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Play what you like though. Even the axe can work if you're willing to play more defensively against hordes. The rest are all great and pretty balanced.
I'd recommend Swift Slaying with the rapier by the way don't fall into the resourful combatant craze when there was always a better option right next to it.
Otherwise just about everyone and their grandma goes Falchion, If you're having a lot of issues with crowds try either Swift Slaying or Parry, The Falchion is the only weapon to my personal knowlege that has a 0.1 block time I could no sell a ton of guys with it but the range and pistol trade-off is a bit much for my taste.
The only weapon I wouldent recommend is the Axe and even then it's very good if you know what your doing just not as easy to pick up and master as the two options here. [Well mastering the rapier AND its dualing pistol takes a lot of practice to get to the point where your headshoting elites and covering teamates while clearing a horde but even the base weapon is good enough on its own.]
(Understand the strength of the job was to be able to instantly kill any target on a crit headshot)
You can now run the Crit Build with WHC.
They gave the job an underlying +5% crit bonus now. Which it sorely needed. Also.... cut the ULT CD in half and gave it a +25% crit. So now you don't have to run with the reduced CD talent all the time. And you can use the talent for 10 seconds on duration instead.
Also the Taggable enemies skills for +5% Crit or +5% Attack speed now affect the whole party.
It synergizes really well with a LOT of other jobs in the party because of this. Depending on which of those you select in the Talent Tree.
So the final Assessment of Weapon Choice given this...
Rapier, Falchion, or Flail. (Possibly Two Hander on the charged attack).
Rapier and Falchion feel really good with the changes and play to the strengths of the job's crit kills.
Brace of Pistols now (with the Talent for Ammo Increase) is very viable now, I did not run out of ammo anymore. Still if you want a lot of Ranged kills best bet is to go with Crossbow or Volley... but Brace can hold its own now (probably could use a slight Armor damage increase but that's about it).
Yeah the +30% Ammo brings you up to 39, so when you run the +5% Crit trait on the Brace of Pistols (along with the new bonuses in Crit for WHC), now you don't run out of ammo on them anymore.
I ran the entire length of Festering Ground without running out because there just were no ammo drops on the map that time around. That of course assumes you aren't just randomly blasting things though.
I don't use the +20% dodge talent because its not as significant as you believe. The difference in dodge distance is only one full character length. So stand Saltz next to himself, and that's the added distance in the dodge.
Rapier - Easy mode but makes life fairly difficult when dealing with CW's if you can't get a good angle to headshot them. But is capable of one shotting SV, zerks, and chaos marauders consistantly. Lights can also one shot fanatics to the head, this is all assuming you're using deathknell of course.
Falchion - Safest horde weapon imo, but struggles against elites.
Axe - Capable of 1 hitting fanatics and everything below in a single body shot if you run 10% power vs infantry, chaos, and have a grim with Abjure Temptation. It's a good weapon, but takes a lot of mastery to use to its fullest potential. Probably not your best choice if you're having to ask what weapon to use, so don't worry about it for the time being.
2H sword - Better saved for zealot simply because it leaves you open to stray hits since the main form of crowd clearing is just light attack spammage. That's just my thoughts anyways, there's definitely some good greatsword players out there who know it better than I.
Flail - An underrated gem. Very good at horde clearing if you have an appropriate setup. I'd recommend stamina on both it and your necklace, maybe even on your level 5 talent. Run stamina regen on trait and attack speed on wep and charm as well. Open with charged attacks and use push attacks liberally.
Hope that helps, like I said, I can go into more detail if you'd like.
For the record I did come up with a tactic for the new BoP + Crit Build that worked better than I thought.
With the Crit Bonuses + Ult (around 50% Crit Rate) and Talent for 10 second Duration... for a brief time you can do the BoP + Ammo Box Trick.
I ran some tests on training dummies and also tried it in the field during the Beta,
Doinig the Right Click and Hold.... you can spam fire the pistols briefly while your Ult is still going and the Ammo Expenditure from a 39 ammo generally went down to only 32-34 ammo due to the Crits. Lowest it got during the 10 second period was to 26. And that's with Scrounger.
BUT that of course can only be done DURING your Ult.
And probably not a tactic you want to use normally... but during an Emergency... its now an option for saving the party's behind and it won't cost you much ammo.
To clarify this since it seems like OP might not be aware: the rapier charged attack has 2 charge levels, with the second one doing significantly more damage. It takes around .75s to reach with no speed buffs active.
Even with no extra damage props against Maulers, a lvl2 rapier headshot will deliver 46 (or 46.25) damage as long as you use Deathknell + Witch Hunt passive. Thats half their HP, so it most certainly does not take a tremendous amount of stabs to kill them unless you constantly fail to hs them.