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Certain skills simply is great as CC/debuff, if you manage to break the right type of armor, even if they do scale with Int(and you focus on Strength).
Abilities like "Decaying Touch" can have an impact, even if the damage is low, due to the debuff effect(in case of your "Death Hunter", you can pick various buffs/effects that dont scale on Int, and pick a few debuffs that do scale on Int).
You might end up doing a bit less damage than some of the more "streamlined" builds, but it should be doable.
Not everything will be "just as good as..." when you mix 2 opposing playstyles. Take a look at DnD classes and you will see the same thing.
So far, the following seem to work quite synergistically:
1) "Blood Hunter" Huntsman + Necro FIN build (use bow/crossbow to do damage, use necro to heal oneself, and invest points in the necro death wish, resurrect, bone armor, bone widow, black shroud, on the edge spells for utility)
2) "Frost Death Knight" Necro + Hydro + Warfare Shield build with wand INT build (with bouncing shield defelct shield, phoenix dive, all of the hydro healing spells, the default necro damage spells ... if you invest in enough intel, your necro + hydro spells hurt like crazy).
3) "Enhancement Shaman" Warfare + Summoning STR build (max points in summoning + all warfare skills. Since summoning and your physical damage scale independently - one needing summoning, the other strength, you don't have to split stats into INT or STR)
4) "Arcane Rogue" Aero + Scoundrel FIN build (pick all of the utility aero spells like erratic wisp, evasion, nether swap, teleport, favorable winds for insane mobility and evasion)
5) "Discipline Priest" Geo + Hydro (pick all of the healing, buff magic and physical damage spells. If you are a human, pick that shield dome racial. You are the team's main support in this spec. Pick Cleanse wounds if you can, and mass cleanse wounds)
6) "Blood Death Knight" - same as (2), but wielding a staff for INT scaling instead, with all of the warfare spells for 2-handed).
7) "Frenzy Druid" Poly + Warfare STR build (pick all warfare 2H moves + Poly for utility + Tentacle lash and all mobility spells = insane warrior with lots of mobility and support utility like spider web etc.)
8) "Battlefield Manipulator" - Pyro + Hydro + Necro + Aero + Poly INT build (this one is special - use rain + fireball to create smoke. Also use steam cloud hybrid spell + necro smoke bomb + steam lance + smoke grenades + poly terrain swap = create lots of smoke, and use poly terrain swap to manipulate smoke for defense, and to force enemies to move into LoS)
I'm still experimenting.
I have one Frost Death Knight build at the moment:
Pick all necro skills, support with winter blast + 1 or 2 other offensive hydro spells, then pick almost all of the buff frost armor spells.
Put all points in INT and CON, then max warfare, but put only 3 base pts in Necro, the rest into hydro
Your INT and warfare will cause necromancy spells to hit like a truck. At level 14 now, but my decaying touch, mosquito swarm, and infect do like 500 damage each. Grasp does 1200 damage AoE, which 1-shots many people in an area). I can't wait for Blood Storm. You have shield bounce + bone widow + scourge + wand + hydro spells to use in between necro spell cooldowns.
You also get lots of utility for your team - resurrection, on the edge, death wish, buff armor, 3-4 kinds of heals.
If you like the lore of being a Death Knight, do the God King quest to turn your Bless into Curse.
Or for alternation, you can use 2-handed and give him a staff to scale with INT.
But note: the reason why I'm doing so much damage at level 14 is because I'm using the Cheat Commander mod to give myself all legendaries. But as a comparison, my identically-geared "Shaman" does 300 damage with Battle Stomp, so you can see this spec does lots of damage. My Wizard does 500 damage for fireball, while my Huntsman auto-attacks for 200 (around there).
However, the bad thing about this Death Knight build, is that between Source spell uses, your DPS is considerably lesser, since most of your damage comes from Grasp + Bloodstorm. If you are lazy to replenish source, just get the Bedrolls replenish source mod.
Warfare+Hydro 'Frost Paladin' is quite good as well with any combination of weapon style and concentrating on the support and healing spells to make up for their lower magic armor, and can leverage Rain+Global Cooling+Ice Breaker later in the game to freeze enemies and deal significant magic damage without needing to build Intelligence.
Also, weapon buffs. Use 'em. Elemental Arrowheads, Sparking Swings, Firebrand, Venom Coating, etc allow you to deal significant magic damage without needing to split mainstat points.
So when it comes to synergy, for magic damage focus it's clear that fire/geo work well together and hydro/air work well together, but these two groups tend to interfere with each other when mixed. I can't decide if my party mages should focus on air/water element, or oil/fire element, or a bit of both to handle different situations.