ATLYSS
what class would you recommend for solo play?
Planning on playing this solo, which class or weapon would be best?
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Showing 16-30 of 43 comments
SM5T001 Jan 9 @ 1:15am 
Originally posted by GrandMajora:
Mobility Technique is useless in the current state of the game. You don't need triple jump, because there is no place in the game you can't reach by simply double jumping.

Some of the platforming sections are designed to be barely doable with basic double jumping. It's not a problem to just instantly try again, but being a bandit just makes them almost impossible to fail, you never stress about them and save a little time. I consider it not useless at all because of this. But this is only triple jump. Bounce and "long jump" are actually useless. :lunar2019grinningpig:

I doubt Kiseff will make any places reachable only with triple jump. Imagine how frustrating it will be for mystics and fighters.
Last edited by SM5T001; Jan 9 @ 1:17am
Originally posted by SM5T001:
But this is only triple jump. Bounce and "long jump" are actually useless. :lunar2019grinningpig:

I doubt Kiseff will make any places reachable only with triple jump. Imagine how frustrating it will be for mystics and fighters.

Mystics do get their own form of long dash, though. Blink accomplishes the same function, but is also likewise functionally useless.

Fighters don't get anything for extended reach.
SM5T001 Jan 9 @ 2:15am 
No, blink is absolutely not useless! I was in the situations where dash wasn't enough. When i want to be sure i'll create enough distance with enemies, i use blink. Maybe you have a different play style, but for me blink is actually useful in combat.
Originally posted by GrandMajora:
Fighter, because it seems to be the most practical right now. Reflection, once it's fully maxed out, deals 120% melee damage back to your opponent when you Parry, while Bulwark decreases the amount of stamina you use when blocking.

Most of its skills can also be used regardless of what weapon you have equipped, the only exceptions being Cyclone (requires a two handed) and Shield Bash (requires 1 handed).

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While Mystic can be powerful in group play, it's effectiveness in singleplayer is kind of debatable. Largely due to it's over reliance on MP reserves. Unlike the Fighter and Bandit, you can't just spam out attacks like crazy. Either the cool downs, or the lack of MP is going to slow things down.

With the exception of Divine, the other spell scrolls are abysmally weak in my experience. Fireball and Spire do pathetic levels of damage in my experience, and that was when I was min-maxing.

Cryo Needle seems to be a little better on the damage side of things, but you can't change it's trajectory after firing it. Which means it relies on the enemy standing still for you to get all your hits off.


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Speaking of Bandit, I think it might be the worst class for solo. It's got 4 attack moves, which are split between two different weapon types, and one of which is very difficult to aim properly. IF you had the ability to change how far out the targeting zone moves, then I might change my mind about it. But as it is now, the move simply isn't practical at all.

Mobility Technique is useless in the current state of the game. You don't need triple jump, because there is no place in the game you can't reach by simply double jumping. While I have not found any use for Bounce. In fact, he I keep slamming into walls and ricocheting off them, more than I manage to stick the landing.

The invisibility technique may be good for if you find yourself getting swarmed, but there are way more effective healing skills you can rely on for emergencies.

The most useful skill in the Bandit's arsenal is undoubtedly the BOMB. It deals huge amounts of damage, and has a knock back effect, but it's not worth taking the class just for this one skill.
Just look at my video run above man , solo archer is way too good . but i agree that voley is not worth in a very swift character like that , even on heavy enemies

And long jump have their uses with good timing on some rooms with walls in crescent grove to make extra good distance
Last edited by blankitosonic; Jan 9 @ 1:37pm
Vic 20 Jan 9 @ 10:59am 
Originally posted by GrandMajora:
Originally posted by Vic 20:
Being able to extend your dash is extremely handy, and I find the charged attacks for the bow and qatars rather nifty.

In what regard? As I said, there is no location in the game you can not reach with ordinary double jumping and dash range. Triple Jump doesn't even seem to add any extra height, while extended dash often overshoots the landing.

The only times I've gotten Volley to hit, is when I'm the one initiating combat and launching a surprise attack. Or I'm in multiplayer and the enemy is currently focusing on my allies.

Once combat begins, and the enemies start moving towards my position, it's nearly impossible to keep the enemy in position long enough for Volley to land the hit.

:steamfacepalm: I never mentioned double dashing for platforming. (Even though it is useful for cutting time platforming regardless of your own struggles with using it.)

I was referring to using the double dash to create space from enemies. I don't understand why you're talking about triple jumping either. Regardless, I haven't tried any stun moves but I imagine that would assist in keeping an enemy in place for volley. But you don't even need an enemy to remain within volley's aoe for more than a second in order to deal significant damage on single player. I don't understand what you mean by "landing the hit" when volley lasts for a few seconds and isn't a single projectile lol.
This is probably outdated advice due to me playing on the alpha demo instead of the beta release, but I was able to manage a solo playthrough as a Novice up to level 15, with everything except the last boss of the 12-18 Catacombs and the non-repeatable quests past level 14 cleared. With my skills limited to the default set for all characters, plus Inner Focus from the race I picked and Spire and Alacrity from scrolls I received as random drops, I ended up relying on hit-and-run tactics, parrying with the generous windows the game gives for timing, and chipping away at the encounters in spawn rooms through repeated deaths to progress. I ended up cycling through several weapon combinations from what I collected through drops, adapting my combat style to match. Of the weapons I tried, the heavy weapons and bells felt most effective, thanks to their large areas of effect and stunlock potential on crowds of enemies.
That was just my personal experience, though. For you, OP, I would recommend that you use your time as a Novice (levels 1-10) to get familiar with the combat system and the weapons you can use, figure out a style or strategy that's most enjoyable for you, and then choose the class that best fits that style or strategy.
I beat the entire game soloplay with bows. No skills, basic attacks only, and no healing items. I didnt even find out parrying was a thing until after I beat the last boss.
Parrying makes the game pretty easy, so I think you should be fine with any combination of classes and weapons.
I started parrying with my bow to farm drops from bosses and it goes super quick.
Last edited by yobnomekop; Jan 9 @ 1:38pm
Would it be fair to have areas only triple jump could reach? That seems to cause more issues about how to traverse the map/dungeon if certain area suddenly gate two classes out of getting through because they lack the right form of movement. IMHO, triple jump seems right to get that little extra movement when dodging an attack while midair. Some enemy attacks can outright be jumped over, which I find hilarious.
Originally posted by NeloDante:
Fighter - Heavy weapons or polearms, for the love of god don't go one handed weapon in solo play
I had a fighter with polearm/hammer and made another fighter just to try out swords, swords are such a breath of fresh air in solo. Shield bash and passive damage threshold blocking are very nice in solo and even without one you still get safer dps with a sword
PikaCrew Jan 12 @ 8:16am 
I've done Heavy Weapon/Spear Fighter, Bow Bandit, and Bell Mystic up to the catacombs 6-12 boss. At least in that time frame, bells felt WAY stronger.
Originally posted by Vic 20:

:steamfacepalm: I never mentioned double dashing for platforming. (Even though it is useful for cutting time platforming regardless of your own struggles with using it.)

I was referring to using the double dash to create space from enemies. I don't understand why you're talking about triple jumping either. Regardless, I haven't tried any stun moves but I imagine that would assist in keeping an enemy in place for volley. But you don't even need an enemy to remain within volley's aoe for more than a second in order to deal significant damage on single player. I don't understand what you mean by "landing the hit" when volley lasts for a few seconds and isn't a single projectile lol.

Sadly, unlike with Fighter and Mystic, the stun attack for Bandits (Pay Day) isn't quite as easy to combo into.

Pay Day is a melee attack, meaning you have to switch weapons to perform it, then switch weapons again to draw out your bow if you want to follow up with Volley.

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Compare this to Mystic, who's stun attack is one of their spells and can therefor be used with any weapon, and flow into a combo of follow up attacks.

Or the Fighter, who's stun is also a melee attack. However, since all of their skills are based on melee weapons, they don't need to waste time swapping out like the Bandit does.
SM5T001 Jan 12 @ 11:42am 
Originally posted by GrandMajora:
Originally posted by Vic 20:

:steamfacepalm: I never mentioned double dashing for platforming. (Even though it is useful for cutting time platforming regardless of your own struggles with using it.)

I was referring to using the double dash to create space from enemies. I don't understand why you're talking about triple jumping either. Regardless, I haven't tried any stun moves but I imagine that would assist in keeping an enemy in place for volley. But you don't even need an enemy to remain within volley's aoe for more than a second in order to deal significant damage on single player. I don't understand what you mean by "landing the hit" when volley lasts for a few seconds and isn't a single projectile lol.

Sadly, unlike with Fighter and Mystic, the stun attack for Bandits (Pay Day) isn't quite as easy to combo into.

Pay Day is a melee attack, meaning you have to switch weapons to perform it, then switch weapons again to draw out your bow if you want to follow up with Volley.

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Compare this to Mystic, who's stun attack is one of their spells and can therefor be used with any weapon, and flow into a combo of follow up attacks.

Or the Fighter, who's stun is also a melee attack. However, since all of their skills are based on melee weapons, they don't need to waste time swapping out like the Bandit does.

If a skill requires swapping to another equipped weapon to cast it, your character automatically swaps to it then casts it. In the last update Kiseff made quick swap of weapons almost instant.

Bandit can execute a very nice combo of pay day (AoE melee stun), killer jab (melee AoE dmg + defence debuff), trap bomb (drops right in front of you, very powerful explosion, can be casted with any weapon). You can either run full melee bandit by adding katars charged attack to this combo, or equip a bow in a second slot to cast spread shot that is also a decently powerful close ranged AoE.

At least this is how i play bandit. :)

I heard venom shot is also good against especially durable enemies, may try it if i'll return to the bandit character (currently playing a mystic).

I like mystic a bit more, but i absolutely don't consider bandit some underpowered or inconvenient to use class... unless you run full archer bandit, then you'll have to use mana potions constantly. Go with hybrid or full melee bandit instead, and you'll be good. Imho.
Last edited by SM5T001; Jan 12 @ 11:50am
Null_User Jan 12 @ 12:09pm 
Originally posted by Lintton:
Planning on playing this solo, which class or weapon would be best?
I'd suggest to start with Fighter and either sword+shield for better defense, or hammer for some aoe and jump attack. But once people learn the ins and outs of the game, all classes and most gear combinations will be good to use solo.
Originally posted by Null_User:
Originally posted by Lintton:
Planning on playing this solo, which class or weapon would be best?
I'd suggest to start with Fighter and either sword+shield for better defense, or hammer for some aoe and jump attack. But once people learn the ins and outs of the game, all classes and most gear combinations will be good to use solo.

Based on my recent tests, I think 1 handed weapons with a SHIELD are actually better for damage output. This is because you can get additional bonuses from enchanted shields, but only while they are equipped.

One of my Fighters actually did more damage with a one handed sword, than they did with a two handed hammer, because they were getting a Killer bonus from both the sword and shield.
All classes work for solo as long as you can stun
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Date Posted: Jan 8 @ 3:57am
Posts: 43