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If there's no one to backstab, Teleport someone to you or Netherswap yourself into position. Want to avoid some melee attacks, Uncanny Evasion. Archers a problem - Smoke Cloud. Even Favorable Wind can be helpful early on, although it drops off in utility as more skills become available. Many magic schools have skills which don't scale at all with Intelligence and so can be used by anyone.
Trying to deal both Physical and Aero damage is possible, if you put high-quality elemental damage runes into daggers with existing elemental damage and use Venom Coating or Sparking Swings, but What I do NOT recommend is splitting your points between FIN and INT, that just weakens both attacks.
Perma-casting Rain isn't going to work. First, the rain lasts for one turn (despite the visual effect lastibgn more than one turn) and has a 6 turn cooldown, so even if you have it on all four people, there will still be gaps. Second, electric surfaces are not as good as they were in DOS 1 because the magic armor will just absorb the damage and enemies will walk over it. Third, there are now two stages to the status - Shocked, the soft CC, and Stunned the Hard CC, which requires taking more electric damage after being Shocked.
There is no benefit at all from INT for Rain, nor does INT affect damage from surfaces.
There are better ways to build a CC-based Rogue than going aero.
My current party is a Warfare/Necro bruiser with a couple of points in Geo for the buffs; an Archer/Summoner; a pure Hydro burst mage and lastly that Scoundrel character. I'd be more interested in a magical build than a physical one if hybrid wouldn't work, given my party compo. What would you then recommend, while keeping Aero in mind?
I did a Scoundrel/Aero build where I used the Aero skills for utility to reposition myself, teammates and enemies, and for avoiding attacks. I didn't need to spend points onto INT.
Oh, one thing I neglected was that if you're doing a Lone Wolf build, you do get enough points to split between two attributes.
There are some ways that you could do both at once, as my paragraph 3 said:
There is also nothing stopping you from being a magic-damage dealer who happens to carry a dagger, as long as you're not intending to actually use it for doing damage. There are two hybrid Scoundrel preset classes: Witches are a caster-class which uses daggers, Shadowblades are a more CC-focused class.
I haven't really played Aero, as in ever, and was quite tempted to give it a go. I already have a pure caster, and was wondering how I could make it fit in my team (Warfare/Necro; Ranger/Summoner; burst Hydro and missing link (so yes, a 4 characters party))
But I'm guessing the web is full to the brim with such guides, just have to find the one that'd suit me. Thanks for your answers though, they actually have been of good help!
Use a staff as the weapon, take Warfare 2-3 (a staff works for Warfare skills), Aero, (probably Pyro as well), lots of points into INT. All magic schools have some close-range INT-based magic attacks. Aero has Blinding Radiance, Shocking Touch, Vaccuum Touch, Superconductor, Closed Circuit.
There's a "build" that does this. Daggers would be your main damage still, but you'd be stripping both armors at once and be able to use your lightning spells for CC. You'd basically just need to go full weapon-augment where you find daggers with innate element damage AND a rune slot. Then poison (or eternal artifact) that weapon while using abilities like firebrand and venom coat to boost magic damage further. The way the backstab crits affect daggers, the magic damage and physical damage are about equal, allowing you to strip both equally effectively. Then you can open enemies up to lightning damage stuns and the like, utilizing those Aero skills. It would be a single-target character still, so you'd want another air mage to go with them to AoE other things so everything becomes vulnerable at the same time, but you'd at least have something like what you're after. Its the closest you'll get if you want daggers to be useful at anything.