Maybe a silly question...I learnt Ninja Duel Weld. So do I go and buy another 1 handed weapon or it is just a concept and I still weld just the dagger? There is only 1 slot for the 1 handed weapon.
Paladin/Knight Build I wanted to write a post that 1) details the strengths of the paladin/knight build (for new players or those curious) and 2) poses a few questions to the wisdom of the forum. 1. Paladin / Knight Build Short take: An incredibly powerful build for getting through the game that likely has limited value in terms of the arena. It prioritizes mitigation and has a ton of healing. Time Played: 12 hrs Level: 24 Str: 24, End: 29, Cha: 31, Dex, Int, Skl: 5 Damage: 63 Armor: 43: Spell: 5 Active: 1. Shield Bash 2. Intimidate 3. Wrath 4. Aura of Light 5. Power Infusion 6. Radiance 7. Shield Wall 8. Holy Word Passives: 1. Shield Training 2. Punishment 3. Sundering Strikes (will replace with final knight ability) 4. Word of Retribution 5. Might 6. Grit Accessories: 1. Immortal's Goblet 2. Ninja Glove The rotation here is very simple--shield bash into the nearest spell caster. Pop Wrath/AoL/ and PI. Right before Aura and Power expire, pop Radiance. When everything stands up, pop shield wall until everything else comes off cool down. Intimidate and Holy Word are really only necessary for when I get into trouble. For anyone who has complained about not having enough healing, try a paladin. The healing off AoL is insane, so good, in fact, that I might dump Holy Word. I rarely use it. However, as I mention above in the short take, this build can struggle in the arena against multiple healers. I don't have the burst damage to take them down quick. Everything else is a joke. But I am doubtful as to whether this class can generate enough burst damage to handle groups with 4-5 healers (the last three times I have died, at 64, 55, and 57 monsters, have been to groups with multiple healer/casters). 2. Questions for Other Paladin / Knights 1. I am curious what other P/K are using for accessories. From reading the forums, I get that most people need healing, but, obviously, this class doesn't. I have found that prioritizing attack speed seems to be the best bet, and was using dual Rune of the Serpent for awhile. I wanted a bit more armor for the final bosses, so I went with the Goblet, but will switch that out once I get the final knight ability and its 25% bonus armor. I am leaning toward going back to Rune of the Serpent, but would like to hear other options, particularly... 2. Has anyone tried maxing out CD reduction with a P/K? Given that almost my entire build concentrates on CD abilities, I have been thinking about it... 3. Is Victory Banner viable? I have been scared off by the 45 second CD, but I am thinking about trying it instead of Shield Wall. Thanks to anyone who actually read the whole post! I enjoyed this class, and am looking forward to finishing the game and starting a new character (I have only the final tower to go).
You can't. My character currently has 30 unspent skill points and I duplicate the save file and then spend points to look at skills and then go back and do it again for each class. I will spend skill points once I have the info on every class.
Once you have the skill equipped, you can place another weapon in the 'secondary weapon' slot (where bows and shields go, if you have the appropriate skills).
That's a cool idea I wish I knew where skills were in each class so I'd know when I level up if it's worth going for something else.
That's why I am doing it lol. I spent some in bard to get the extra xp and extra gold passives to make it quicker. Then I have saved the rest. I have not spent a skill point since level 6, and I am 16 right now. I believe I will have all skills known by around level 23 or 24 or so.
So many decisions to make in this game...its great. Does anyone have an opinion on charm vs. mass hysteria? Charm lasts 10 seconds, mass hysteria 6, although charm acts on one enemy, MH on multiple
For those that were doing a rogue/hunter build, if you grab the first bard skill "charm" it helps immensely. Stealth, crit first guy, flip to another charm, back to first finish off. This made it pretty easy. I ended up going rogue ninja tho and dropped the bow for a second melee weapon.
The ranger pet feels pretty weak to me. I feel like when fighting mobs of an appropriate level (around the same as yours) the pet should be able to survive as long as you remember to mash the summon cool down to heal it. It's a real drag trying to keep a good distance with all the obstacles and crap in the rooms as well as the close quarters after the pet dies. I believe there is a talent later that buffs it, and I hope it's enough.
Stealth has a lot of drawbacks. 1. Completely useless during some battle scenarios. Sometimes you will enter rooms and immediately come face to face with enemies. There's not time to activate stealth before you're targeted. 2. Useless in the middle of combat. While some abilities have long cooldowns, no matter how long you last you will almost never use stealth more than once. Many levels, like the bandit hideout ones, have enemies spawning from tents as soon as you kill the rest, meaning you are constantly targeted and can only use stealth once the entire time. 3. Takes up an ability slot. This is not so much a drawback as it is a reality that when using stealth 90% of the time it will only occupy a slot that could be used for another active skill that would help you clear rooms faster. Overall, I like it because it allows me to scout out enemy positions and plan out who I need to target first, who to charm, etc. That, and the ability to effectively assassinate one enemy of my choosing is pretty nice. But I don't agree that it's over-powered in any way. If anything, this helps even the odds for rogues, since they are typically not well-equipped for handling lots of enemies at once.
Yes...I kind of regretted getting the ranger skills. Rogue and Ninja/Bard or maybe Rogue/Ninja and a caster combination would be better. Going to re-start another character soon.
I can't really say enough good things about this game. I'm really enjoying it. It really clicked for me when I used my charm to talk some thugs into letting me steal their precious metals AND join their club. Like, really? I'm doing this stuff on an iPhone? Love it.
If you're doing it right in the arena and position yourself AND the enemies well, MH is teh beast. Especially when the enemies are strong melees (red slime, barbarian skeletons, ogres) you can almost sit back and enjoy the show. Since Charm itself is intended for group fights, MH is in every way better unless you only need the charmed one to die.