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i hope u all get the idea tho
Skills: Fluxbolt>Siphon Leech>Divine>Imbue>Life Tap>Recovery
Passives: Manaflow 5, Blink 3, Scepter Mastery 3, Bell Mastery 2
Weapons: Flamepetal Staff, Mithril Bell, and Rustwise Shield
Note: Life Tap can be replaced if you want; I just have it here for Fluxbolt spam. If you’re using a ranged weapon (that does’t have knockback like Mithril Bell), then I can see a reason to take Nova or Cross. I'm also taking Recovery because Divine is being used as a damage Skill instead of a healing Skill.
Fighter
Skills: Lethal Strike>Stomp>Blood Gush>Sturdy>Rage>Recovery
Passives: Bulwark 4, Reflect 3, Heavy Melee Mastery 2, Melee Mastery 1, Polearm Mastery 1
Weapons: Quake Pummeler, Coldgeist Blade, and Rustweary Shield
Note: Lethal Strike is the only Skill that synergizes with Heavy Melee on Fighter. Otherwise, straight up only using Heavy Melee is generally better than using Skills. Stomp, Blood Gush, and Sturdy solely exist for when you’re using Melee (Sword). The reason Melee is chosen for Sturdy is because it's the fastest weapon class in the game other than Ranged and Katar. It also gets a shield, and the block animation has less self stun than a Parry (I think). I personally only take 1 in Melee Mastery and Polearm Mastery because I think their enhanced jump attacks are bad.
Bandit (Ranged)
Skills: Venom Shot>Spread Shot>Bomb Trap or Inner Focus>Devious Signet>Alacrity>Mist Veil
Passives: Agile Technique 3, Ranged Mastery 3
Weapons: Bows, Duh
Note: This build is solely for 100 HP builds (or whatever HP threshold that doesn't make you one shot). Alacrity is used on Devious Signet to save mana. Inner Focus is only really a choice for PvP… or if you really want to conserve mana, but that much mana conservation is redundant IMO. You may have trouble against bosses with such low HP, so healing potions are good here.
Bandit (Melee)
Skills: Pay Day>Killer Jab>Bomb Trap>Leg Up (for Evasion)>Devious Signet (for Evasion)>Divine (Tanking)
Passives: Agile Technique 3, Katar Mastery 2, Ranged Mastery 3
Weapons: Golemfist Katars and Coldgeist Bow
Note: We don’t take Sturdy because it has anti-synergy with Katar charged attack; that's why we use Evasion buffs and Divine instead. The goal is to charge attack after hitting enemies with Pay Day + Killer Jab, charged attack tank when Leg Up and Devious Signet is active (Devious Signet first because Leg Up is instant cast/shorter), or charged attack tank in Divine.
Novice
Skills: Spire>Spihon Leech>Divine>Inner Focus>Sturdy>Recovery
Passives: Heavy Melee Mastery 2, Scepter Mastery 3
Weapons: Mind Quake Pummeler, Flamepetal Staff, and Mithril Shield
Armor: Geistlord Eye, Deathward Cape, Monolith Chestpiece, Darkcloth Pants
Race: Imp
Note: We take Imp because we want Siphon Leech to be a permanent racial Skill. The reason we take Flamepetal Staff is for bosses (DoT refresh) and to boost Magic Power. It's just that Heavy Melee jump attack is a tad bit better than Flamepetal Staff is right now… yeah I’m being sarcastic, Heavy Melee is busted. Anyways Spire, Siphon Leech, and Divine are taken for damage (Spire also combos with Heavy Melee knockback). Inner Focus is taken to buff Heavy Melee, and Sturdy is used to jump attack spam against enemies with knockback/tanking with Flamepetal Staff on single targets.
skills killer jab/ pay day/ Venom shot (considering bomb trap here)/ Sturdy (or leg up i suppose if you hate the interupts when you auto parry)/ devious signet/mist viel (though divine could work here too)
passives: bow mastery 3/agile technique 3 Heavy weapons 2
weapons: quake pummler/ coldgiest bow
armor: glyphgrift halo/ meshlink cape/ fuguefall duster/fuguefallpants/ earthwoken ring (as bandits need a lot of stamina and mp to use its skills)
enchants: all precise if possible
race: Chang (but it doesnt matter as skill is learnable via scrolls) or poon if going for leg up instead of sturdy.
basically given an open lock down as many enemies as you can with pay day or if the enemy wont jump around then land a venom arrow on the hardest target, then land killer jab for more defense down, then start spamming the jump heavy weapon spin move, it does quite a lot of damage, i seen 150+ crits from the jump atk from heavy weapon (more if both defense downs are up with the typical 50 dex and 30 vit it prob will do more if you dex dump more) and with pay day it is pretty safe due to the stun. If things get hectic then use sturdy to survive the damage and you have another save with mist viel if that fails. try to bunch them up so pay day stuns all of them if possible or try to get more then 1 enemy stunned.
vs collusus you can save your sturdy for the 2nd half of the fight as landing an early venom arrow or hitting it with killer jab for that defense down and spamming the jump spin will chunk out so much hp with repeated crits causing the 2 carbuncles to pop in pretty fast. Then you can kill those 2 while study is up then collusus should go down after that, if you get really unlucky then an emergancy mist viel will save you from falling to give time to heal back up and then probably finish him off.
this kills enemies faster then a fighter doing the same spin moves but you wont refect damage like the fighter can and the timing for parries are lower. Repeated spin jumps attacks with heavy does insane damage esp with both defense downs up. Not sure how this build is over the typical katar + bow but since I found heavy weapons jump atk with lv2 mastery is just so strong right now. Bandit doing it instead of fighter does a lot of damage and has a better stun option, and enemies will just whiff you like 30% of the time even without leg up.
could i add you to get more info on this?
pay day is useable with heavy weapons that looks like a dash attack and stuns enemies it hits, shield bash which would be fighter's way of stunning has a lot less range then pay day and forces the fighter to swap to a shield to use their stun. You can open fights with pay day after you bunched enemies up to stun them all to make it safe to spam the heavy weapon jump atk with a lv2 heavy weapon.
Like all builds you add points to vit to make it more sustainable or dump the main dps stat which would be dex for bandit. With a reasonable amount of vit, i notice the bandit surviving just fine. Since this bandit will up in the enemy's face more then the other bandit builds, i'd recondmend more vit to be able to take more hits. Bandits will have about 25%-30% evasion so they arent full glass even at close range
Similar build to this, but Recovery is switched to Restora as the character is a glass cannon and will get full health, Fluxbolt is instead Cryo Needle cause they are similar but cryo is less skill points (also theming), and Cross takes Siphon Leech's place due to no bell as you want stat boosts from a shield as well (also theming). No weapon mastery needed.
Alternate between cross and cryo, then when low on mana use life tap and restora for insta full on both. Divine when applicable. All skills and passives are full and this is a lvl20 char.
edit: and its not like fighter has rock bottom dex as rage boosts all 3 dps types. It def will not hit as hard as a bandit
i believe you could do something with the flux stones to achieve a good ranged fighter build
He couldn't hit worth a damn, but he could take a bigger beating than any other player I've seen! Especially with Guardian gear buffing his Defense as high as possible.
I regret that I didn't give him Lively enchanted gear, because he already had close to around 360+ HP before I deleted him.
For me at least - a simple 2 points main stat, 1 into vitality spread worked well enough.
It gives you consistent damage without leaving you in a one-shot territory as long as you keep your gear reasonable enough.
Skills are more flexible, with Divine being an obvious universal choice.
For a caster - lifetap and divine/restora should keep you topped in most cases.
Damage skills really depend on personal preference at the moment.
Actually my personal favorite build when I thought I'd be maining Mystic