Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Basic advice I can give with Samurai:
1. Focusing on EITHER Attack or Magic will probably result in the best throughput.
2. Notice how some of the Samurai skills are "Range = Weapon", so this class pairs very well with things which have ranged weapon options (Scoundrel / Ranger / Gunner / Assassin / Wrangler / etc)
Also, don't underestimate the Samurai's ability to set up back and side attacks for your ranged shooters with Spirit Bow and Wind Spirit.
The kit is very interesting though, as other have pointed out you can go magic or attack.
More importantly most abilities of the kits count as regular attacks : able to inflict elemental damage and crit without the fellblade's passive.
I reckon a crit build would do really well especially with the very high damage modifier of finisher (2.4). Catch is, mana cost and inflicting atk debuff on use. Equiping an item with permanent atk buff (cap of age) should make you immune to the debuff. Mana cost is probably manageable with a gadgeteer support.
Main class : Lord (very good passives : cleave / equip all)
Passives : Know weakness I and Know weakness II (+25% crit chance each) or if you got enough crit chance you can go exploit weakness (+50% crit dmg).
Weapon : Scythe (reaper is very good 162 atk +7 crit chance +25% crit dmg)
Mandatory gear: Cap of ages (permanent atk buff = immune to atk down)
For the rest of your gear try to get some crit chance bonus, Everspring would be pretty good (accessory +2mp / turn + crit chance).
Play this toon as you would play a lord/warmage, wrecks anything but needs support.
If there's not many enemy units (boss fights, hunts) you can drop the lord for warmage. DLC brought a new earth elem scythe, the damage can thus be boosted by warmage's elemental mastery.
Same idea behing the build go crit, the mana issues would probably not be that big of a deal with the leech mana passive. This build would be a lot less effective on patrols though (no cleave).
Build-wise, I've just focused 100% on ATK and let the MND scaling abilities go mostly unused. I grabbed ATK UP and Concentration for my passives for the time being, since I got tired of nearly losing fights due to missed 85% chance attacks haha. I may switch out Concentration for a mana passive to build up Finisher faster or Cleave or something else moving forward, not entirely sure.
It's also worth noting that Adrenaline is amazing for picking off weakened enemies and getting ahead on action economy. Self-inflicting bleed is also nice with the Samurai's bonus. It only takes two debuffs for the STR bonus to be on par with ATK UP.
I did find that Razor Wind works amazingly with the Duelist toolkit w/ Cleave. I made Anadine a Demon Knight/Duelist using Razor Wind + Boon as optional passives, and Razor Wind increased her efficacy multiple times over. Her lack of ranged damage option always seemed to be her biggest weakness, and this immediately and easily fixed that entirely. She ended up so strong that I had to start avoiding killing things with her every other turn because she was becoming dramatically overleveled (8 levels above the rest).