Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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Royic Oct 18, 2018 @ 11:18pm
What's your favorite class combination so far?
Rather it be early game, or end game, what your guys favorite class combination so far?

Mine would be:
Princess/Sorcerer
Blood Magic/Concentrate or Mind Expert.
Adaptive Affinity.

Super late game unit: Using help from a Gambler, It's possible to clear everything on her 1st or 2nd turn due to Double Cast 2, and without any mana problem, thanks to Blood Magic. She also have an innate passive of Equip-All, giving her access to any equipment in the game, including that fabled Soul Armor (recommend rebalancing), giving her a potentially, high mind score.
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Dabor Oct 18, 2018 @ 11:58pm 
Eh, the various sorcerer or overpowered mana comboes are interesting, but I wouldn't say they're my favorite (it's why I'm happy to hear that mana font, blood magic and economy are getting coming changes).

I probably like (although this'll cease to work next patch, afaik) Warmage/Felblade, just for being pretty damn versatile while having a really cool aesthetic. Once you get your hand on the Power Scythe, Atk+Mnd abilities become very viable, and with a good crit rate (Soul Armor's got a nerf coming as well, although ofc it works without it) you're getting huge amounts of health and mana back from versatile if you want, although even without it mana leech means after landing a single attack you never worry about mana again.

But my favorite just for the feel of it is

Gunner/Knight
Dual Wield/Bat Form (to take advantage of high ground easily, No Flank with Jet Boots also worked well)
Evade Magic or Counter:Mute/Root

You just fly to high ground near the frontline and use One For All. Every friendly single target attack is followed up by two powerful gunshots, and your guns' massive 8 range ensures it keeps happening, while if you don't expect a lot of attacks to go off since enemies are far away, using focus and straight attacking can kill most enemy squishies pretty damn quickly from huge range. Unlike many powerful magic builds, it's also actually pretty damn helpful vs single targets like bosses.

It's not nearly as crazy powerful as your build, but the crazy powerful stuff usually gets boring for me pretty quickly. Something like this is pretty strong while being fun and cool looking but still requiring some effort to use well (single target abilities are still pretty limiting in some cases), so it feels like a fun kind of "strong but fair." Well, his kill-stealing nature means my Gunner/Knight ended up like 7 or 8 levels ahead of everyone else, but what can ya do? And then I combined him with a druid who could trigger his attacks twice by double-casting cheap single target attacks! It's not insanely powerful or anything, but damn is it fun to see in action.

Also mention to Demon Knight/Templar and Marked/Templar. The Dark+Light aesthetic is cool and quite powerfully versatile at the same time. In particular, Marked has no self-buffs, so Templar's Emboldening Chant gives them something to do turn 1.
Last edited by Dabor; Oct 19, 2018 @ 12:01am
Allusir Oct 19, 2018 @ 5:07am 
Fellblade/Ranger
Know Weakness / Know Weakness 2
Counter Attack

Crits for more overall damage + nasty effects like sleep (with a 10% chance of working). Crits come very often (ranger scout ability + passives + gear) which heal HP & MP. Something hits him and he counters = another small heal. Builds up MP pretty quick for sniper shot (x4 damage... which often is also a crit). Even Balm (condition removal) can crit and give a small heal so the turn to unroot yourself isn't really wasted.

A few support characters to give him Attack and Mind boost, haste, and the like... things are sleeping or mute pretty quick... 100s of damage per tick on bosses for bleed and poison. He also has a root attack from the ranger side and a little AoE if the situation is good for that.

It's not super duper high damage, but it's solid, consistant damage + conditions & self sustain.
piemax Oct 19, 2018 @ 5:57am 
@Dabor: The gummer/kinght combo does sound cool, but since it also uses bat form from the top of the vampire tree and dual wield from assasin it sounds like it takes a -lot- of AP. What level was that guy when you unlocked it?
Last edited by piemax; Oct 19, 2018 @ 5:57am
Originally posted by Allusir:
Fellblade/Ranger
Know Weakness / Know Weakness 2
Counter Attack

Crits for more overall damage + nasty effects like sleep (with a 10% chance of working). Crits come very often (ranger scout ability + passives + gear) which heal HP & MP. Something hits him and he counters = another small heal. Builds up MP pretty quick for sniper shot (x4 damage... which often is also a crit). Even Balm (condition removal) can crit and give a small heal so the turn to unroot yourself isn't really wasted.

A few support characters to give him Attack and Mind boost, haste, and the like... things are sleeping or mute pretty quick... 100s of damage per tick on bosses for bleed and poison. He also has a root attack from the ranger side and a little AoE if the situation is good for that.

It's not super duper high damage, but it's solid, consistant damage + conditions & self sustain.

I just want to point out that [Balm] (and other abilities that don't do any damage or healing) are not intended to be able to proc [Versatility] healing and mana gain. This will be fixed in the upcoming patch.
Neonseraphim Oct 19, 2018 @ 9:18am 
Dual wielding Reaver/mender or Reaver/gadgeteer. But I like to mix up some classes first, like lvl up with assassin first for speed and then guardian for extra Def/res then Reaver with those subclasses and pretty much is an army of 1. Give that reaver dual wield and melee hit damage absorption or counter and you are set.... OR equip the firm grip to equip two handers on each hand dual wield.... squash your enemies like bugs.
pjlanzino Oct 19, 2018 @ 10:44am 
gambler / peddler for crafty fun
sorcerer / wizard for dmg dream come true
Conan The Librarian Oct 19, 2018 @ 10:56am 
I haven't officially done so yet, but I like the idea of making an "Arcane Archer" type character. Essentially, this just means [Any Class which uses Bow / Crossbow / Gun] with Warmage secondary class. The basic concept is utilizing [Infused Edge] with a ranged weapon to slap on a Warmage bolt spell (or Pulsar) for high single-target damage from range. I'll admit I don't know exactly how effective it is as I haven't tried it out, but it's something I want to do.
Dabor Oct 19, 2018 @ 11:39am 
Originally posted by piemax:
@Dabor: The gummer/kinght combo does sound cool, but since it also uses bat form from the top of the vampire tree and dual wield from assasin it sounds like it takes a -lot- of AP. What level was that guy when you unlocked it?

Hahah, that was a very grindy run. He didn't even spend too much time in intermediary classes. Having another gunner meant he got sped up on vicarious XP, but I still think he was well into the 30's by the time it happened. For perspective, when I stopped playing that run, he was 50 and everyone else was in the low 40's.

It's worth mentioning that Bat Form isn't too necessary to it (you're free to work on it and still have the build work with a Vampire/Knight using a single gun, or just skip the vamp part completely), but he spent a while still being quite effective doing that with a single gun before switching to double. Skipping Bat Form to use either a passive that boosts your regular attacks, like crit chance, and just using jet boots to take advantage of Height Advantage is also fine.

@Conan, I've also been looking forward to putting that to use. I'm thinking Vampire/Warmage with a gun, myself.
Last edited by Dabor; Oct 19, 2018 @ 11:40am
Azmodan Oct 19, 2018 @ 3:18pm 
Had a Vampire/Knight too, since vampire also can use guns and he is mostly going to use One for All I dont bothered to go back to gunner. The passives were dual wield, life leech (from duelist i believe) and Mystic Shield counter. He is always in safe spots with his range and guns ready to aid anyone else. Even if he takes a few hits here and there, the 1st hit he receives per turn also go and drains his mana, and let's say the enemie team is able to hit him twice between his turns, actually damagin his HP, they would need to him twice again to keep up and be able to down him. Evey other turn npcs werent able to hit him twice, he probably leeched enough HP and is at its full again. Had a party of 5 melee warmages+dual wield+mystic shield+life leech. So my Vamp/knight was hitting the enemies 5 times inbetween each One for All... was absolute 1 target focused, but wichever one I had two warmages using infuse edge (2 melee attacks + a single target spell) in sequence was down.... so it kinda works out for big parties of enemies, one at a time.
Nowhere near finished but I'm hoping to put together this, assuming it does what I hope it does:

Vampire/War Mage
Economy, Dual Wield, Mute


In the meantime:

Wizard/Sorceror
Economy, Double Cast, Magic

Sure, it's simple and obvious as hell but the Peddler/Gadgeteer who exists purely to throw Haste, Spikes/Renew and MND UP at her makes it pretty destructive after a while.
Dabor Oct 19, 2018 @ 4:47pm 
@Skarsnik, at that point, isn't it more worth it to have 2 One For All Gunners?

Not that such an optimized, dedicated whole-team build is really necessary for the existing content, but if you're going all out, why do a 5-to-1 ratio instead of 4-to-2? Or does two One For All's not trigger at the same time?

Also I stuck to Gunner just because both of their passives are pretty great for taking advantage of the ability to fly to high ground and rain death. I never found Mystic Shield or Life Leech tempting - I never had the guy take serious damage in the first place, given the tankiness from spending time as a knight, if nothing else.
Last edited by Dabor; Oct 19, 2018 @ 4:48pm
Royic Oct 19, 2018 @ 7:02pm 
Originally posted by Dabor:
-Snip-

That gunner/templar build is pretty good! I"m still playing around with the classes, trying to see what's a good build for Single Target Physical, Magical, and of course AoE Physical, if that's a thing.

Speaking of nerf tho, it just so happen as I am typing this, that the new spellcasting/soul armor nerf have been applied. I just played for a bit, and it's a good nerf for AoE Magic units. A Severe nerf to late game, but a strong buff to them as well. I do love the new weapon effects they implemented, helps with early game.

The Marked/Demonknight with Templar is a nice aesthanic build, but to me, that's all it is. I prefer DemonK/Reaver, with HP Expert and Concentrate, Mythic Shield. With so many HP draining attacks, gettting her to 1 hp won't take too long, afterward, using Desperate Hit and Cleave effect, she can take out 2 enemies, without dealing with their defenses. Max I done so far, is 450ish DMG, at level 35ish.

Marked, I dunno what I'll combine that class with, since she'll eventually have an Holy attack in her kit. Maybe Gunner, with that focus ability? But for now, I'm more keen on using the Lord class, I haven't use it yet, so I"m excited to see what it got.
Royic Oct 19, 2018 @ 7:06pm 
Originally posted by Your Make-Do Friendship Analogue:
Nowhere near finished but I'm hoping to put together this, assuming it does what I hope it does:

Vampire/War Mage
Economy, Dual Wield, Mute


In the meantime:

Wizard/Sorceror
Economy, Double Cast, Magic

Sure, it's simple and obvious as hell but the Peddler/Gadgeteer who exists purely to throw Haste, Spikes/Renew and MND UP at her makes it pretty destructive after a while.

Oh yeah, the Wizard/Sorc combo, works way too well.

I dunno what you'll be do doing with that Vampire/War Mage build, but i'm interested in hearing what it'll do! Let me know how that build work out for ya!
Rynielz Oct 20, 2018 @ 6:28am 
I just finished my Anadine Build, wanted to know if she can wear 2 Schyte, and well, she can!

-FIRST BUILD-
Demon Knight/Templar or Assassin :
Cleave/Focused Rage (or you can skip this one)
Dual Wield/Sturdy Grip
Counterattack (but I prefer Mute as Counter).

Now for the secondary class, doesn't really matter which one you pick, depends on your other classes/playstyle, but I found usefull a to pair it with Templar (Emboldening Chant + Righteous Blade) or Assassin for the Mirage/Sabotage/Assassinate -both makes it more versatile.
You might want to skip the Focused Rage passive in order to build more AP for a final like Righteous Blade/Assassinate/Corrupted Blade, but I didn`t, and not suffering from it.


-SECOND BUILD-
Another one I'm working to create is the Lich/Fellblade, taking advantage of the Energy Schyte to boost dmg of the Fellblade. On the other hand, as Fellblade do not use a lot of mana, you can manage the HP loss due to the new Blood Magic.
Also, your regular attacks will almost everytime slow the enemy.

Lich/FellBlade
Chilling Touch/Blood Magic
Malice/Smart Casting or Double Cast
Root, Magic or Evade Magic, depends on your other classes (I love the status counter, such as Root/Mute/Poison/Bleed, my gunner will beat the ♥♥♥♥ out of everyone in the map).
Adding a Mystic Shield, give it a lot more survivability.


I did the Arcane Archer, didn't like it, it lack dmg power imho, if enemies do not have elemental weakness.
Oh and how lucky you guys are in finding all those Crests?!
I just got a tons of Lunar Crest, but no signs of the others T_T

[edit] typo.
Last edited by Rynielz; Oct 20, 2018 @ 6:35am
Royic Oct 20, 2018 @ 7:27am 
Originally posted by Ryniel:
I just finished my Anadine Build, wanted to know if she can wear 2 Schyte, and well, she can!

-FIRST BUILD-
Demon Knight/Templar or Assassin :
Cleave/Focused Rage (or you can skip this one)
Dual Wield/Sturdy Grip
Counterattack (but I prefer Mute as Counter).

Now for the secondary class, doesn't really matter which one you pick, depends on your other classes/playstyle, but I found usefull a to pair it with Templar (Emboldening Chant + Righteous Blade) or Assassin for the Mirage/Sabotage/Assassinate -both makes it more versatile.
You might want to skip the Focused Rage passive in order to build more AP for a final like Righteous Blade/Assassinate/Corrupted Blade, but I didn`t, and not suffering from it.


-SECOND BUILD-
Another one I'm working to create is the Lich/Fellblade, taking advantage of the Energy Schyte to boost dmg of the Fellblade. On the other hand, as Fellblade do not use a lot of mana, you can manage the HP loss due to the new Blood Magic.
Also, your regular attacks will almost everytime slow the enemy.

Lich/FellBlade
Chilling Touch/Blood Magic
Malice/Smart Casting or Double Cast
Root, Magic or Evade Magic, depends on your other classes (I love the status counter, such as Root/Mute/Poison/Bleed, my gunner will beat the ♥♥♥♥ out of everyone in the map).
Adding a Mystic Shield, give it a lot more survivability.


I did the Arcane Archer, didn't like it, it lack dmg power imho, if enemies do not have elemental weakness.
Oh and how lucky you guys are in finding all those Crests?!
I just got a tons of Lunar Crest, but no signs of the others T_T

[edit] typo.

Nice, dual wielding Scythe, never thought of doing that lol. Great hybrid built for her tho!

Lich/Fellblade, I'm not sure how well that work, but it's interesting to see!
I think Fellblade/Vessel maybe be a bit more destructive, but that's just me.

The rarer crest that you can't normally obtain are more difficulty to get. I wanna say 5% chance of them popping up, I gotten way more Lunar Crest compare to the others. Lord Crest being just 1.
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Date Posted: Oct 18, 2018 @ 11:18pm
Posts: 42