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Dual is a bit OP end game, not early-mid. Certain spells are brutally op end game. Dual mage fighter is a build suggestion. As far as party comp, what I said at the end still sticks:
"If playing as two lone wolfs I would suggest “Ranger Build” + “Dual Sword Wielding Wizard Build”. If you are wanting to have a party of four I would suggest making your main two be “Ranger Build” and “Dual Mace Wielding Fighter Build” and pick up Madora and Jahan and have them be “Two Handed Knight Build” and ““Dual Sword Wielding Wizard Build” respectively."
If "yes" then... yes?
Summons=magic= need Int= less points go into Con?
So i have to choose and focus on one stuff : Like 1 Hand + Shield and not taking any other stuff if i want to tank efficiently with that "Cleric" ?
An other question, about your Dual Wielding build, is it basically a ranged build aswel turning to Close Melee as the enemies get closer or is it a pure melee using some magic to enchant weapons or stuff like that ? I'm curious about the way it would be played.
I though about having a Ranger Bow for having a good dps away from melee, and a more Tanky Character for taking while the 2 others (if going basic without lonewolves) dps and cc/magic, but i might need some heal, wich i though that i could have with this "Tank Cleric" but not sure if it's possible ?
Any possibilities to reset one of the character ingame ? (and if yes, is it reseting the whole character ?) (coz i played few hours now, and i took Geomancy on that 1hand+Shield "tanky-cleric") wich might be not that good later on if i understand it well ^^ (plus the fact that i guess that i will have a mage later on, that could summons some creature as "sponge pets" for tanking a while when there's a lot of enemies)
1. Both should be able to cast spells as spells are powerful the entire game and become unreal mid-end game.
2. One uses bow (elemental arrows are that useful)
3. The OTHER one uses grenades (pinpoint/slingshot)
4. Both end up with at least 14 Int (for max CD)
5. Both use summons first round of every fight
6. Take lone wolf AT CREATION, as the extra points you gain per level are NOT retroactive
What you put in the hands of your other person is up to you, dual swords just has the easiest/highest damage output every playthrough because buffalo sabre and sword of planes are two unique swords that you can make in the game, just craft them both LATER in the game once your level is higher, improve them with Joshua's Spice, and dual them.
The dual wizard build is as you said, a ranged build that can go melee as enemies get closer- or- you jump IN with lightning strike when the time is right, pure melee it is not. Below the build is a "how to play" which give more specifics.
Healing spells come from "hydro" magic which also contains "hail storm" which is argueable the most powerful spell end game, so putting points (four) into Hydro is a no brainer. Your ranger should pick up those four points in hydro even if you go with four champions and your cc/magic user should as well, not just for the healing but for "hail storm" once again. Two people with the ability to heal should be enough.
Would it worth the loss of a 4th member in the group or not at all ?
I though about (1 Massive HP LoneWolf Tanking @ 2handed sword for massive swings + 1Ranger/bow +1 mage CC/Healer if possible to recruit one)
I think 3 players is quite ok, might get faster to play but harder to manage as there's one "target" less for enemies to focus on...
Anyway, i'm taking all advices ;)
Thanks for answering !
If you were going one lone wolf + two others I would still go ranger (glass cannon does not work with lone wolf) + dual mage (lone wolf the dual mage) and pick up Madora.
Would it be worth the loss? No, lone wolf never is, it is designed for the "litte extra challenge", not as a "make your people OP and destroy balance of game". (hail storm does that)
You have to have a shield to use "barbed wire" which is 'useful' on a tank build. Shields were much, much more useful in the original as they could/would also add +mobility with enchantments +blacksmithing improvements and have HUGE chance to block (end game you would be at least 75% chance block). EE shields have been destroyed.
As far as end game, CC and damage will always trump "tanks" as the game just doesn't deal well with "damage absorbers" like you might be familiar with (as in MMO/MOBA's/ETC) and so any "tank build" endgame will never be as 'useful' in the mid-end game.
I might respect as a Dual Mage. But that build seems a bit Hybrid to me, i don't know what i will need with it or where to put my skills and talents point. Coz it's magic and from time to time melee. Quite hard to be well balanced with that i guess :s
Is it better to have Lone Wolf on Ranger or Mage your reckon, or is it defenatly better to keep a 4th companion !
I like the idea of having a group of 3 Source Hunter so i'm wondering ^^
Last question, if planing a 3 characters party, is it worth to put "lone wolf" on Madora ? Or even possible ? (i'm gonna lose 2 lvl with the skill, but she might turn out to get tons of HP...)
- the ratios to put stat points in, the talents to take, etc, is all listed in suggested builds. You will not have huge Str/Dex on your dual mage until mid-end game once tormented souls start to be used. You will end up with at least 14+ on INT and probably 20+ on STR (due to tormented soul on both of you weapons) with CON and SPD both being around 8+
-Better to have lone wolf on dual mage, and even better yet to have a fourth. In order for lone wolf to even be equal to having another follower you would have to see an increase of 100% to your HP, stats, skill points, etc- you don't. Lone wolf is designed for the challenge not to make things easier. The choice is yours.
Thanks again, and best wishes !
-You can do whatever you want with Jahan, just remember that staffs never miss and deal constant damage but that damage will always be weaker than everything else in the game. Also remember that staffs will use elemental damage which means you would have to equip the staff that counters whatever you are fighting before the fight in order to even deal damage (ie. use ice/water staff vs fire elementals)
Happy New Year mate
Be ready to become a masochist.
have you tried some Geomancy and Healing (hydro) ? (those two are boosted by INT right ?)
I like those kind of "magic"
Would it worth a try to have a kind of Cleric/Invoquer in the rooster ? For having some heal and animals tanking and make enemy busy ?
And if yes, wich weapon would you recommand ?