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you arent wrong that players matter but comp and picks can make life easier. alot easier.
Grail Knight, Ranger Veteran, Witch Hunter Captain/Sister of The Thorn, and Battle Wizard.
Grail Knight: 1/2/1/3/3/1
Mace & Shield + Executioner's.
You're the main frontline build for stagger breakpoints on the M&S plus the push attack into light 3, the light 3 has +10% crit chance take +5% crit chance and +30% BCR (if needed), if not take PvSkaven if you need the plague monk BP. You carry the role of breaking super armored with Executioner's and the push attack into light 3 on M&S is quite defensive enough to let you crack out elites while having temp hp generation for stagger. We're taking full advantage of Virtue of Knightly Temper with the crit bonus. If you need more shield spam take Sword & Shield/Brentonian Sword & Shield whatever your preference. Potion generation for concoction builds and strength by itself is strong.
Ranger Veteran: 1 or 2 (preference) /2/3/3 or 2 (team comp/preference)/2/3
Dual Hammers or Shield + Masterwork Pistol/Handgun, if you can aim headshots, Crossbow.
Your role is picking off Specials and team supply generation as pots + bombs for the limited special spawns if you're running low on ammo often (so say MWP dumping SV hordes and monsters) and have a comp that uses ranged more often then Grungi's Cunning will aid to not eat into the ammo bags on the map. Bomb on self/allies when they need it, remember at the start of map to use your ult so you have a free bomb and let SoTT farm free crits within those 2 minutes if she has the talent. Go crazy with Incendiary with normal bomb don't hit near allies hit the bulk of the group and avoid hitting near shielded SV they reduce the blast damage to nearby units.
Sister of The Thorn: 1 or 2 (preference)/ 2 (Deepwood staff + melee centered role) or 3 (Briar Javelin or Deepwood Heat Sink + range focus) / 1 (melee centered role) or 3 (ranged + bleed role)/ 3/1/2 (I'd argue tanglegrasp to make picking out elites from basic horde units easier in a longer line while still having Thicket utility, Blackvenom for monster denial + ranged)
Sword & Dagger /w Off Balance + Deepwood Staff(Thermal Equalizer or Heat Sink *with Briar's Malice*/Briar Javelin /w Hunter.
Your role is to make sure the match does smoothly with control via lifting for easy sustain for yourself and allies, aid the dwarf and Kruber, primarily the BW doesn't often need assistance. With Off Balance + Recursive Toxins on Sword & Dagger you still have good attack speed to get the damage out and providing damage bonus and we're letting bleeds to aid with our DPS (we don't other careers that have a +20% increased dmg effect so it works). Pick off specials with the RV, minimize the damage coming to your team and that white bar will sustain the lifting for itself you're filling in the gaps where you see weaknesses on the team.
Witch Hunter Captain
1/2/2/3/2/3
Rapier /w +20% crit power + Crossbow
Use ranged when needed, don't eat into the Dwarfs resources too much use it when it's needed. Killing specials in melee will let your ranged option be more sustainable throughout the match. WHC is as much a flex pick as SoTT as they both possess abilities to be offensive, supportive, and consistent frontlines in the right hands. Go into modded realm and test your build and for a 1SHS breakpoint for Chaos Warriors on a charged critical headshot. You're a frontline with Kruber go in striking elites while Kruber controls and pull some stragglers off him to make his load kiting easier. You and Kruber are the primary armored damage focus on it. Monsters are only a threat with a group. WHC has amazing crit chance even without Fervency the crit chance bonus will aid all allies and give you a more consistent on demand AoE stagger. Don't forget to tag.
Battle Wizard
1/3/3/1/1/3
Fire Sword + Conflagration
OR
1/3/3/1/2/2
Mace/Firesword + Beam Staff
For the first build you're focused on hitting the groups for the consistent DoT damage and applying steady stagger while picking out the unarmored foes with Conflag's charged attacks. If you are against a monster QQ left click with staff or use chain light attacks. Use your ult for getting out of jams and to apply stagger to make frontline pressure and casting pressure easier. You should be away from the fray applying DoTs to the entire arena of foes as this could possibly preventing players from getting surrounded by adds &
longer term fights making is easier for the team to focus on the softened elites. Easier CC & Support focus.
Second build the Beam Staff is making up for the closer ranged DoT CC with Kaboom does provide the fourth best Lingering Flame DPS with a focus on dealing with groups of enemies. Mace if you're aiding with the brawling after applying the DoT DPS, Fire Sword for control and applying DoT DPS to make space for continued use of Beam Staff. Hold down the beam to build up the maximum DoT on singular targets, use beam burst to assist in killing elites and specials. Your F will be your best anti-horde + DoT while still granting you fantastic single target DPS while still complimenting Lingering Flames.
But i have to add, that we did it pre engineer dlc and pre busted weapon dlc.
Seriously, its not even a feat anymore. Pack Sister-staff, trollpedo and campfire-staff in one party, learn the spawns and it is absolute easy mode.