First of all let me welcome you to the guide.
This whole project will consist of my theory crafting about builds and statistics and will be updated during the A2-T3 for the talent skill tree and my thoughts of the balances and how they impact overall pvp gameplay. Keep in mind this guide is mostly targeted to PvP oriented players as it theoritizes mostly pvp scenarios as well as Im doing everything from my memory, assisted by the wiki so some info could be misleading or not viable in this alpha test which I shall update as fast as I will get knowledge on it. This doesn't mean that some of the builds are not viable for pve they will probably just differ in the talent tree.
Here are some helpful links:
- Attributes and how they work
- List of Spells (Switch school at the bottom to see other spells)
- Not tested builds
We are done with the introduction so lets wrap it up into theorycrafting itself and the builds.
Right now we have 3 basic "classes" in the game ft. melee class, wizard class and the archer class which isnt viable (could be?) right now due to lack of the class' spells.
BUILDS I ALREADY PLAYED WITH AND TESTED:
Lets start off with my favourite build of the last test which was melee with high dps burst
Stats should look somewhat like this, but because with the recent addition of movement speed added to dexterity u should consider swapping the inteligence and maxing out the dexterity.(Mostly solo/duo pvp scenario)
We are using a spear of course because during the last test it was the best melee weapon overall.
For the spells here's my favourite combo with the build:
Attributes and the talent tree:
We are maxing STR and CON for getting the pure base hp to the highest amount for survivability.
Maxing INT is for pure magic resistance as well as getting enough mana to not run out immediately during encounters.
Because perception scales with half of the spells we use you might consider sacrificing dex/some int for maxing perception to spike the dps even higher but in the last test the dps was already onpoint.
Because this test we are getting our hands on talent tree its not that bad of a situation because Im 99% sure the talent tree will consist of attributes nodes as well so we can balance things by getting the nodes on the tree.
Bash, shockwave and word of power:stun (which Im not sure if works with the spear, I actually forgot, if doesnt just replace for another stunning/dps/survi spell) are taken purely for stun purposes and don't have that much dps overall.
Frenzy is here to close the gap between magic casters/catch a target running away/escape purposes and it additionaly boosts dps so its very welcome in this setup.
Will update this part because I lost my screenshots of enchantments.
Quick and basic PvP encounter explanation:
- Frenzy at the start of the fight to catch up to the target, (or save it for catching the mage caster when he escapes with a blink or something)
- Stunning with bash gives us opportunity to stack up all the poisons/bleeds with strike dealing massive damage,
- Add shockwave inbeetween to keep the target in a stun,
- Continue dps'ing with strikes and add word of power for even longer stunlock,
- Target dead.