky race(ogre, dwarf, etc) + Bulwark
You'll survive most dangers as long as you have a means to fix your bad mobility.
Arcane class + Doombringer
They deal a good amount of AoE damage and have good skills for positioning/survival.
Abduction to pick off enemies from a safe distance. Brutality and Wrath talent trees to trade blows with tough enemies. Cauterize/Blazing rebirth to keep yourself alive. Fearscape Shift and Wraithform for positioning.
For Brawler it's important to focus on the combo point generators early on. Pugilism tree I think. At 10 you get Unarmed Discipline for the sustain strip talent and the chance for double combo points talent. Once you got that going you can focus more on skills that spend combo points, such as Haymaker, the stun, Combination Kick, etc. Grappling is fun and powerful, but can wait until later imo.
Brawlers are tankier than they seem due to Striking Stance and Trained Reactions. I recommend investing in dex and cun first and str later.
For gloves you care less about the damage and more about the procs on them. Some of those on hit effects can be really good. Most notably Disarm, Cripple, or Dominate. Or almost any of the fixedart (yellow) gloves will work great too.
With Archmage it's all about shields. You pick an element as your main dmg type (I prefer lightning), you boost the heck out of spellpower and your main dmg type, and you get a bunch of different shields. Temporal shield at lvl 4, Displacement shield at 8, and Disruption shield at 12. Plus a Shielding Rune (maybe even 2 of them eventually) and you'll be able to stack those shields high enough that nothing breaks through.
Disruption shield is your auto-explore protection tool. If you can make it to lvl 12, you can probably make it much further.
Another one of my favourites is Temporal Warden. Very powerful class though has kind of a rough start. It's a class that can easily switch between ranged and melee. The key is to boost your speed so much with Time Dilation (and other means), that you'll be able to attack multiple times while enemies can't do much at all. Or you can get the Time Hounds category and let them do all the work for you.
Good luck and have fun ^^
They're extremely defensively-oriented spellcasters that can be very safe early if you spec into time shield as well as the damage reduction sustain you can get early (to get both IIRC you need to go cornac for the extra category point at start). Another very important aspect to them is they have powerful sustain stripping - this means you can shut down bothersome rares/uniques/randbosses easily, including some fixed encounters like weirdling beast and urkis. You also have a strong ability called attenuate - this is a powerful dot which has instakill chance, will heal you while reality smearing is up, and can be scaled over the course of a fight by increasing the debuff duration and stacking them so they have good damage too.
Another good option is brawler. Has good, easy damage reduction, good damage and mobility, and also can sustain strip to shut down dangerous enemies. Brawlers are also pretty easy to understand compared to paradox mages, which are intermediate difficulty due to paradox being a little tricky to manage perfectly as well as their more flavored time magic-y spells being slightly convoluted (but also very good because paradox mage is kinda busted lol)
Build-wise I tend to simply focus on flamespitters and drakes and the passive stuff that boosts all summons. There's a beautiful simplicity in the strategy of throwing dragons at problems until they go away.
So many 'confident' runs have ended because I went in over my head or my greedy curiosity got the better of me.
I managed to easily beat the game on Normal Roguelike difficulty with a Dwarven Doomed.
If you want a fun run that can get you far then play a Ghoul Reaver. The Gnaw racial was practically made for the Reaver class since it's a disease that you can easily spread with Cyst Burst. The only issues I face with a Ghoul Reaver are the Wyrdling Beast fight as he can sometimes spawn as a combination of Doomed and Corruptor, the Master fight because the Reaver class kind of lacks in area of effect burst spells that don't require some set up, and the Vor pride unless you can ensure that you get in melee range of the boss in that pride to slap them with a slew of debilitating effects like silence and stun.
Another class that is powerful is the Necromancer. My first win was with a necromancer in version 1.7.2 of the game.
Been playing a necromancer actually. I was thinking of dropping the mage staff in favor of weapons. It appears that the undead and low life stuff does not scale with spell power so why not try and do some actual damage and only have the magic stat high enough to unlock abilities. Don't know if its going to work
Super strong, and braindead easy to play (most of your damage comes from just bump attacking).
You dont *have* to use krog, but it synergizes well cuz as a cursed I would usually go antimagic anyway for more survivability and silence, and krogs start with it. One of their racial abilities also adds flat damage on your melee attacks which is great for your flurry and bump attacks since you are exclusively meleeing things.