Dragon's Dogma: Dark Arisen

Dragon's Dogma: Dark Arisen

檢視統計資料:
Best augments combination for different play styles
Since we know that the main character can only take up to 6 augments (passive skills), we need to find out the best augments combination for different play styles. Each class can unlock different augments when its rank increases. Job ranks are increased by accumulating job points. You gain job points by killing enemies with your current class.

For basic vocations (Fighter, Strider and Mage), JP progression is:
Rank 1: 0
Rank 2: 500
Rank 3: 1500
Rank 4: 3500
Rank 5: 6500
Rank 6: 10500
Rank 7: 15500
Rank 8: 21500
Rank 9: 29000

For advanced vocations (Warrior, Ranger, Sorcerer):
Rank 1: 0
Rank 2: 600
Rank 3: 2100
Rank 4: 4800
Rank 5: 8800
Rank 6: 14200
Rank 7: 21200
Rank 8: 30200
Rank 9: 42200

For hybrid vocations (Mystic knight (fighter+mage), Assassin (fighter+strider), Magick Archer (strider+mage)):
Rank 1: 0
Rank 2: 800
Rank 3: 2600
Rank 4: 5600
Rank 5: 10200
Rank 6: 16600
Rank 7: 25100
Rank 8: 36100
Rank 9: 50600

If you are a solo player and hate to have any assistance from pawns
If you want to max out your offensive abilities:

Vehemence (Fighter Rank 8) Strength is increased by 10%
Sinew (Fighter Rank 5) Increase the weight you can carry by 10kg
Bloodhust (Assassin Rank 4) Strength and Mgick are up to 70%, DEF and MDEF increase by 30 at night (9pm-3am)
Autonomy (Assassin Rank 9) When venturing forth alone, Str and Magick up to 70%, DEF and MDEF increase by 30 at night
Clout (Warior Rank 9) Increase Str by 20%
Proficiency (Warrior Rank 9) Resuce Stamina consumed by 25% when you perform a physical weapon skill


If you want to play as a solo magic archer,you need:
Bloodhust (Assassin Rank 4) Strength and Mgick are up to 70%, DEF and MDEF increase by 30 at night (9pm-3am)
Autonomy (Assassin Rank 9) When venturing forth alone, Str and Magick up to 70%, DEF and MDEF increase by 30 at night
Attunement (Mage Rank 9) Macick attack is increased by 10%
Conservation (Sorcerer Rank 7) Resuce Stamina consumed by 15% when you perform a Magick-skill
Acuity (Sorcerer Rank 9) Increase Magick attack by 10%
Articulacy (Sorcerer Rank 9) Shortens all spell casting time by 15%)


If you want to have a balanced character and party with your pawns:

-Physical classes
Vehemence (Fighter Rank 8) Strength is increased by 10%
Endurance (Strider Rank 2) Increase your maximum stamina by 100
Clout (Warior Rank 9) Increase Str by 20%
Proficiency (Warrior Rank 9) Resuce Stamina consumed by 25% when you perform a physical weapon skill
Apotropasim (Mage Rank 4) Magick Defenses is increased by 30
Awareness (Sorcerer Rank 1) Increase magick defense by 50

-Magicka classes
Attunement (Mage Rank 9) Macick attack is increased by 10%
Conservation (Sorcerer Rank 7) Resuce Stamina consumed by 15% when you perform a Magick-skill
Acuity (Sorcerer Rank 9) Increase Magick attack by 10%
Articulacy (Sorcerer Rank 9) Shortens all spell casting time by 15%)
Batison (Warrior Rank 1) Increase defenses by 50
Potential (Magick Archer Rank 2) Stamina limit is increased by 100
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目前顯示第 1-8 則留言,共 8
garjian 2016 年 1 月 14 日 上午 7:31 
I always liked to use Ferocity on any Staff-wielding characters because Focussed Bolt is OP.

I also don't feel you can generalise Melee classes like this.
Eminence is fantastic on Warriors and Striders, for example.
♪~くまモン~♪ 2016 年 1 月 14 日 上午 7:32 
引用自 garjian
I always liked to use Ferocity on any Staff-wielding characters because Focussed Bolt is OP.

I also don't feel you can generalise Melee classes like this.
Eminence is fantastic on Warriors and Striders, for example.

Yup, I agree with you. I just gave my two cents. The discussion is open to all.
Cccactus 2016 年 1 月 14 日 上午 10:28 
Bloodlust and Autonomy were nerfed to 20% in Dark Arisen :(
SirthOsiris 2016 年 1 月 14 日 上午 10:50 
Oh, people are talking about augments. I thought they and the skills you use were unimportant in comparison to not playing the class you want until you've finished the game.

But the rule of thumb is to find the damage increase augments in the beginning, then go from there to whatever you feel you need. Sinew for characters that can't carry much, for example. The faster casting for all spell casters.

Although I'm rather curious what magic skills are useful for magic archer, other than the damage ones. I heard something about faster casting not working on it.
最後修改者:SirthOsiris; 2016 年 1 月 14 日 上午 10:55
FireShark 2016 年 1 月 14 日 上午 10:52 
The more I learn about augments, the more it seems like they are really a matter of personal choice or role (tank,DPS,support,sniper) and gear synergy than anything else.
最後修改者:FireShark; 2016 年 1 月 14 日 上午 10:53
Ichi 2016 年 1 月 27 日 下午 6:26 
great post, thank you Saga bump!
Scorch109 2016 年 1 月 27 日 下午 6:38 
Each class uses different augments, and most often those classes have 2-3 different augment setups depending playstyle, like I use Brainsplitter and not climbing for strider, so climbing augments which are near mandatory if you aren't bomb arrowing as assassin aren't used.
Candy Witch 2016 年 1 月 27 日 下午 6:43 
Not only did they nerf the Assassin augments for Dark Arisen, there's a hard cap in place that limits the amount Strength and Magick can be modified by augments. More than +80% is not possible anymore; it gets capped.

So more than ever, you should consider what works best for you. I think especially in Hard Mode, taking Bastion and Awareness are smart choices for any Arisen or pawn, it just boosts their survivability. (The defense bonus is over 200 in Hard Mode, AFAIK.)
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張貼日期: 2016 年 1 月 14 日 上午 7:22
回覆: 8