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Anyone tried this build?


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18 réponses à ce sujet

#1
MaxCrushmore

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For the Arcane Warrior, using both Fade Cloak and Fade Step (with the extra evolutions ofc) as well as PotA and Blade?

 

I was thinking with these 2 abilities, you could cast PotA from a distance, use Fade Cloak with freeze to close the distance to the center of PotA, then use Fade Step on all the gathered enemies, and whatever is left, you swing your sword at until dead ...

 

What do people think?

 

InB4L2PNoob

 

 

I have tried this kit both as a caster, and as a primarily melee, plus a mix of both. I just rolled my AW over, and was using Blade, PotA, Stonefist and Fade Step



#2
MaxCrushmore

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Lol .. I take it that means no one has tried it ..



#3
Apl_Juice

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It works, sure. As far as I'm aware, Chain Lightning, Stone Fist, and Fade Step are all interchangeable in the typical build, and they all have their uses. Just know that Chain Lightning will be your best bet for raw damage.



#4
slayergrim

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I'm using this build and I can solo much of perilous. Pull of the abyss is handy for grouping them up. The dash works really well to close distance and position your burst. Blow up and slash away. It works. I tried without the dash and found myself out of position a lot. The dash fixed this right up.

#5
TheThirdRace

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I played it, it was pretty strong but ultimately it's not enough to sustain your Barrier when things get really hairy on Perilous. If you have 1 or 2 weak teammates you're pretty much doomed to fail to clear the map. (Don't forget enemies scale with the number of players, solos are much "easier" for the Arcane Warrior than a 4 man team)

I currently use Chain Lightning, Fade Cloak, Pull of the Abyss and Spirit Blade. Unless something goes horribly wrong, you can basically keep your barrier up indefinitely on area 5. You're also tanking everything with Fade Cloak and pulling a lot of aggro with Chain Lightning. It's better for the team this way.

I know a lot of people love Fade Step, but on an Arcane Warrior it's not that great "team wise". You're supposed to tank everything, not running away from it and let everyone else fend for themselves.
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#6
gay_wardens

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I played it, it was pretty strong but ultimately it's not enough to sustain your Barrier when things get really hairy on Perilous. If you have 1 or 2 weak teammates you're pretty much doomed to fail to clear the map. (Don't forget enemies scale with the number of players, solos are much "easier" for the Arcane Warrior than a 4 man team)

I currently use Chain Lightning, Fade Cloak, Pull of the Abyss and Spirit Blade. Unless something goes horribly wrong, you can basically keep your barrier up indefinitely on area 5. You're also tanking everything with Fade Cloak and pulling a lot of aggro with Chain Lightning. It's better for the team this way.

I know a lot of people love Fade Step, but on an Arcane Warrior it's not that great "team wise". You're supposed to tank everything, not running away from it and let everyone else fend for themselves.

 

If you've got demon commander aggroed and fade step is on cooldown when he pops underneath you, you're screwed. It looks like the only way to be invincible is Cloak AND Step. 

 

Next build I'm going to drop PotA and just let someone else worry about crowd control. I'm not a huge fan of the ability because they can still attack and block while being pulled. I also have stonefist this build but I feel like it doesn't hold up to the other abilities as far as utility and survivability.

 

So I'll drop those two, get fade step, cloak, chain lightning, spirit blade.



#7
Guest_Mortiel_*

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I used Pull of the Abyss, Veilstrike, Stonefist, and Fadestep with all the Rift Mage passives. Anything that makes me have to play less like a Knight-Enchanter, because I honestly despise that specialization. Just personal preference.



#8
veramis

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Max, I feel using both fade step and fade cloak is much riskier since you don't barrier yourself with chain lightning before getting close to enemies, but if you are good enough with spirit blade and PotA it could be better than chainlightning. With fade step and fade cloak, you could PotA from a distance, fade step close to enemies, fade cloak for nuke, and then finish off everything with spirit blade. But mess up PotA placement, miscalculate fade step, or hit fade cloak at the wrong time, and you could get your bikini old man killed.

 

The best player I've met in DA3MP used those four abilities, but he was so pro that he almost always scored 2x higher than any other top 50 leaderboard players.



#9
Wavebend

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I use Chain Lightning, fade step, fade cloak and spirit blade. Was able to solo Perilous without issues (and I mean, a real solo, not a group solo). Fade step allows you to survive by rapidly generating some barrier without mana


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#10
TheThirdRace

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I use Chain Lightning, fade step, fade cloak and spirit blade. Was able to solo Perilous without issues (and I mean, a real solo, not a group solo). Fade step allows you to survive by rapidly generating some barrier without mana


I've done this build a couple times and this is the most survivable build I've seen for the Arcane Warrior. The only downside is you can't really help your team when necessary. You can't crowd control and you can't stop attacking, you're pretty much playing lone wolf in a group. By trading Fade Step for Pull of the Abyss, you trade survivability for teamplay as it's easier for your teammates to survive the incredible aggro you bring.

As for the "Solo" part, it's a good example of bad insight. You use all the extremes to reach a conclusion that doesn't work in normal gameplay.

First and foremost, enemies scale with the number of players. Thus, soloing is by far "easier" for strong characters than with a group of 4.

Second, the Arcane Warrior benefits from having all the aggro. The more melee enemies you have in front of you, the more survivable you are. If you don't have most of the aggro, you'll die much more easily.

Third, enemies positioning is different when you're soloing than when you're in a team. When soloing they'll tend to be a short distance from you and packed together, when in a team they'll tend to be all over the place. Enemies will also come to you if you're soloing, which means you don't need to run all over the place to kill them which in turn lower the time where you'd be vulnerable. Thus, it's harder to play in a team than in solo because of the way enemies move.

So please stop using "Solo" as an excuse for Arcane Warriors "easiness". It's very strong but it takes advantage of all the game mechanics at the same time, it's the best case scenario. Introduce 3 teammates and you'll begin to die because the odds aren't all stacked against the enemies now. As I said, be careful before bringing a flawed example as an argument.

#11
-PenguinFetish-

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Agreed. A class who can solo well isnt nessecarily a good team class, and vice versa. For example, in me3, the n7 paladin was a monster in teams that could detonate his tech combos. In solo play, not so effective. Too squishy and not enough solo dps to compensate.

In solo play, the geth juggernaut made soloing a walk in the park. In team play, he was too slow and weak to really be useful.

#12
hooblued

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I think that "Chain Lightning, fade step, fade cloak and spirit blade" is the best build for pug perilious, you are pretty much a lone wolf, but you are able to carry if your teammates do things wrong.
And let's be honest: the AW is one of the strongest classes for a lot of reasons, but one of them is that he can solo everything and that's incredibly useful in pug games.
Obviously sometimes you find good pugs and you try to be more "team-oriented", but sometimes you know that some pugs have no chance to win without being carried and should remain to Threatening.



#13
Sephlezar

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I could have sworn that enemy difficulty was not impacted by the number of players? Didn't they say the game always assumed there were 4 players present?

#14
TheThirdRace

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I could have sworn that enemy difficulty was not impacted by the number of players? Didn't they say the game always assumed there were 4 players present?


I might be wrong on that, it's from personal experience.

I had a friend constantly 1 shot enemies with his Assassin in solo. Whenever I join his game, he couldn't 1 shot them anymore. We didn't have great daggers back then, but it sure wasn't just a "crit" or position thing either. It was consistent, he really couldn't 1 shot enemies anymore while I was there. When I quit the game, he could again 1 shot them. We repeated the test 3 times and got the same results. Thus I concluded enemies scales based on the number of players. I'm a professional programmer, I used what I had to test however I could so my tests should be right. Nevertheless, I didn't have access to numbers so there's still the possibility it was just luck.

Another point is when you're in a team and a teammate bleeds out, enemies grows stronger. That can't happen in Solos, so even if the enemies weren't scaled on the number of players, they'd still be stronger when in a team than in solos just for that reason.

Take it with a grain of salt though, the important thing to remember is that the Arcane Warrior benefits from soloing and gets negatively impacted while in teams. That's why using Solos to show his OPness is a lack of insight because you usually don't play Solo, you usually play in a team...

#15
MaxCrushmore

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Thanks for the responses everyone. I did try this build last night and it was very effective, even in team matches.

 

However, I don't think it was as much fun as a hybrid caster build, I'm a sucker for stone fist.

 

As a side note, whenever I'm using PotA in a good pug with either a good Reaver or a bow kit using Trepaniers Ritual (spelled right?).. all the enemies tend to die before I can close the distance.



#16
Storm_Changer

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This is actually my standard AW build. You get so much utility and mobility out of having two high-damage evasion skills rather than just one and CL [it really helps vs parrying classes, more so than CL I find] I find it's useful for getting to enemies abit further away that I've grouped with Pota, but there's definitely more uses than that! 

 

It's best used if you intend to hyper carry - which when I pick AW I typically do. For more team play, stonefist is definitely a consideration. 



#17
stiff_muffins

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For the Arcane Warrior, using both Fade Cloak and Fade Step (with the extra evolutions ofc) as well as PotA and Blade?

 

I was thinking with these 2 abilities, you could cast PotA from a distance, use Fade Cloak with freeze to close the distance to the center of PotA, then use Fade Step on all the gathered enemies, and whatever is left, you swing your sword at until dead ...

 

What do people think?

 

InB4L2PNoob

 

 

I have tried this kit both as a caster, and as a primarily melee, plus a mix of both. I just rolled my AW over, and was using Blade, PotA, Stonefist and Fade Step

I use this all the time.

IT is hands down the best AW class you can make. So much escape / invincibility. Its so good I'm going to make an elmentalist with both steps.



#18
stiff_muffins

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Except I don't use POTA. Waste of skill points. I use Chain lighting and then put the spare points into the armor / defense (its not much better but its a decent and helps if you accidently take a hit.

Also I don't get spirit of will because that passive is glitched. On my last build I was doing fine until I took that skill. My barriers would never fill up like I once had and I found myself dying more.
 

-Spirit Blade

-Chain Light

-Both cloaks

 

Most efficient build / class in all of MP



#19
Angel86

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Yeah that's my main build with AW as well.

 

Spirit Blade. Can't really ditch it.

Fade Cloak. Awesome damage + life saver, it's a no brainer for the AW melee playstyle.

Pull of the Abyss. One of, if not the, most powerful CC available in the game. Why wouldn't you use it.

 

Those are carved on stone for me, so the 4th skills falls between:

  • Mind Blast: description says it may make enemies target another one, so no.
  • Dispel: your spirit damage from Spirit Blade already obliterates barriers for a fraction of the mana, no point.
  • Flashfire: single target damage + panic. Not powerful enough for a single target spell.
  • Chain Lightning: good for some modest damage to multiple targets, short cooldown, it's nice to have so that you can build a little barrier before closing in on the Pull of the Abyss.
  • Veilstrike: AoE knockdown, great for trash but won't affect larger enemies. Usefulness shadowed by Pull of the Abyss.
  • Stonefist: decent single target ranged damage, will stagger enemies close to impact.
  • Fade Step: gap closer with low damage and chilling. Awesome for approaching the enemies gathered by Pull of the Abyss or escaping to safety if needed.

So for me it really just falls between Fade Step and Chain Lightning. FS bringing a gap closer and CL a ranged attack. Personally, I prefer FS.