keeneaow wrote...
Here is good mods
http://forums.steamp...34&postcount=22
Eww, that's basically a list of mods to make the game mind-numbingly easy.
Mods I'd recommend to anyone:
http://social.biowar...7003/1#15156882Recommending others can vary depending on how much you want to alter the game.
Purple Lady's list has a lot of suggestions. I personally wouldn't recommend all of these, but it depends on taste.
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Builds:
Warrior:Unless mentioned otherwise, enough dex for talents, rest in strength. For SnS, DW and 2H this is usually the best build. Exceptions are:
Dagger+dagger - enough str for massive armour, rest in dex. Autoattack is on par with a DW using axe/sword+dagger but talents are significantly weaker. In exchange it gets lots of defence and is quite a good tank
Super-tanky SnS - Enough str for massive armour, rest in dex, use a dagger. IMO this is inferior to a strength SnS build since you have the offensive power of a wet fish (talents in particular are near-useless) and the increase in tanking isn't mindblowing, but others swear by it.
Bow - enough strength for heavy (not massive, it reduces your attack speed!) armour, rest in dex.
Oddball dual striking: Same as above for stats, but equip a dagger in your main hand, and a large weapon (starfang being the best for this) offhand. Dual striking only depends on the attack speed of your main hand, so this lets you attack extremely fast.
Talents:
2H - go for indomitable and sunder arms ASAP, then 2-handed sweep. Death blow is also very important as two-handers absolutely depend on talents.
DW - Unless you're doing the DS build above, dual weapon mastery generally isn't worth the dexterity you need for it. Mostly because the rose's thorn (dagger) has stupid good enchantments. Dual-weapon training first thing obviously, then rush for momentum. I'd go for riposte after that, then get talents in whatever order.
SnS - shield wall is the best sustain. Get all talents in whatever order, though shield wall and shield expertise are the priority.
Bow - Scattershot is the best active talent, and about the only one worth using. Good sustains are suppressing fire and defensive fire (archer tanks are hilariously viable), Aim if you're using the repeater gloves from RtO, and rush master archer especially if you want to wear heavy armour.
Equipment - Usually massive armour and focusing on crit-boosting gear is a good idea. These attributes are often found together, such as warden-commander armour and cailan's gauntlets. If you're focusing on tanking then blood dragon plate (1.0 version, 1.1 is pretty ****) is a nice alternative. Lifegiver if you're
really focusing on tanking.
Mage:Everything in magic - really easy. Applies for just about every mage build there is, including melee arcane warriors, shapeshifters and blood mages
Spells:
Way too many to list fully. Offensively, fireball and the cone spells from primal, and virulent walking bomb are excellent. For crowd-control you have paralysis explosion (glyph of repulsion + glyph of paralysis ontop of eachother) and blood wound as your main tools. Grease complements both of these nicely, as a DoT and CC.
Gear is pretty straightforward. Things that boost magic/spellpower, mana/willpower and mana regen are good ideas.
Rogue:Stats depend on build. If you want an independent rogue, high dex is the way to go as you have less damage, but better attack and survivability. If you want one that depends more on the team, but potentially has better damage (and contributes more with song of courage) then cunning is good.
Talents:
Dual-weapon training and momentum quickly, just like a DW warrior. Fast combat stealth is a good idea. You don't need a fast riposte because dirty fighting is better, though eventually you'll get both. Lethality is obviously a must for cunning rogues, but you can afford to get it late on dex as both of its pre-reqs suck. Combat movement and coup de grace whenever you can fit them in, they're good but not vital. Device mastery depends on your cunning score - if it's at least 70 you won't need any. Add one talent for every 10 points less than 70 cunning that you have (so if it's 50 you'll need improved tools, if it's 30 you'll need all 4). Evasion is bad even for dex rogues, as it comes with a super annoying animation that interrupts whatever you're currently doing at the time.
Assassin is the obvious choice if you're backstabbing. Cunning rogues will prefer bard as the second spec, dex can use either duellist or bard.
Bow - as with warriors though you can go cunning if you want, bard and ranger are both good specs.
Gear - cunning can go sword/dagger or axe/dagger if you want, though these can be annoying to equip without investing in strength. Both can go dagger/dagger well. Obvious gear choices are things that give dex, cunning, or +crit/backstab damage.
Constitution is a bad stat for all 3 classes, including dedicated tanks. Reducing the damage you take, whether it be from high armour, high defence, or plain old killing sutff faster is better than having more HP. With base constitution nothing will surprise and one-hit-kill you or anything, and just about everything else is preventable and/or can easily be healed through.
Modifié par dainbramage, 31 décembre 2012 - 03:50 .