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I personally favor the 2H Himminafl going into Ashlands as the electrical stun damage seems to last longer than the mistwalker freeze, but all that changes once you get your ash weapons going.
Niedhögg (1H Sword) upgraded to the poison dmg with rooting capability is a damned life safer. Even the upgraded Berzerkr Axes are ridiculous dmg makers.
Also two strong, STRONG recommendations:
Drop your feather cape for anything else as it catches fire
Drop your helmet for the Fenris hood for it's fire resistance (It'll save your life in lava)
That staff is somehow broken or it needs some rework with stats. Now it is good against normal skeletons or black forests greydwarf packs.
It actually does slightly more damage to single enemies on a direct hit than the staff of embers does and can be crafted without needing eitr or gems. It also levels up elemental magic extremely quickly since each of the bomblets that hits grants the same experience as a staff of embers projectile. For crowd control, staff of embers is still better because of the AOE damage.
I think the lightning weapons generally outclass the poison weapons in a biome where not much is susceptible to poison and nothing resists lightning, but it's good to see someone enjoying the jade weapons and the rooting effect can be amazing.
I did ditch the feather cape, but would consider swapping back and taking a fire resistance potion for some things that are lava-adjacent.
And a reminder that you need all pieces of Fenris armour to get the fire resistance as it's a set bonus.
The rooting effect is probably the Jade weapon's only shining effect. It really does make taking down every mob and even Fade that much easier.
Feather cape is definitely useful for jumping around in the Ashlands, BUT I've found just using the ruins between assaults just as effective personally. Gotta love the flexibility in this game to play different ways!
I actually suggest testing this. JUST wearing the fenris hood I noted taking zero fire damage from getting too close to lava, but it would nice to see someone else confirm that beyond my group of friends whom also saw the same results.
are you saying the roots immobilize the boss?
So the Shattering staff works in that it fires a small bolt that then explodes into tiny rocks. You want to aim for center mass of enemies and while it's knockback isn't as good as the Ember staff is does seem to do pretty good single target damage if you manage to actually land the projectile so every shard hits the enemy, even against Warriors, Morgens Valkeries and Asksvin it's pretty decent single target damage. It's attack animation is quicker than the Ember staff so it's a DPS increase for single target at least, but same Etir cost so it'll burn through Eitr faster too.
The Gungir does better damage per shot, but it's basically a melee weapon with how short the effective range is on it. Works better against bigger targets like Morgens and Valkeries, but it's reload time makes it not the greatest.
The Troll staff is pretty Trolly, though it can have it's uses as a good distraction for hordes of enemies. The initial Meteor attack can also destroy structures/rocks, but aiming it can be wonky.
Using the Dead Raiser in Ashlands can be pretty useless though as the Skels aren't smart enough to not walk through lava and they instantly die if they do. Where as the Troll is immune to lava damage.
Melee Weapons on the other hand Demolisher, Mistwalker and Himman from Mistlands are the better ones even with Enchants, but the Root effect is at least decent, though fairly low proc chance.
The Lightning Enchant and Blood Enchant seem pretty bad overall, the lightning one just adds a little lightning damage and has a chance to proc a chain lightning but it's range isn't great. The Blood enchant, while yay a DPS increase, relies on playing near death for best DPS increase and with the way passive HP regen works not even something you can activate on demand. You can try to combine Protection staff with it but the animation of casting Protection takes a while to cast.
All the Ashlands weapons are pretty good, especially with the gems that you can slot into basically all of the new melee/ranged weapons. The lightning gem is my favorite and I feel fills the most gaps, adding lightning damage which is already good while also giving a decent chain lighting effect on some hits. Toss it on your fast-swinging weapons for more consistent procs, your axes to kill enemies while you chop wood, or your big weapons like a 2h sword or crossbow to boost your crowd damage and clear chaff enemies more easily.
As for the staves, they're a mixed bag. The Staff of the Wild is almost unusable, the Trollstav summons very strong distractions but doesn't level your blood magic, and the Staff of Fracturing is almost a direct downgrade to the Staff of Embers with slower, harder to aim projectiles that perform significantly worse against groups while only being slightly better against single targets. But the Dundr? The Dundr makes all those faults worth it.
Lava doesn't deal damage instantly, you have a grace period of about a second as it builds your heat before it deals damage to you. That said, it seems like fire resist and vulnerability don't apply to lava/boiling water, and even if they do these sources of 'heat' damage do so much damage that it's not worth considering, you still die basically instantly (~200-300 damage per second? Basically instant death).
The only thing worth noting when it comes to the heat from lava and boiling water is that the new heavy armor legs and chest both give 20% heat resistance for 40% total when combined, which makes your grace window before you overheat and take that massive damage longer. This is the only meaningful boost I've noticed, your grace window is longer than the amount of time you'll survive once the damage starts even if you're built for maximum health.