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E.g. Werewolf has perfect stat growth for Vampire/Knight / Gunner/Knight "One for All" sentinels with Know Weakness and Dual Wield.
Vampire itself doesn't have a good statgrowth for too many builds, but inbuild execute and access to guns can work in a variety of of builds reaching from pure damage to Infused Bullet hybrids.
Then there's also it's inbuild combo mechanics that work well with Dual Cast (II).
Are you asking "what are the class requirements" for these two badge classes, or a more "game strategy question" in terms of "what works well with these classes?"
In terms of requirements:
Werewolf is Mercenary 4
Vampire is Scoundrel 6, Alchemystic 3
For my werewolf :
I still try another combo for passive skill and sub skill, and try different weapon for new play style
The werewolf is a melee damage dealer. He uses two weapons, which change according to the enemy. Sword for sheer damage, daggers for debuffs against bosses. Note that on Very Hard, for him, debuffs are only useful against bosses, because he kills all humans and most bugs, dwarfs, and undead in one round.
The secondary class is warmage, for a third attack. The extra passives are dual wield for the second attack, and know weakness for extra criticals. His critical chance is 100%, i.e. he deals three criticals per turn, unless he misses. The counter is Evade Magic, which for me is standard.
The werewolf abilities come useful for clearing debufs, closing the distance, preventing resurrection. The rest of the time, I simply use the Warmage's Infuse edge, for the triple attack.
All the leveling was done in werewolf, his naked attack is 630ish, from masteries.
The vampire is a ranged damage dealer. He uses two pistols with range 10, i.e. he can hit pretty much anyone, any time. He usually kills in one turn.
The secondary class is warmage, for a third attack. The extra passives are dual vield for the second attack, and attack expert, for stronger attacks. The critical chance is in the twenties, the counter is Evade Magic.
The vampire abilities I use very seldom, because I consider Charm an exploit (as it never misses) and while Night Embrace is devastating, he kills just fine without it. In hairy fights, I may use the siphon abilities, as an infusion, to keep myself alive... but the character is not really setup for mind abilities, he is mostly all about attack.
All the leveling was done in werewolf, his naked attack is 630ish, from masteries.
As you can see, both classes are great for sheer damage. By the way, both characters have both classes mastered, i.e. are interchangeable.
Vampires get Counter: Mute and Werewolves get Counter: Cripple, which are only accessible to your story characters' unique classes and are quite potent.
Vampire has very good stat growths across the board with a wealth of speed. Werewolf's stat growths are much more front loaded into ATK and largely functions as a Reaver+.
Vampire's Bat Form functionally gives it Rift Boots without using an accessory slot and Execute lets you easily assassinate enemies under half health. Werewolf's Focused Rage gives them a finisher that scales with their MP pool and Know Weakness II gives a character the ability to use a crit build with Know Weakness I from Ranger.
Vampires are good hybrids and might mesh well with Warmages and Fellblades but their access to guns makes them good ranged damage dealers, too. Charm is also one of the best abilities in the game for managing the battlefield. Werewolves are good physical damage dealers and will fit well with anyone you want to setup to do massive crits. They're both quite potent and versatile, though.
- Vampire looks bizarre with gun & bow & all skills close range.
- Werewolf with MND skills makes wonder why.