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I am Unsure of best weapon type for each class general consensus seems to be Warrior is Heavy Melee, Bandit is Bow, and Mystic I am unsure of I prefer staff. I think best weapons you can get are from the Crescent Grove area but am unsure.
Fighter wants STR, Bandit wants DEX, Mystic wants MND. That's Killer, Precise, and Magical enchantments, respectively.
You can enchant weapons to scale with other stats, so aside from skills that require a certain weapon type, there's no class designated weapons either.
Melee has quick windups which makes it good for parrying (parrying interrupts your actions which makes it hard to get a hit in edge-wise while parrying crowds).
Heavy Melee has wide swings and powerful jump/heavy attacks.
Polearms have long reach and good mobility, with multi-hitting attacks.
Bows are safe ranged options with good, well, range.
Katars are fast hitting with a weak jump attack but powerful heavy.
Wands can have range but the highest level ones are closer to shotguns, functionally. They allow free movement and their heavies are unique to each scepter.
Bells dish out large projectiles that can strike multiple targets multiple times. If you time a dash just right, it's also the most mobile weapon type. Heavy attacks are also unique to each bell, but are generally equal or weaker than normals while hitting a much wider area.
Fighters have a skill that requires a shield (Wand/Melee), and a skill that requires Heavy Melee/Polearm.
Bandits have skills that require a Bow.
Is colossal tone, quake pummeler, flamestaff and the coldgiest bow the highest damaging weapons (for their respective weapon types) atm?
DEX: Katars goes brrrrrrrrrr, bow sucks.
WIS: Bell goes brrrrrrrrr, wand sucks.
Bells basics and katar chaged attack are just way too good in comparation to other weapons.
Heavy Melee: Quake Pummeler
Polearm: Ragespear
Katar: Golemfist Katars
Bow: Coldgeist Bow / Serrated Bow*
Wand: Flamepetal Staff
Bell: Coldgeist Bell / Colossus Tone**
*Serrated Bow deals more damage and punches through targets, but has half the range of other bows.
**These two bells deal the same damage in practice, making it a toss up to which one's quirks you prefer more.
Bells are nice for playing Keep-Away as a Mystic I suppose, since iirc they have some knockback and lingering hitboxes.
And depending on your specific flavor of Fighter you'd want sword'n'board for the shield, for damage reduction and some shield-oriented skills.
Beyond that it's really up to preference. Nothing is stopping you from being a reasonably effective sword'n'board Mystic battlemage or a heavy-weapon Bandit or even a bell-swinging Warrior. You can make most things work. Bows and shields are iirc the only things that really have any class-based dependencies for their effectiveness and they're still usable even then.
My serrated bow says it deals less damage than my coldgeist bow when I mouse over them. Is the game just lying to me then? What makes the serrated deal more damage?
Also, how exactly do elements on weapons work?
Under the hood, weapon attacks deal some percentage of their listed damage per tick. This is just a result of that modifier being hidden and balancing decisions compounding into a non-linear progression curve.
Elemental resistances aren't implemented yet, so what you're getting is the associated status effect. If a weapon has flavor text, it should have a secondary effect. Regardless of that, water weapons should inflict cold (25% slow) and fire weapons should inflict burning (DoT).
Ty for the suggestion.
Mystic - access to ranged, self heals, doesn't require potions or learning as much about enemy patterns: starting weapon usually go wood hammer, then start using bells and wands as you get them. Wizwand and above kinda suck, bells are typically better, but you can get Rude Blade > Vile Blade and use a gem to convert it to Mind Scaling if you're moderately fortunate. You can also just use Fluxbolt. Not great for AOE, but it's good dps after it gets to level 5-ish.
Final Weapons:
1. Quake Pummeler - Mind Scaling
2. Golemfist Katar - Mind Scaling
3, Serrated Bow / Coldgeist Bow - Mind Scaling
4. Colossal Tone
5. Flamepetal Wand (this is mostly for PVP)
Bandit - access to bows, less healing than Fighter with Divine, but playing Bow is pretty easy, and as a second character you can start with a Spread Shot scroll and money to burn on potions (like mana pots you will desperately need). Without the financial support, could be considered harder than Fighter, but with money is probably easier.
Final Weapons:
1-4 are the same, except scaled to DEX
Fighter - no ranged, higher defense, larger parry windows, and later access to Divine with Rage for self healing. If this was your first character and you went melee only, rushed dungeons, didn't use potions, and didn't use rock throw, you might see the game as quite hard. It's the top option for speedrunning though, because early game leveling has some REALLY good strength weapons. And Rock Throw.
Final Weapons:
1-4 are the same, except scaled to STR