Outward

Outward

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Nojimo Apr 25, 2019 @ 9:53am
Favorite Builds so far?
Starting my second play-through and thought I would see what people have come up with.

Beat the blue conflux run with daggers and pistols (rogue, mercenary, Warrior monk). It played well, Definitely a good build for my first run.

Currently starting a lightning magic spellsword type. Going holy mission, using Lightning 2-Hander and high mana reduction (90% with backpack, holy mission bonus and lich armor) running SpellBlade, Shaman and weighing out my last breakthrough.

I love the synergy between SpellBlade with either shaman or philosopher depending on what elemental weapon you want to use. Definitely my most fun and powerful build so far.
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Showing 1-15 of 18 comments
Ormalash Apr 26, 2019 @ 1:28am 
My First was as shield user with some counter I loved it with shaman/monk/Mercenary loved the way I had to carefully watch out for the attack of the enemy an then counter with some nice combo of the 1 h axe or sometimes some spell because the enemy in front was too resistant to physical damage
pride4mienh Apr 26, 2019 @ 1:35am 
My first build was a Hunter/Trapper. Built him to deal Extreme Bleeding and Extreme Poison while I kite enemies and lure some of them into my traps. Loved the build, but made the game easy when most enemies couldn't get to you before they bled or poison to death. I switch from my Horror Bow and Corral Bow.
Last edited by pride4mienh; Apr 26, 2019 @ 1:37am
techn0 Apr 26, 2019 @ 8:35am 
I'm working on my 2nd build with lightning in a 3-player game but my first one was very fun in 2-player:

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)
Nojimo Apr 26, 2019 @ 11:51am 
Yeah those DoTs... My first build used Horror axe and Manticore Dagger with an Obsidion pistol which is just too strong of a combo. Want something a little more challenging but that still packs a punch.

Still haven't figured out my last breakthrough. Debating Mercenary for the passives or Monk for the parries.
techn0 Apr 26, 2019 @ 2:26pm 
I heard the parry cooldowns are brutally long. You could mod them down and be like a reactive only monk with a staff.
AsianGirlLover Apr 26, 2019 @ 2:39pm 
Originally posted by techn0:
I heard the parry cooldowns are brutally long. You could mod them down and be like a reactive only monk with a staff.
Yup, cooldowns are stupidly long. Makes combat a real hassle if you’re not able to kill your enemies ASAP.
Ormalash Apr 26, 2019 @ 7:35pm 
But when you manage to do it it's JusT beautifull
Nojimo Apr 26, 2019 @ 9:07pm 
BUT... If you get the 2 hander parry from the gate guard in Cierzo and the two from monk you have a large arsenal of parries. I've never needed more than 3 in a single fight, even against multiple enemies.

unwind Apr 28, 2019 @ 4:02pm 
My current build is Merc/Rogue/Shaman with Master Trader set, 1-h sword, pistol, dagger, it's super strong. Infinite stamina, high burst, tons of CC's and very high mobility with sometimes a friendly ghost if he doesn't straggle behind too much (Merc + Master Trader set = uber speed :) ). You can heal yourself with Blood bullet too ( ~50% health heal and decent damage, and no cooldown!)

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.
Last edited by unwind; Apr 28, 2019 @ 4:04pm
djinnxy Apr 28, 2019 @ 11:15pm 
Of the three that I tried dagger/sword rogue type, a lightning 2 handed melee, and the ethereal 2 handed melee, the ethereal melee is easily my favorite. I went with the Heroic Kingdom which adds another 15% damage near end game. Here's the link to that build's post.

https://steamcommunity.com/app/794260/discussions/0/1675812484347992816/
JavaGawd Apr 29, 2019 @ 4:01pm 
dang.... and all I do is swing at stuff... <-- noob meat
MisterSmellies Apr 29, 2019 @ 4:28pm 
I like heavy armour internal lexicon rune mage with gong strike.
Nojimo Apr 29, 2019 @ 8:48pm 
Well I've tested about 6 different types of characters with synergies now (spent like 25k doing it), I think the all around strongest and most versatile character is Warrior/Hunter/Mercenary.

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.
ProphecyPigeon Apr 30, 2019 @ 3:01am 
I recently made a Trap Mage that I enjoy. Rune Sage/Shaman/Rogue.

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.
rasabt Apr 30, 2019 @ 4:54am 
1st pretty finished all char was a classical frost-Blue-Chamber-Mace'n Shield-guy. 2-Handed-Starchild's for frost-resistant mobs (not that it mattered much). was great fun after the initial starting phase.

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.
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Date Posted: Apr 25, 2019 @ 9:53am
Posts: 18