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Charm, I would say attack speed and power vs Chaos, for trait it really depend on the character you use most
Trinket, I would say curse resistance (lowers the amount of health lost when you or your team carry a grim (with 2 grims at max curse resistance you loose about as much health as if not having any curse resistance with just 1 grim)), and then either crit chance or cdr, agains really depend on the character you use most, and for trait deffinitely the bomb debuff for sure
For the most part say get a blue 300 power and upgrade, but really depend on your luck. And no rerolling traits dont reroll properties.
And as long as you do it with a 25+ character you should be fine, lower than that is at least affected on the crafting of the item itself, dunno if property and trait rerolls are affected at lower lvl, so stick with a 25+ just to be sure (unless ofc you trying to get it on a weapon for another chracter, then you don't really ahve the a choice ofc :P)
- Player Health
- Damage Reduction vs. Area Damage
Trait
- Depends on character.
I choose these cause obviously more health is always better and the damage reduction helps with gas, fire, bile, tornados (I think), and generally the stuff that you can't avoid or block sometimes (like random junk from the sky on certain levels). The traits are all good in their own way. Natural bond should only be used by IB or FK though as they have the most health and def. Zealot might also be good for it.
Charm
- Attack Speed (if you plan to melee alot) or Crit power (if you range alot)
- Power vs Monster
Trait
- Decanter
Having both attack speed and crit can be nice, but I prefer having power vs monster as it's an increase to boss damage that you do and since they have the life, it's really the only power vs you should bother with. This is just my opinion. Decanter is great for boss fights which is where you will be using your potions 90% of the time.
Trinket
- Crit Chance
- Curse Resistance
Trait
- Shrapnel
Crit chance is a given and should always be there. Curse Resistance is great if you always collect the grims, but if you don't plan on doing grims for some stange reason, you can replace it with something else. Shrapnel is the best trait hands down for trinket. You should only be using yoru bombs on bosses or armored patrols that catch you so you can do more damage to them.
- If you upgrade from blue to orange, all the properties will reroll
- Properties and Traits are seperate rerolls. Properties take blue/green dust. Traits take orange dust
- Craft a weapon and upgrade if I need to as a craft can be orange right out of the gate. Reroll and try and get 80%+ of the stats you want on the gear. Going for perfect is super RNG based and will waste your mats and you won't have enough green dust to reroll for perfect stats anyway. No one ever has enough green dust.
Necklace:
1) Player Health
2) Whatever works for you- I prefer Stam.
As far as traits, you'll get different answers from different people. I run Natural bond on FK Kruber, but am starting to realize it's not that great. Hand is alright, but Med Packs aren't AS plentiful as pots. That's why people tend to go for Boon (flat +30% healing effect increase) or touch. Though since you're running with bots, Hand might be good, and Bond would not be wise, as they probably won't use Med Packs on you correctly.
Charm:
Agreed on properties, until we hear from the Devs regarding whether these traits are correctly factored into hero power and such.
Not a fan of concoction- sounds cool getting all three, but it's a short duration. I'd say Home Brewer vs. Decanter, and then it comes down to preference and risk vs. reward. Decanter is consistent benefit, but Home Brewer is a periodic awesome benefit.
Trinket:
It's pretty much 1) Curse reduction...then whatever (assuming you're getting Grims). Then, I'd say crit chance, but if you are going for a specific build, there may be something better (CDR, revive speed, etc).
Upgrading a blue item to orange will reroll the properties and add a trait slot. If you roll the properties on that necklace, it will only roll the properties, not the power or trait. Same goes for trait rolling only affecting the trait.
Regarding crafting to 300- I would run champion instead. I don't believe crafting can grant red items, while champ chests have a small chance to. Crafting should fill in any gaps that you have. Once you get to 300, crafting may start being beneficial, but then there is legendary.
Level plays no importance. It's all related to the maximum power level of an item you've gotten. You could be level 20 and have a 287 powered weapon, or be 30 and only have 240. This isn't usually the case, but yeah, level is not important.
Basically if you have say a... whopping 3 minute CD... you can just grab the nearest potion after spawn and it will get your Utility ability ready before the first horde hits. Otherwise it won't be ready in time.
But I'm not sure the trait is working properly when you're not the host.
thanks for the answers, it seems that everybody has a different idea of best traits / properties
now i understand why people were angry for the reroll issue and why they have to farm green dust :p
I'd argue some classes/builds can use regeneration, Waystalker, Ironbreaker, Zealot come to mind. Waystalker gets decent regeneration with both regen effects, ironbreaker takes overall not as much damage so he can just regenerate it instead of having to waste healing, and zealot occasionally would get stuck on 1 hp, but then regeneration would give him a buffer again so he can take another hit.
That's in theory anyway, but 25% of keeping healing items is the strongest by far imo.
Charm really depends on which character. for example a pyromancer gets a lot of utility from 50% longer ult potions, while others do better sharing what they have or using speed potions with concoction if they're more in an auxiliary role (not relying on ult or raw damage with potions.
Trinkets imo also benefit the most of a 25% chance of not using up bombs, unless you have a ranger bardin, then that one is redundant. Also strong is the extra damage trait to soften up bosses (especially on War Camp)
It heals for something like a 1/4th of the elf passive, which is next to nothing.
You may not ordinarily take damage, may be good at blocking and dodging, but when you are on legendary (or even champion with a not so great group) and sh*t hits the fan and you DO take significant damage, well now you can not heal easily if at all.
It
is
not
worth
the
risk
There are other fantastic neck trait options like 1 in 4 chance not to use the heal (life saver on legendary) or medpacks also heal you some (eh..after nerf its questionable)
Also, there is no single best combination. In any game. Ever.
The point of customization is that you customize your stuff to your playstyle. Nobody can tell you what your playstyle is. Start thinking for yourself.