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Paladin: Depending on total available skill points, buy a couple levels of Shield, One level of Lay on Hands, then buy both tiers of the new Flames of Devotion skill. As you get more skill points upgrade either Shield or Sword. At whatever point you feel comfortable, buy one level of whirlwind, but dont spend any extra points on charge, stunning blow, lay on hands, or whirlwind till Shield and Sword are maxed -- Flames of Devotion adds a lot of damage to your abilities and primary attack, And you grab a couple of levels of shield + one level of Lay on Hands first for survivability. -- Chapel: Path of the Defender, Blessing of Life, Symbol of Essence. This adds a huge amount of survivability to the paladin, since you should be blocking the majority of projectiles, and shouldnt get hit by melee much, the passive HP, health steal, and lay on hands keep you in top shape on a near constant basis, the only risk is getting cornered without having mana to Charge out of it.
Priest: Hasnt changed much from before I dont think, Both ranks of Celestial Orbs, and one rank in Consecrated Ground before anything else, After that I personally put a second level in Consecrated Ground, and then maxed out my Holy Light. Now that my priest is getting higher level with skillpoints to spare I'm looking towards Divine Protection and Remedy to add survivability... Havent tried out Aura of Purification yet due to the somewhat large mana cost, but by description it could be very useful for survivability too. -- I havent used or leveled smite at all, I mostly use it to apply on hit effects like disarm, or stun via items, and to break boxes. The damage source is conc ground, the orbs, and holy light for anything with a lot of HP. -- Chapel: Path of the Magician, Blessing of Mind, Symbol of Wisdom. Adds damage to your skills, doubles your mana regen, and removes 25% of the mana cost for them, it goes a long way towards allowing you to keep going without need to stop, and to spam conc ground and holy light as needed to melt enemies.
Sorceror: Depending on level buy one or both levels of shatter, one rank of Biting chill, and then max Frost Nova. From there max Shatter if you didnt, and then from there its a bit up to choice. Ice barrier for Survivability, more ranks in Biting Chill for better crowd control, or Frost Shard to help offset mana costs in early levels/ Dont level up Comet until higher levels, it guarantees freezing an enemy, allowing you to purposely trigger Shatter, but buying it up increases the mana cost, which you want as much of to spam frost nova as possible. Don't buy Orb of Winter until higher levels for the same reason, First rank takes 120(!) mana to cast, and doesnt do as much damage as it probably should. -- Basically until level 20+, Frost nova is your god, Base rank of Biting chill gives the maximum of 5% chance for your freeze attacks to trigger shatter, which paired with the numerous balls of Frost Nova, frequently sets shatter off on the enemy with every cast despite only a 5% chance to freeze (and then to also kill that enemy). Ice barrier boost survivability. Chapel: Same as prierst, and for the same reasons. Path of the Magician, Blessing of the Mind, Symbol of Wisdom.
Thief: Vicious Cuts encourages a Twinned Daggers thief against anything with a lot of HP, Basically Minibosses, and Bosses, but a Throwing Knives thief against anything with low HP, most of the trash mobs. So it should maybe be a balance between them.. I bought both ranks of Vicious Cuts, 1 rank in Grappling Hook and Smoke bomb to unlock them, and then as skillpoints come available, I'm buying up Slice n Dice and Twinned Daggers, and Throwing Knives somewhat equally. Level sidestep as needed. -- Slice n dice builds up your attack speed so its a lot less likely to fail to block a projectile, while twinned daggers boosts your damage for general killing, while Throwing knives is nice for quickly thinning out a room so you can primary attack in relative safely. ALWAYS keep enough mana for a cast of smoke bomb+ a cast of grapple hook on hand when spammingg throwing knives, they're your escape options and you'll die if you're caught without them available. -- Chapel: Path of the Warrior, Blessing of Might, Symbol of Essence. The bonus damage on primary is lovely, and the armor piercing affects your throwing knives as well as your primary, which is awesome. And then life steal + slice n dice leaves you attacking super fast, while doing hefty damage, which should help keep HP up in the dungeon.
I havent played the other characters much yet, but hope that helps :) The ones I have the most experience with are Paladin, and Priest, followed by Sorceror, and lastly Thief. (Which is also the order I listed them, for convenience)