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He said he hasn't unlocked wizard so he can't. On that subject, keep an eye out for weird walls in act 3 so you can find the wizard and unlock the magic shop. You can upgrade your resistance there.
Thing is I find being a paladin in the armory, in order to really charge large groups of enemies including ghosts and liches and dashers, you want your combo meter up so you can circle strafe while slalshing away, be sure to get a rank of whilrwind asap for this, because gettting that combo meter up is really easy with a single whirlwind into large g roups. Then I just kinda zig-zag dash towards all the threats at the edges of the mob (ghosts and liches), mostly ignoring everything else, t hen once t hey are gone, I just mow the great mob down. To me the biggest issue with my Paladin is sometimes you get stuck for like half a second, and as a class charging right thru mobs, sometimes that can bring you from full health to instadeath before you even know it. I don't really understand it personally. In this game it seems like you can run thru enemies, like they have no collision, but sometimes I just stop dead in my tracks on them and practically explode into bloody gibs lol.
Well knowing the format of the original Hammerwatch, I had assumed the use of magical projectiles would only get worse from here. But if all it takes is getting past the Armory, then I can probably manage that. I have gotten to the third floor several times, but couldn't quite clinch it. Usually the excess of liches screws me over.
The Phantom Rogues in particular have become a pain for me. I know all about circle strafing - if I hadn't, I probably wouldn't have gotten this far, but having to approach an enemy that can drop almost half your life bar in one shot at close range is...nerve wracking, to say the least. He luckily doesn't seem fond of tossing one out when I'm in his face, so I've never actually received the full spread, but I always get a tick or two if I don't jump right on them.
I do understand the mechanic of Lay on Hands. The trouble is I don't see the value of using it as a defensive tool, as it seems practically useless, especially at its first tier. 25% chance means roughly four hits. If I'm taking four hits in the duration of time that the Lay on Hands resistance lasts, I'm probably doing something wrong. And at its current tier, 5 damage even flat is a pretty negligible reduction.
Now if it were 100% chance or if it were a more substantial number, I think it might be worth considering. But even as an offhand buff while healing, I don't really feel it's worth considering.
I do appreciate the advice about strafing, but after having just come off of DUSK, I am quite familiar with circle strafing and kiting. It's really the Liches that mess me up. And occadionally not moving perpendicular enough to a charging Knight. And trying to dislodge those warbanner fellows.
Like I said, chamber 3 is just a more difficult than it should be zone for the Paladin IMO. Chamber 4 looks like it might be worse with all the magical wispy balls and stuff floating around, but you can actually shield-block their balls even though they look just like the lich ones. Just be careful how they all self-destruct when they die for a nasty fire debuff. Generally you can run right thru them whilile killing them without fear of being burned, but if you stop or go back in the opposite directly at the wrong time you'll probably be nailed.
Zone 5 hard to say. Didn't make it as a paladin yet. That said the difficulty gap between 4 and 5 was real. It seemed like it had a lot of lich-type casters who would ignore your shield though... I didn't make it there AS a paladin yet (almost, got book-cased to death.. I've learned to just camp the room with th e book for that part of the boss.
Zone 6's boss on the other hand. I killed it first try (like the 5th zone's boss), but as you get later on in the fight you're pushed down constantly I can't imagine being a paladin is good for that boss either.
Beat zone bosses with other classes for passive bonuses to all your characters.
The warlock grants a flat magic resistance bonus.
Save up your ore for upgrading the blacksmith and shopkeeper.
Try unlocking the fountain for debuffs to increase the exp/gold yield.
Leveling up your guild also grants passive stars for skill upgrades as well. Try to complete the easy ones like drink potions, heal, etc.
If you really want more assistance, I am more than happy to host so you can utilize my town and do a gold/ore run if that would interest you. Just send on an ol' friend request.
Honestly the only 2 classes we don't like are sorc and wizard as they're lower armor/hp and lack of focus fire makes them bad against bosses. Eyeball and dragon in particular are painful if we're both running those classes.