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Scaled leather armor (+29% physical) + Discipline boon (+15% physical) + Coralhorn bow + Warrior Elixir (xtra 20% for tougher mobs)
Piercing shot (-25% physical resist) > sniper shot (x2.5)
Still haven't figured out my last breakthrough. Debating Mercenary for the passives or Monk for the parries.
The only ennemy i struggle with a bit is the Alpha dino, because he dodges a lot and he is super strong at dagger range. But then you can still lay traps like a coward ;) and you can keep your backback while fighting too! i love this build.
https://steamcommunity.com/app/794260/discussions/0/1675812484347992816/
Melee combat is significantly easier with parries and skills that can attack through blocking. Warrior Monk gets a huge damage parry and a stun parry that applies discipline (physical damage buff) as well as a low cooldown high damage attack that cuts through blocks. Not to mention a 40 point stamina increase.
Bows are the kings of ranged combat, they don't require any combo's to pull off, they have a significant range bonus over everything else, the largest ammo capacity and they operate like a normal weapon (i.e don't eat up an action bar slot to fire). Bow skills are also beauty, feral strikes adds to your melee arsenal and you get 40hp.
Mercenary quality of life is ridiculous. Better resting, half the armor penalties, 40% less stamina used for sprinting (so you actually have some left when you stumble on enemies), 10% increase to run speed and a host of situational bullet techniques you will never use. We take this class for its quality of life and traversal benefits.
The reason these classes are so successful is because the game has essentially two ways of engaging enemies successfully. Kiting and destabilizing. Kiting is stronger and safer with DoTs over the direct damage of spells so bows and guns win out because there is no spell that applies a dot other then burning which you need to kite around a sigil to recast, and warriors are so superior in melee to anything else it's just crazy.
I know there are other powerful ways to kite, and other classes that have melee tricks but in my opinion these classes have the best toolkit when combined together and can handle ANY situation without much of an issue.
See an enemy depending on how strong. For maximum example lets say it is of the stronger variety. (lay like 4 pressure plates down and arm them, Add a runic trap on top, Activate wind sigil. Lure your pray into it, activate Conjure (summons lightning bolt that strikes at Wind Sigil location) End result your prey is dead. and if something goes wrong you can always kite with runic trap and still use wind sigil to defend with. Killed light mender with pressure plate traps and runic traps easy. and of course when set up right 100+ % mana reduction. So cast all day. Having Rogue works out since you have light menders backpack and the breakthrough gives you stamina savings on dodge and lets you dodge with backpack on.
but the most fun currently for me is my Gun-Shaman (Bloodbullet, etc. + Shamanskills is mad).
Trap-Mage is amazing also (Runes+standart traps).
when it comes to breakthroughs you mostly look at the end-skills, so it's pretty subjective what you want. you always get the pre-breakthrough skills anyway.
the 40hp and 40stam aren't as important as they might seem on your first try. the 20+ to every stat you get by finishing the plot is more than enough puffer.