Rogue – rely on wits, speed, and subterfuge to achieve their goals.Ranger – have the edge defensively due to range and the interference their Animal Companions can run.They can cast prayers, faith-inspired miracles that aid their allies and punish their enemies. Priest – priests turned the flame of their faith into a spark to ignite the power of their souls.They can inspire nearby allies and have the ability to quickly assist their allies with targeted commands. Paladin – extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause or organization.They are melee-focused but have a pretty wide variety of single-target and group attacks. They absorb a portion of incoming damage and convert it into Wounds, which can be used to power soul-based abilities through their weapons. Monk – warriors that believe in the philosophy of mortification of the flesh.Fighters are extremely durable, reliable, and excel at holding positions. Fighter – trained to use a wide variety of traditional melee weapons in combat.They have many Area of Effect spells, that emphasize aflliction based effects and their beast modes give them nice single-target strikes and gain special abilities associated with those beasts. Druid – animists with primal connection to nature, who can transform into mythical beasts.They are offensively-oriented psionicists/soulknives, who need to build up focus through conventional weapon attacks. Cipher – can peer through the spiritual energy of the world to manipulate other souls.They have cycling lists of low power, high AoE passive buffs and debuffs and they can periodically use powerful invocation spells. They use their knowledge about old phrases to form chants during a battle. Chanter – repositories of folk knowledge and common wisdom, tellers of tall tales and hallowed legends.They have great group-fighting abilities both melee offense and personal defense. Barbarian – reckless and ferocious warriors from the more remote cultures found across the world.I would suggest, if you go with two-handed, picking something like the pike or quarterstaff, because they have a long reach and you can stay behind your more defensive characters while you wail on the enemies. But two-handed is great for just straight damage output. Personally, I like mine faster than strong, so I go duel-wielded mostly. I've seen a lot of people favor two-handed weapons with Barbarians, which is definitely not a bad choice. Barbarians can be squishy if you handle them improperly, and lowering your Health and Deflection won't help with that. Some people might disagree, but I wouldn't lower your Constitution or Resolve much, if at all. Surprisingly, you'll also want a little bit in Intellect, because it dictates AoE, which is helpful to the Barbarian's innate ability. Personally, I don't think exact numbers are super important in this game (because you can buff everything up with equipment and consumables), but I will say you should definitely invest in Might and Dexterity. Originally posted by kmpt:Ok, I'll try barbaran if you say it's good for beginners. Note I don't use party AI, I play strictly manually. Also bosses and even elite enemies tend to have a *lot* of DR in this game so being able to hit like a truck is something you learn to appreciate.Įmnemy AI, perhaps not surpisingly, likes to see the back of barbs as quickly as possible (technically brab has high DPS but typically lower defences than fighters or paladins, hence priority target) so I have found it very effective to hold ther barb back a little on encounter start and let other front line capable party members tie up the enemy first, then move the barb in at a good spot to level the playing field so to speak, or if necessary intercept enemies trying to get at my casters. The other popular option is dual wield of course but I have found this to be less effective than 2H personally - big sword or axe is the ticket for me. The radius of the AoE is controlled by the INT stat, therefore an optimal barb build maxes out Intelligence and Might.Ĭarnage AoE damage is also directly related to main weapon attack damage after the enemy's Damage Reduction has been deducted so I would recommend 2H weapon as this minimises the impact of DR. Their key abiliuty is Carnage which is an AoE damage effect that is truly devastating when applied to a large group of enemies, hence the importance tactically of keeping the barb mobile and able to relocate to good attack points covering multiple enemies. Barbarian is a strike DPS, at least the way I think most people play them, there are alternatives I guess.
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