
ntavanga
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i think the worst part about this combo is wizard and priest barely have any passives to choose, so you are just always choosing spells on levelup. multiclassing wizard works so well because u just grab the right grimoire instead of having to spend levelups on spells, but here you lose that advantage of multiclassing. i think you can make it work but it just seems wasteful because u will never need all those spells or even have time to cast them
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if u put pistol in ur mainhand, u will just ranged attack unless an enemy closes to melee range with u. if melee is ur mainhand, then you will close to melee. the point of dual wielding ranged/melee is you still get the two weapon bonus so you can fire faster. it's probably not better than just dualwielding pistols or 1 pistol only. but there is one cool combo you can do. if you are a chanter you can use sasha's singing sabre in your offhand and pistol mainhand. the unique sabre grants an action speed aura based on your current phrases. this is the only real combo i see that utilizes ranged/melee dual wielding atm
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I think there are better ways to build this ranged monk style anyway, now that I had some more time. Shadowdancer seems superior because you have some good attack abilities like finishing blow and blinding strike. And of course all the nice passives from rogue. Escape is actually a really good tool for this ultra glass cannon as well
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[CLASS BUILD] The Green Knight POTD Untested for solo play Devoted Fighter/Lifegiver(Warden) Role: Off-Tank/Bruiser/Support Stats (Human): MIG 14 CON 7 DEX 18 PER 10 INT 12 RES 17 The Green Knight is intended to use The Spine of Thicket Green unique quarterstaff. This staff improves the power level of druid and some priest spells. The purpose of this character is to be a frontline bruiser/support character. Deflection can be boosted using the quarterstaff modal. Quick casting druid buffs (Nature's Vigor, Nature's Balm, Woodskin) provide easy inspirations for the front line, and moderate cast spells (The Moon's Light, Moonwell) provide nice healing. The Green Knight can also turn to damaging spells and abilities when an offtank or support is no longer required. Taste of the Hunt is a 2nd level druid spell that is actually a primary attack, doing nice raw damage over time and healing the caster instantly for a high amount. Knockdown/Into the Fray/Penetrating Strike can be used to save allies, cc or do damage. Most of the spell usage comes from early level spells, but I listed essential high level spells if you decide to pick them. A big decision you need to make is what fighter subclass you want. Devoted (Quarterstaff) can be good, since you can summon firebrand to deal damage to crush-immune foes and still get the devoted bonus since it applies to summoned weapons. Unbroken increases your engagement making you a better tank, but your lack of a shield is questionable for Unbroken. Spiritshifting is not a part of this build past the first few levels when you have nothing else to do. Overall this character provides a little of everything and is good at filling gaps in a party. I've been surprised at how tanky it can become and how easy it is to cast spells in melee range. Essential Abilities and Spells Fighter Guardian Stance Tactical Barrage Mule Kick/Penetrating Strike/Lower Their Guard/Clear Out (Choose one or more) Vigorous Defense Druid I Nature's Vigor Talon's Reach/Vile Thorns/Sunbeam II Light of the Moon Taste of the Hunt III Nature's Balm Returning Storm IV Moonwell Hailstorm/Boiling Spray/Overwhelming Wave V Plague of Insects/Firebug Cleansing Wind VI Sunlance/Venombloom Garden of Life VII Rusted Armor Weather the Storm/Nature's Bounty You don't need every spell listed there. Most used spells are from the early levels. Passives from both druid and fighter Two-Handed Style Confident Aim Combat Focus Superior Deflection Armored Grace Unbreakable Rapid casting Practiced Healer
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[CLASS BUILD] The Flagellant Helwalker Monk Not intended for solo POTD Stats (Human): MIG 17 CON 7 DEX 18 PER 18 INT 12 RES 4 The Flagellant is a ranged character that takes advantage of the Helwalkers passive might generation through wounds. The primary way of doing this is through dual-wielding Scepters and using their modal, or through the unique rifle Dragon's Dowry (this rifle has a chance of inflicting damage on yourself when you fire it, and has a huge action speed buff that does minor damage over time to you). These weapons and their self-inflicted damage are the "safest" way to make use of the Helwalker. This synergy in combination with the fantastic damage buffs (Lightning Strikes, Dance of Death, Thunderous Blows) give this class awesome damage output. Being at range means you are less likely to be hit, which removes some of the danger of a helwalker (and lessens the possibility of losing Dance of Death). Single Classing monk means you still have access to the extremely powerful 9th level monk skills.
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[CLASS BUILD] The Flagellant Helwalker Monk Not intended for solo Stats (Human): MIG 17 CON 7 DEX 18 PER 18 INT 12 RES 4 The Flagellant is a ranged character that takes advantage of the Helwalkers passive might generation through wounds. The primary way of doing this is through dual-wielding Scepters and using their modal, or through the unique rifle Dragon's Dowry (this rifle has a chance of inflicting damage on yourself when you fire it, and has a huge action speed buff that does minor damage over time to you). These weapons and their self-inflicted damage are the "safest" way to make use of the Helwalker. This synergy in combination with the fantastic damage buffs (Lightning Strikes, Dance of Death, Thunderous Blows) give this class awesome damage output. Being at ranged means you are less likely to be hit, which removes the danger of a melee helwalker (and lessens the possibility of losing Dance of Death). Single Classing monk means you still have access to the extremely powerful 9th level monk skills.
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[CLASS BUILD] The Green Knight Untested for solo play Fighter/Lifegiver(Warden) Role: Off-Tank/Bruiser/Support Stats (Human): MIG 14 CON 7 DEX 17 PER 10 INT 10 RES 17 The Green Knight is intended to use The Spine of Thicket Green unique quarterstaff. This staff improves the power level of druid and some priest spells. The purpose of this character is to be a frontline bruiser/support character. Deflection can be boosted using the quarterstaff modal. Quick casting druid buffs (Nature's Vigor, Nature's Balm, Woodskin) provide easy inspirations for the front line, and moderate cast spells (The Moon's Light, Moonwell) provide nice healing. The Green Knight can also turn to damaging spells and abilities when an offtank or support is no longer required. Taste of the Hunt is a 2nd level druid spell that is actually a primary attack, doing nice raw damage over time and healing the caster instantly for a high amount. Knockdown/Into the Fray/Penetrating Strike can be used to save allies, cc or do damage. Most of the spell usage comes from early level spells, but I listed essential high level spells if you decide to pick them. A big decision you need to make is what fighter subclass you want. Devoted (Quarterstaff) can be good, since you can summon firebrand to deal damage to crush-immune foes and still get the devoted bonus since it applies to summoned weapons. Unbroken increases your engagement making you a better tank, but loss of constant recovery and your lack of a shield are questionable for Unbroken. Spiritshifting is not a part of this build past the first few levels when you have nothing else to do. Overall this character provides a little of everything and is good at filling gaps in a party. I've been surprised at how tanky it can become and how easy it is to cast spells in melee range. Essential Abilities and Spells Fighter Guardian Stance Tactical Barrage Mule Kick/Penetrating Strike/Lower Their Guard/Clear Out (Choose one or more) Vigorous Defense Druid I Nature's Vigor Talon's Reach/Vile Thorns/Sunbeam II Light of the Moon Taste of the Hunt III Nature's Balm Returning Storm IV Moonwell Hailstorm/Boiling Spray/Overwhelming Wave V Plague of Insects/Firebug Cleansing Wind VI Sunlance/Venombloom Garden of Life VII Rusted Armor Weather the Storm/Nature's Bounty You don't need every spell listed there. Most used spells are from the early levels. Passives from both druid and fighter Two-Handed Style Confident Aim Combat Focus Superior Deflection Armored Grace Unbreakable Rapid casting Practiced Healer
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Try a ranged Helwalker using dual scepters + scepter modal. You damage yourself and proc helwalker passive. Plus the self-inflicted damage from the scepter modal doesn't end Dance of Death, so you can stay safe at range and have all those amazing monk buffs rolling on you. The unique rifle Dragon's Dowry also has a chance to inflict damage on you and can be used with this playstyle. One of my hired adventurers runs this build and reaches ~ 30 might, +12Acc from dance of death, and stacking constitution from the monk modals to offset the self damage.
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Multiclass giving more than 2 classes bug
ntavanga posted a question in Backer Beta Bugs and Support
Just had a bug where after creating a character I had 4 classes instead of 2. I was playing around in character creator for like 30min before finishing creating my character and when I would preview abilities, previously selected classes would appear in the preview. First I had druid and priest multiclassed, but then changed my mind and decided to do paladin and chanter. However, druid kept appearing as my second multiclass. I went back and forth between these 2 class pairs until i decided on paladin/chanter. when i entered game i had spells and abilities from druid, priest, paladin and chanter on one character.