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Bir çeviri sorunu bildirin
Fighter (Me) Paladin Wizard and Priest (NPCs)
If playing a ranged Cipher, you really need to develop an interest in being the one to choose spells that turn the tide. Just doing ranged attacks will get boring quicky, if you gain Focus but don't use it for spells that really add something helpful, such as causing afflictions or supporting an ally.
If the Cipher also faces competition from a Wizard and a Druid, it can get ugly, because if resting frequently, those two always can access their full set of spells immediately, while the Cipher needs to build up Focus first. That is more entertaining at higher difficulty modes where you need to carefully choose which spell to cast with your Cipher as not to be a waste.
A quick high DEX high PER fighter with extra Knock Down (and later Charge) might be a better choice, because you can give them a two-handed weapon or make them dual-wielding, too, and they a durable enough to not require as much micro-movement as Rogues. High MIG/CON/DEX Monk is fun, too.
Discussing entire builds is complicated, because there are so many options (also because of equipment) to choose from. And yet many builds suffer from a long downtime before they reach level 9 or so and get access to the better talents and abilities - or soulbound weapons from The White March.
What is everyones favourite class?
http://steamcommunity.com/app/291650/discussions/0/135508489637817346/
I was thinking about making a druid because I love shapeshifters, but I heard that the downtime on their 'alternate' form is quite long.
I like the sound of a two-handed fighter, but if I put a lot of points into Dex and Per won't he be quite squishy for an aggressive playstyle? Also, for the fighter you said 'quick'. Was that just a word you used to describe the playstyle or is there a stat or talent associated with making a character faster?
Lastly, what's your opinion on guns? I was very interested in trying them out as I love powder-weapons, but the long reload times makes them feel so much weaker than bows. Am I completely wrong?
Fighters regenerate Endurance during combat and can choose rapid recovery for even better regeneration. That makes it possible to reduce CON a lot. And they start to shine, if you reduce also INT to redistribute some of the attribute points to RES for a little bit of Deflection bonus. Their base Deflection is "Very High", however, and the cowardish player may choose further talents to increase defenses anyway. With two-handed weapons, they would not need high MIG, because of higher base damage of those weapons. Still, there are enough points to increase MIG several points.
Arquebus has been my weapon of choice for solo playthroughs and as the weapon to start an ambush with before switching to a melee weapon. Some of the other fire arms are special purpose tools only, such as high Pierce damage against protected wizards.
By the time my Chanter has racked up enough lines to do anything useful, the result of the battle is already clear and his influence is just a flourish on top.
Positioning my frontline correctly so the engagements fall in my favour (i.e. make sure the monk gets hit, but not swarmed) is the most important aspect. Once that is settled, almost any engagement can be settled quickly by the first 1 or 2 spells cast by my mage, followed by cleaning up the then helplessly flailing crowd of enemies.
it doesn't help that the long preload of the Chanter's abilities doesn't manifest in more significant output from the available spells.
Not sure how the difficulty is on hard because I've only played on normal and Path of the Damned and on path of the damned i manage to get the chanters abilities firing often and most encounters i'm able to summon 2 Ogres twice sometimes three times during the encounters
For the default followers that join you, which one would you say handles the arquebus or other guns the best? I remember the chanter having one by default, but I don't see what would make guns better suited for chanter compared to other classes.
Ciphers, Chanters and Rogue's make good gun builds, I always run a Cipher and Rogue in the party because they work really good together because the Rogue makes good use out of the Ciphers debuffs and disable's, well the Rogue can make good use out of the debuffs any other party member can provide it's just i find the Cipher and Rogue to be the best combo for disabling, controlling and pure damage output
That said you can make combat interesting by picking a class with a lot of active abilities. Druid is probably the best in this regard, you have a lot of spells, you have your shapeshift and at high levels you can spam lvl 1-2 spells on per encounter basis. I would avoid building the Druid entirely around the shapeshift through, that way you're playing a rogue with a cooldown. But even shapeshift build will cast a few spells before going into battle.
Wizards are kinda weird in this game. Their spells are best used for utility, they're not really that great at doing damage. Strangely you're better off using their overpowered summon weapon spells instead of damage spells. You could try a magic knight build with heavier armor and using spells for melee and cc.
The fun in melee classes is more in the formation management and positioning than active abilities.
Ranger is the apex of boredom in a default "Fire and forget" mode. But if you invest in some pet talents and micromanage your pet and ranger so they attack the same target and so the pet doesn't get instantly nuked it can be interesting.
A Wizard even on Path of the Damned built as a melee battle mage will out damage your Rogue's and Barbs
here's a build you can ponder over
https://www.youtube.com/watch?v=RnU6Y27lRog