I just unlocked the new characters. Here are the new skills.
Lets see who comes up with some good builds ![]()
I just unlocked the new characters. Here are the new skills.
Lets see who comes up with some good builds ![]()
should be online any minute, youtube is still working. Looks like Isabela can be a ranged or melee character, or a mix of both.
Here's my experience from beta:
Virtuoso: Battle of the bands, Mark of the Riff, Barrier.
2 - 2 - 2 for barrier, then 1 - 3 for Riff, then 3 again for Battle of the bands. Replace the queue with 2-2-2 and repeat
should be online any minute, youtube is still working. Looks like Isabela can be a ranged or melee character, or a mix of both.
She's kind of like the inverse of the AW in that way.
Some things I've noticed:
Here's my experience from beta:
Virtuoso: Battle of the bands, Mark of the Riff, Barrier.
2 - 2 - 2 for barrier, then 1 - 3 for Riff, then 3 again for Battle of the bands. Replace the queue with 2-2-2 and repeat
No 'Sing Along?'
No 'Sing Along?'
Yes, sing-along when necessary. Don't take any of the offensive abilities.
Jujst tested each class a few levels They all play different and unique, especially the virtuoso ![]()
Dude OP, don't get me wrong, but this is a ridiculously long video for showing the skill trees.
Could you post the times at which you focus on the skill trees for each character?
its down in description
sorry
Right now I'm using a Keelhaul/ Flashing steel/ Gangway!/ Swashbuckle build. I start with Keelhaul (or Gangway if I need to close in on the target) on a small group of enemies to incapacitate them and give them a vendetta mark, then I get in close and try to hit as many of them as possible with Flashing Steel to get Elusive stacks. The rest of the fight I try to regain Elusive whenever I have a chance (with Naturally Evasive I have 4 slots)
Pros:
-Extremely mobile. Gangway! is a mix of Hook & Tackle and Leaping Shot, and will either get you away from an attacking melee or help you close in on ranged enemies. That pesky archer on the other side of the map thinks she's out of reach? Nah.
-Landing Flashing Steel on a target with Vendetta do a lot of damage, and since Keelhaul groups enemies together it makes it easier to hit more than one with Flashing Steel (which doesn't have a very big AoE) With updated Keelhaul you'll put a vendetta on 3 enemies, if you're lucky you can hit all 3 of them which will give you 3 Elusive stacks.
-Swashbuckle will waste all your Elusive stacks (can't be used without Elusive) which is a bummer, but every hit is 700% weapon damage. 700% times 4 hits is, like, a lot. I'm using this on the really tough enemies, almost one-shot a revenant on Threatening (and that was when I still had only 3 Elusive slots...)
-Keelhaul is my new personal favorite ability because it works on nugs. NUGS. I chained the poor little bugger to a Venatori brute and he kindly had to wait for me to catch up to him. It also works on the Venatori commander, she wasn't teleporting anywhere as long as she was chained to her lackeys.
Cons:
-No single Bolt ability, which I had a lot of fun with on Routine (and it's great for pots!) I guess you could substitute Keelhaul with Bolt, but I really really really like Keelhaul.
-If you hit the enemies in the wrong order (Flashing steel first, Keelhaul later) you won't get any Elusive stacks and will quickly be reminded that a single tunic doesn't provide very much armor. I spent a lot of time running for cover while waiting for Keelhaul and Flashing Steel to cooldown. I think Gangway helps (apparently it decreases the cooldown of your abilities with 6 seconds if you update it and hit an enemy with a vendetta mark)
This build is working well for me on Threatening, I'm all over the battlefield and loving every second of it. I'm still just on level 12 but I'm happy with the abilities which gives a nice mix of offensive/defensive/mobility. Now I'll start to round her off with more passives, I have my eyes on Unyielding since if you get caught in a crossfire with no Elusive stacks and your abilities on cooldown... well.
reading the skills, you can make isabela quite tanky?
From the sound of it, it depends on how high you can stack your buff. Every hit Means a coin is used from what I understand.
So "tank" is likely stretching it a bit.
elusive can stack 3 times, with the passive "naturally evasive" 4 times I think. so you evade 4 attacks. well Im sure a few nice builds come out the next days.
Vendetta, elusive... Can someone please explain what those things mean and how do they work?
See Penguin's videos Nibyl. Owl posted them a bit ago.
I wouldn't call her "tank", but the Elusive ability certainly makes it possible to play her in a quite fun and risky way. I have begun to aim for small groups of kooks standing close together, if Isabela has a couple of Elusive stacks she can rush them (especially if they have been incapacitated by Keelhaul) and kill the entire group rather quickly. Hopefully she can either kill them all or at least regain some Elusives; if not, she's better off turning around and trying to find cover. She goes down quickly if she gets hit multiple times... but on the other hand, who doesn't?
The only other rogue I've used with a similar behavior is Ice Flask alchemist: rushing headlong into a small group, trying to freeze and shatter as many as possible. The other rogues don't really do "rushing into a middle of a group" that well.
For those who can't watch videos: As far as I've understood it, some of Isabela's attacks give the status Vendetta to her enemies. An enemy with a Vendetta mark (purple skull and crossbones over the head, can't miss it) takes 10% more damage from all sources, I think. The rest of the team can also see the Vendetta mark, and in my experience most of the team tends to go after that enemy.
However, if you're playing Isabela you'll want to stick close to the enemies marked with Vendetta, because if you hit them with certain attacks (like Flashing Steel or Isabela's upgraded Flank Attack) that Vendetta mark will be traded into an Elusive coin (or as I call them, stack.) This coin fills one of the empty round circles Isabela have over her health bar. She can have 3 Elusive coins (or 4, with the Naturally Elusive passive) and every Elusive coin negates one attack from the enemy, no matter how much damage they do. Say that you have 3 Elusive coins and get grabbed by a Revenant who pulls you close and does his three swings attack - every time he hits you you'll lose a coin, but you won't get any health damage.
Thank you for the clarification, I think I understood some of that by reading the skill descriptions.
For avvar, I'm going for a full-frost maximum survivability build first, see how that works out.
At first I died quite a bit with Avvar, but a mix of Hakkon's Charge and Cold Smash keeps him alive for a while longer. All in all, the Storm Warrior tree seems like a lot of fun and I'm having a hard time choosing just 4 abilities. I've overlooked the Mountain-Heart skill tree a bit, but... why would you want to use pommel strike when you can freeze, burn or electrocute everything that comes near you?
One of my favorite abilities on the Avvar so far is Crushing Leap: you jump at your enemy and crush them with an attack that also does AoE burning damage to all around you. It's great for squishing a fleeing nug (I should probably stop rating attacks just by how great they are at killing nugs, though...)
Yes, sing-along when necessary. Don't take any of the offensive abilities.
Is Zither not a good offensive mage, or is it just that his support abilities far outweigh any and all damaging spells he can do?
reading the skills, you can make isabela quite tanky?
Sort of. Elusive is great for taking on bosses because it not only blocks damage but the attached CCs as well (debuffs will still work though), but focus fire will eat up all your stacks in an instant so you can't really stand around and take hits. In the build I've got atm Hoist the Mainsail addresses that problem by giving you 10% movement speed for each stack of evasive, letting you strafe around and avoid most trash mob attacks while spamming bolt. While you're spamming bolt you're also building up vendetta stacks on enemies as well as increasing the damage of your next attack via Hot Streak and Savvy, so you can then go in and hit like a truck with flashing steel and replenish your evasive stacks. You can also tank bosses and hard targets like giants very effectively by using ambush to grab aggro, build evasive stacks, deal damage, and return stamina while you spam bolt from out of range. This leaves one active slot free, and it's tough choosing what to fill it with:
At first I died quite a bit with Avvar, but a mix of Hakkon's Charge and Cold Smash keeps him alive for a while longer. All in all, the Storm Warrior tree seems like a lot of fun and I'm having a hard time choosing just 4 abilities. I've overlooked the Mountain-Heart skill tree a bit, but... why would you want to use pommel strike when you can freeze, burn or electrocute everything that comes near you?
One of my favorite abilities on the Avvar so far is Crushing Leap: you jump at your enemy and crush them with an attack that also does AoE burning damage to all around you. It's great for squishing a fleeing nug (I should probably stop rating attacks just by how great they are at killing nugs, though...)
I went straight down the mountain tree to get upgraded rage of the avvar. Basically a supercharged war cry without the taunt. At level 7 I have all the guard abilities the class has.
I plan to build him like this:
Active abilities: Hakkon's charge, korth's might, rage of the avvar, chilling tremor (all upgraded)
Passives: Chilled defense, clear a path, elemental attunement, furious blows (and the rest that I get while going for actives)
Charge, rage and ice smash all generate guard. Charge and smash chill enemies while upgraded tremor freezes enemies who are already chilled. Chilled defense gives 25% DR when near chilled or frozen targets. Elemental attunement increases chill duration by 25% and rage gives 10% DR and 20% guard for every enemy within 5 meters. I think he will be able to survive just fine. Only thing he lacks is some kind of CC clear.
Is Zither not a good offensive mage, or is it just that his support abilities far outweigh any and all damaging spells he can do?
Frankly with the upgrade to the length of songs there is no reason you can't use a ton of them. Using 3 moves is pretty scrubby, if you can't twist songs all day long, you are a bad bard. I only played 4 games last night but I was using barrier, the fire attack, haste, heal on hit and the aoe lightning song. Will incorporate more when I level up higher.