Aller au contenu

Photo

Beginner's Guide and tips.


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
Zaramis

Zaramis
  • Members
  • 2 messages
Hello everyone, in this forum I will be going over the basic class builds for all BUT the warrior tank specs and Mage healers since I have never wanted to take the time to play either.

Picking your class. Pros and Cons.

Mage- Mages are powerful range dps class but have a fairly weak defence. They use everything from Fire and cold attacks to Spirit and lighting spells. They have the chance to choose another specialization at level 7 and 14. They choose between Blood magic, Spirit Healer, and Force Mage. The main attributes you will need are Magic (which you should put ATLEAST 70% of all your points into, the second attribute will be willpower which increases your mana pool and allowing you to cast more spells before you are out of mana, you should put about 20% of your points into. The rest of the points can be thrown into constitution in order to keep your health at about average efficiency.
Before you hit level 7, the best talents to put points into is the element tree where you gain your frost and fire moves. I highly recommend getting all the cold spells in order to keep attackers at bay, they also to very good damage. After that, primal spells such as chain lightening to keep a good aoe damage output and stonefist to knock enemies back will also compliment the mages abilities.
Once you hit level 7 i recomend specializing in force mag, I believe it to be the best since it is great against multiple targets (since most of the fights include 4+ enemies). If you follow  my guide, the best mage combo is this....
Pull of the abyss(to get enemies grouped together), fist of the maker(to throw them on the ground and do damage), then run up to the group and use cone of cold to freeze and do more damage, after that use chain lightening for more damage. If you use that combo, it will kill almost the entire group or atleast bring them well below 45% health.
At level 14 i just specialize in blood magic to get the 25 health and then i don't spec into anything else in the tree since it drains your health.

Rogue- Probably the best dps class in my opinon. They are close range fighters, they hit quick but can't take alot of hits themselves. They use dexterity and a little cunning to maximize their critical hits. I recommend about 75% of points into dexterity and 15% into cunning while putting the rest into constitution.

Rogues arn't hard hitters, but they hit so quickly that they might aswell. Once you get some good daggers, you will be pulling the enemies off of your tank with almost no effort. Duel-wielding is the best dps spec for rogues since they can hop from enemy to enemy and kill them in record time.
Specializing in assassination is the wisest move, it causes small damage over time while giving you a little extra chance to critically hit. Stealth really isnt too important since you will kill them so quickly, but can come in handy if u want to be 100% sure to get that critical hit.
Rogue archers follow close behind duel-wielding rogues, but they hit much slower. They do good burst damage with the right talents and enemies will have a difficult time reaching the rouge before he kills them. As for the best talents outside of archery, I cannot be for certain, but i would take whatever gives you the best bonus's, mainly for your crit chance and crit damage.

Warriors- They are strong on offence and defence. They wear heavy armor which gives them a great bonus against melee and range attackers. They focus on Strength and Constitution for their gear. Attributes for a warrior are confusing, you will need to focus on strength for damage, but i believe that dexterity for the crit chance, and a little cunning for the crit damage is always helpful. I can't give you the percent for all of it, but I say you need ATLEAST 65-75% of the points put into strength. The rest is for you to decide.
Warrior dps is only two-handed now, but they can charge enemies from a medium distance without any specific talents. Also, every swing you do while in a group of enemies hits all in the path of your weapon. You will need to completely spec out your two-handed tree and after that I recommend specializing in reaver. The reaver ability "Devour" does damage and heals you for a large amount, great when your taking alot of hits. Your second specialization I say templar, in order to get Holy Smite, which does spirit damages to all nearby enemies. It has a chance to stun them aswell.

I hope some of these class tips have helped you, any questions please message me on here or at josh_petrik12@yahoo.com. Be aware that these are mostly my opinions on these classes and what I believe will best work from my personal experience. Feel free to comment and point out something that i should have posted or something that could be improved. Thank you for reading. Posted Image

#2
thendcomes

thendcomes
  • Members
  • 468 messages
That's a beginner's guide all right.

#3
Mocker22

Mocker22
  • Members
  • 168 messages
Pretty sure the owners manual gives a breif discription of each class and what their key stats are....

#4
Apathy1989

Apathy1989
  • Members
  • 1 966 messages
 My opinion....

Mage
- Highly versatile class, mostly designed for controlling and destroying large mobs. - However is the weakest of them all. Low base armour and few defensive skills.
 - Generally mages are based on mana. Usual point allocation is 2 points magic, 1 point willpower every level, occasionally putting points into constitution to maintain survivability. Most stop at around 30 willpower and put remaining points in magic.
 - Mages have access to all the elements, so can fight enemies in their weakness if prepared and informed.
 - As a mage you have access to 2 of the 3 specialisations eventually: 
- - Force Mage focuses on, as the name, force attacks. Knocking enemies around, pushing into groups, slowing them down. Obviously this is useful immensely for a vulnerable mage and allows control of a battlefield, directing foes into heavy "nuke" attacks. Force mages usually employ the elementalist tree, but skills such as walking bomb and glyphs are often used.
 - - Spirit Healer is the healing backbone, forgoing direct damage for huge survivability for himself and the team. The base sustainable required for all spirit healer skills disables damage spells and provides an area buff of health regeneration for everyone. With this, the player can resurrect allies, heal the entire group at once and grant other boons. Since damage spells are disallowed, Spirit healers either will disable the base skill or submit to using only buff, defensive and force spells - such as barrier, glyphs, haste and some force mage spells.
 - - Blood Magic is a different bag entirely. Instead of using mana, the mage using his own health. However this usage is not identical, and with equipment and skills can be potentially between a 2 to 5 conversion ratio. Thus willpower is ignored almost entirely besides equipment requirements. The blood mage cannot be healed by anything other than its own special skills while in its mode - it can steal health from allies directly, corpses and enemies a little. The choice of additional trees for a blood mage is entirely open and can supplement the other two happily. There is no ingame dialogue recognising that the player is a blood mage.


Rogue
 - class designed for high damage against a single target.
 - Weak like a mage, however has plenty of defensive skills and attributes give a natural affinity to avoiding damage.
 - Choice between using dual daggers or a bow. Daggers are rapid, close range attacks while a bow will provide high damage, long range attacks. 
 - Rogues are based on Dexterity and Cunning. Dexterity affects critical chance and attack, while cunning affects critical damage and defense. Criticals are the main focus for a rogue and occure constantly. Cunning is important for also unlocking chests and disarming traps. 
- Point assignment is generally equal for dexterity and cunning until 100% critical chance (or near) is achieved. Archers can survive with little consititution, while dual weapon rogues must invest at least a little to survive the unpleasent situations when they become the focus of attention. Willpower can be invested as needed, but often stamina is not an issue to maintain.
- As a rogue you have access to 2 of the 3 specialisations eventually:
 - - Dualists have alot of bonuses. Alot. They end up quickly with large bonuses to defense, attack and critical chance, becoming larger when the dualist challenges an opponent. The challenge will lock the enemy against the rogue however, so effort should be made to ensure the dual is short. The dualist also has the ability to teleport across the battlefield, with a hard strike to an opponent. 
 - - Assassin specialisation is considered to be the manditory one. It is focused on dropping an opponent quick - penalising their damage resistence, more critical damage, 100% critical chance and the grand finale, the assassinate skill, which will drop most opponents in one blow. Since the 1.03 patch however, there is a 40% damage cap against elites (80% for dual weapons, since there are 2 blows) and this somewhat reduces the value of this skill especially as an archer.
 - - Shadows stay hidden and avoid damage. They can divert attention away from fellow rogues and mages, or to a exploding decoy of themselves. The shadow tree besides those skills is just passive upgrades - granting critical damage improvements, obsurement and flanking benefits.


Warrior:
 - High durability, and potentially high damage, the warrior coordinates the team and takes the fire.
 - Damage can potentially be very low if durability becomes the focus. Fine for a companion, boring for a player.
 - Each swing of a sword hits many enemies. 2 handed weapons have a wider arc and reach, but otherwise damage between SnS (sword and shield) and 2H is similar. Just make sure you don't use shield defense, which removes the attack arc from the SnS to only single target.
 - Conveniently the main useful attributes are strength and constitution. Usually kept equal until 30 constitution, then I recommend investing entirely to strength. Minor investment in willpower is only needed unless many active skills are used.
 - Vanguard skill tree is practically needed to keep damage on par with other classes.
 - As a warrior you have access to 2 of the 3 specialisations eventually:
 - - Templars are chantry knights trained to fight mages and demons, which is what this tree excells at. The tree is good for resisting magic, removing magical effects and buffs, and preventing magic from being cast. Of course there is also some damage, but the tree mostly shys away from this.
 - - Reavers are based on the idea of "hit me and I hit back harder". As the reaver approaches death, damage increases. As enemies fall, the reaver attacks faster. If about the fall, the reaver can suck the health of their enemies. Generally considered the essential class.
 - - Beserkers are all about maintaining battle flow. Each strike costs stamina, but enemy deaths generate huge amounts of stamina. In return the beserker gains increased damage proportional to remaining stamina and can temporarily increase attack speed significantly. Since stamina equals damage bonus, using abilities is counter productive sometimes unless the player invests heavily in willpower (making the skill cost proportionally smaller). 

Modifié par Apathy1989, 17 août 2011 - 09:58 .


#5
Zaramis

Zaramis
  • Members
  • 2 messages
Apathy has really good description of all talent trees. And if you don't like my post, why would u even waste time commenting? Just sayin.

#6
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
To inform the uninformed of the quality of the post he read. This may be a privately run forum, but what you are posting is completely public and by that fact alone is completely up for appraisal by anyone who so chooses.

You can take several paths at this point, most of them involve addressing the concerns of the individual(s) or you can ignore them. I would personally suggest you address him as an equal if you wish to be considered as such on these forums.

Everyone is equal, until they open their mouths to speak. What you say from this point on will define you, your ideas, the quality and content of your guide, as well as it's place on these forums.

We all can understand your willingness to help your fellow gamer and are grateful you decided to join with those of us that supply information to those in need of it. You should take any comments provided as insight as to what may improve or clarify your guide so a layman may receive factual information rather than opinions concerning attributes, abilities, game play, or tactics.

Please accept my sincere welcome to this forum and hope that you receive this as it was intended.

Modifié par SuicidialBaby, 18 août 2011 - 12:42 .


#7
thendcomes

thendcomes
  • Members
  • 468 messages
SB you amaze me

#8
ripstrawberry

ripstrawberry
  • Members
  • 226 messages
"Mage- Mages are powerful range dps class but have a fairly weak defence. They use everything from Fire and cold attacks to Spirit and lighting spells. They have the chance to choose another specialization at level 7 and 14. They choose between Blood magic, Spirit Healer, and Force Mage. The main attributes you will need are Magic (which you should put ATLEAST 70% of all your points into, the second attribute will be willpower which increases your mana pool and allowing you to cast more spells before you are out of mana, you should put about 20% of your points into. The rest of the points can be thrown into constitution in order to keep your health at about average efficiency."

You forgot mages have access to physical dmg as well through their spells. Willpower should be skipped by blood mages while constitution can be skipped as well by non-blood mages.

"Before you hit level 7, the best talents to put points into is the element tree where you gain your frost and fire moves. I highly recommend getting all the cold spells in order to keep attackers at bay, they also to very good damage. After that, primal spells such as chain lightening to keep a good aoe damage output and stonefist to knock enemies back will also compliment the mages abilities."

I would say you can also avoid the elemental tree early on if you play on nightmare.

"At level 14 i just specialize in blood magic to get the 25 health and then i don't spec into anything else in the tree since it drains your health."

You're clearly missing out on a lot here as blood mage is arguably the best mage spec. I would understand though if the purpose of the guide is RPing and not optimizing which is what guides are for anyways. Draining your health via BM isn't that bad if you know what you're doing.

"Rogue- Probably the best dps class in my opinon. They are close range fighters, they hit quick but can't take alot of hits themselves. They use dexterity and a little cunning to maximize their critical hits. I recommend about 75% of points into dexterity and 15% into cunning while putting the rest into constitution."

Again you can freely skip constituion here. Con is a waste of points really for non-tanks/blood mages. Not all rogues are close range fighters. Archers offer comparable, slightly inferior dps but w/ the advantage of range and more aoe dmg. Being a rogue does't mean being DW every time.

"Rogues arn't hard hitters, but they hit so quickly that they might aswell. Once you get some good daggers, you will be pulling the enemies off of your tank with almost no effort. Duel-wielding is the best dps spec for rogues since they can hop from enemy to enemy and kill them in record time.
Specializing in assassination is the wisest move, it causes small damage over time while giving you a little extra chance to critically hit. Stealth really isnt too important since you will kill them so quickly, but can come in handy if u want to be 100% sure to get that critical hit."

Archers are actually are one of the hardest hitting builds in the game, especially w/ fire bows.

"Rogue archers follow close behind duel-wielding rogues, but they hit much slower. They do good burst damage with the right talents and enemies will have a difficult time reaching the rouge before he kills them. As for the best talents outside of archery, I cannot be for certain, but i would take whatever gives you the best bonus's, mainly for your crit chance and crit damage."

Archers actually do worse burst dmg than DW because pinning shot and archer's lance aren't as good as twin fangs and explosive strike. They're only better than backstab really.

"Warriors- They are strong on offence and defence. They wear heavy armor which gives them a great bonus against melee and range attackers. They focus on Strength and Constitution for their gear. Attributes for a warrior are confusing, you will need to focus on strength for damage, but i believe that dexterity for the crit chance, and a little cunning for the crit damage is always helpful. I can't give you the percent for all of it, but I say you need ATLEAST 65-75% of the points put into strength. The rest is for you to decide."

Warriors don't need constitution for their gear if you have the latest patch and pre-buff. Berserkers could benefit from putting a lot of points into willpower if they have another warrior to support them with rally + upgraded second wind.

"Warrior dps is only two-handed now, but they can charge enemies from a medium distance without any specific talents. Also, every swing you do while in a group of enemies hits all in the path of your weapon. You will need to completely spec out your two-handed tree and after that I recommend specializing in reaver. The reaver ability "Devour" does damage and heals you for a large amount, great when your taking alot of hits. Your second specialization I say templar, in order to get Holy Smite, which does spirit damages to all nearby enemies. It has a chance to stun them aswell."

WS warriors can do as well as 2H in terms of dps if not better. They actually have better burst damage talents in scatter and assault. At higher levels (level 50 games for example), WS warriors outdps 2H warriors due to edge of night exceeding the 2Hs elemental weapons selections.

#9
Mocker22

Mocker22
  • Members
  • 168 messages
Zaramis, while everyones Opinion is welcome, when you write them in a guide per say, a new player may log on to this forum and go, oh great a guide for new people like me! My point is that your post would be a lot better discripted as "MY preferences and opinions on the classes," because to be honest, I think many of us would disagree quite strongly with a lot of the advice you wrote.

#10
mr_afk

mr_afk
  • Members
  • 1 605 messages
This has inspired me to do a beginner's guide. It struck me that there isn't really anything explaining the basics and quite a few people seem to not understand the core mechanics behind the builds out there. We'll see how it goes.

#11
Apathy1989

Apathy1989
  • Members
  • 1 966 messages

mr_afk wrote...

This has inspired me to do a beginner's guide. It struck me that there isn't really anything explaining the basics and quite a few people seem to not understand the core mechanics behind the builds out there. We'll see how it goes.


It is a challenge. You have to strike a balance between informing the reader but avoiding too much detail/volume as the player will skim or zone out.

Edit: I think my descriptions probably was on the long side. Perhaps better to break into several sections, gradually increasing in detail.

Modifié par Apathy1989, 18 août 2011 - 05:37 .


#12
mr_afk

mr_afk
  • Members
  • 1 605 messages
yeah.. it's a much bigger task than I had anticipated.
I'm sorta feeling sleepy atm, so my typing speed is dropping. :/

#13
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
.

Modifié par SuicidialBaby, 18 août 2011 - 06:49 .


#14
Fallstar

Fallstar
  • Members
  • 1 519 messages
To be completely blunt, this guide gives no information that cant be found in the manual, perhaps you could list a few recomended talents up to level 10 or something, and link to other guides at the end? Just a suggestion.

#15
Mocker22

Mocker22
  • Members
  • 168 messages
Great plan afk. I wish you luck it'll be a hard balace to strike.

My little bit of advice...leave out all the behind the scenes number crunching, its a big ole headache. The best advice will be general ideas and rles that aply across all difficulties I believe.

#16
atheelogos

atheelogos
  • Members
  • 4 554 messages
" I recommend about 75% of points into dexterity and 15% into cunning while putting the rest into constitution. " smh lol