Health and Mana potions are absolutely plentiful throughout the game.
Maybe on higher difficulties they aren't? But yeah never had a problem with those, or scrolls, which I like only thing slowing me down is loot and then I send my pup back to the vendor to fuck me over... GOD DAMN IT DOG I KNOW YOU ARE HOLDING OUT ON ME!
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
ill admit i just saw on D2D that it was one of the most downloaded and it was a spur of the moment purchase. im an avid mmorpg player.. using just the mouse isnt Troublesome. just well..... boring. its like im browsing a webpage. The game looks cool and i can see how it would be fun. but in this day and age . the lack of a keyboard/mouse option.. or gamepad option. seems unnecessary.. i mean why shouldnt one be able to use w,a,s,d atleast for movement purposes... anyways im not here to bash it. just figuring out this genre is not for me ..... anyone know if Diablo 3 will be set up same way cause i was intrigued by what ive seen of that game... unless...
Ok, how have you not played Diablo 2 or any of the THREE MILLION clones that have saturated the market in recent years? I am thoroughly amazed that anyone over the age of 14 could go 'whut? mouse control hack & slash?'. No offense man, but if the control method was genuinely news to you then you don't get out much.
The Dreamcast game Record of Lodoss War was a BAD-ASS Diablo clone where you manually controlled your character with the analog stick and could swing your weapon with a button. Honestly, that's what I'd prefer, but this isn't a console game. I would seriously trade mouse/keyboard for that control scheme any day of the week.
I'd argue that just because a certain gameplay mechanic has become tied to a genre doesn't mean that gameplay mechanic isn't ass. Look at 90% of what goes on in a JRPG, for god's sake.
Doesn't mean the genre's bad - I like diablo clones; and JRPGs for that matter. All I'm saying is there's no reason to lean on tradition when it comes to gameplay. I've played the shit out of Diablo and D2, and I totally agree that point-and-click movement feels less visceral somehow than wasd or gamepad movement. Like you're yelling orders to your character from on-high instead of actually controlling them.
Do you have difficulty staying alive? I'm in the mood to just make a tough character. I don't care how long it takes to kill things.
That's what I'm getting at though. Even with the added armor and block values, you still take more damage fighting most enemies than you would by dual-wielding, just because you can't burn them down as quickly, and thus take more hits during the fight.
So far using a sword and board, and lacking any of the important defensive talents except armor mastery, I can just wade through groups of enemies without taking any damage whatsoever. I can just stand there. I guess I'll have to see what happens after I up the difficulty level.
I see what you're saying though, and it may be that I end up switching over to dual-wield. From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
This is because attack speed has nothing to do with how fast you use skills, whether it's base weapon speed or extra attack speed on gear (this also makes weapon DPS as a measure of how much damage it will do more or less worthless).
Except for how the ability damage on almost all abilities is based on weapon DPS, not weapon damage.
This is because attack speed has nothing to do with how fast you use skills, whether it's base weapon speed or extra attack speed on gear (this also makes weapon DPS as a measure of how much damage it will do more or less worthless).
Except for how the ability damage on almost all abilities is based on weapon DPS, not weapon damage.
Is it? I didn't know that. Yet another odd design choice (in my opinion), but at least this makes fast weapons as good as slow ones. I would assume this means that increased weapon speed is then still useful on weapons, as it will directly increase that weapon's listed DPS, but increased weapon speed on other pieces of gear would not be useful since it is not calculated in skill spamming.
I was playing a Summoner Alch in the demo on Very Hard. The imps are kinda weak, aren't they? Also, does the Alch get any good AoE skills?
I'll pick this up with the next free $20 I have, and would like to do something along the lines of AOE + Tanking Pet, with maybe a good single-target DPS skill for bosses.
So far i'm having decent luck with imps/golems/flaming swords (spell) coupled with that ember lance thing.
Only complaints about the lance are how z-axis owns it, like stairs and ramps.
I'd also love a very pet-heavy build with a ranged AOE skill for supplemental DPS, and maybe a single-target killer for bosses.
Open to suggestions!
I've been playing an almost strictly summoner Alchy on Very Hard as my first Hardcore character and he's pretty much ripped the shit out of everything up to the third area. I did have to put a few points into Ember Bolt to deal with the first boss. I'm basically rolling with an army of 3-5 skeletons, 3 imps, and my golem, along with 1 point in Thorned Minions to help deal with the tougher champions. The cool thing about playing a pure summoner on hardcore is you don't have to worry about your magic stat or magical weapons expertise to do damage, so you can dump points into defense and armor expertise to keep yourself alive. I'm currently doing 2/3 magic/defense per level.
You might consider going with Ember Bolt for your supplemental DPS. It's not actually AOE, but it does fire multiple shots (you get more as you level it up) and it has knockback which is nice for keeping dudes off you and closer to your pets. It also works for single targets as all the shots just hit that one guy.
I just started playing this on Hard and I'm loving the Battle tree. Ember Shock can deal with large groups thanks to the stun and even does moderate damage against bosses. Cast Ember Shield and I'm good to go. The only problem I encounter is when enemies rush on all sides. The Arcane tree was okay in the mines but doesn't seem to cut it afterwards. Iceshock uses too much mana for relatively little damage and doesn't seem to slow down enemies enough. The Lore tree seems alright if you max Nether Imp and Pet Mastery, but frankly I'm not a fan of letting minions do all the work for me.
If you want to tank with an Alchemist then the Battle tree seems the way to go with Ember Shield and Armor Expertise.
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Off topic: I saw some recommendations for Titan Quest a few pages earlier. It's currently available for $20 at D2D (missed the big sale, dammit!)
Anyone know if the Direct2Drive download is DRM'd/activated or anything? To wit, can I buy a single copy and install it on two of the PCs in my house so my GF and I can play co-op... or are they going to make me buy it twice?
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
I'm using relatively ass equipment as my lore Alchemist. The ocular golems do most of the heavy lifting, while I sit in the back siphoning 155 hp with my "fastest" gun.
Speaking of "fast" weapons, does anyone else feel it's highly ironic to see something like "Speedy Handgonne", despite the fact that Attack Speed + 7% doesn't quite compensate for it's "slowest" attack speed?
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Unfortunately, life and mana stealing don't work when used with skills, which will make them largely worthless for many builds.
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Unfortunately, life and mana stealing don't work when used with skills, which will make them largely worthless for many builds.
Imagine Ember Lance stacking mana stealing if that worked.
How are you guys playing destroyers? I'm building mine around doomquake, that phantom blade (or whatever the tier 1 titan ability is called) and defensive talents in the Titan and Spectral trees. So far I don't really take damage, ever, and the paltry 6 HP return each hit is enough to keep me topped off all the time.
My Destroyer has points in Shadow Armour, Entropic Aura, Armour Mastery, and Titan Stomp. Also Martial Weapon Mastery. I have a point in Devastate but don't like it much (gets me killed, uses lots of mana).
Titan Stomp was fun as my main attack for most of the game, but in the Black Palace it's kinda irritating killing dragonkin by stomping, moving, stomping again so they don't burninate me. Titan jumping takes forever.
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Unfortunately, life and mana stealing don't work when used with skills, which will make them largely worthless for many builds.
Imagine Ember Lance stacking mana stealing if that worked.
That would be fantastic. More realistically, I'd settle for being able to drink mana pots without interrupting my spell. :P
From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Unfortunately, life and mana stealing don't work when used with skills, which will make them largely worthless for many builds.
it's more than viable to pop off a couple of pistols shots between rapid ember lightning strikes though
that's how i beat the game anyway; skills for damage, weapons for health & mp
I just peeked at the official forums, and there's a mod that enables drain for skills. But I think it's a work in progress, I didn't see Ember Lance in the list of spells that worked.
I just peeked at the official forums, and there's a mod that enables drain for skills. But I think it's a work in progress, I didn't see Ember Lance in the list of spells that worked.
Man, there's a damn field that says "DRAIN LIFE Y/N" in TorchEd.
Of course, you also need to set that for every single level of every single skill...
So what's the max you can take a skill to? I have a +2 Beam Golem unique staff...does that mean I can have lvl 12 Beam Golem Skill?
12. Yes. But that only seems to apply to class-specific skills. For some reason, 10 is the max for all the shared skills like Critical Strike, despite bonuses to those seeming to be much more common.
So what's the max you can take a skill to? I have a +2 Beam Golem unique staff...does that mean I can have lvl 12 Beam Golem Skill?
12. Yes. But that only seems to apply to class-specific skills. For some reason, 10 is the max for all the shared skills like Critical Strike, despite bonuses to those seeming to be much more common.
Weird. I also have a nice enchanted ring with +3 to Charm Magic
Is there a guide somewhere that tells me which fish-pets are best? I've just been assuming it's best to switch the dog to an opposing elemental (e.g. ice elemental vs fiery enemies) but I wouldn't mind seeing some numbers.
Driving your character with the arrow keys or wasd wouldn't be a bad thing. Walking back by clicking through a cleared level is pretty lame I have to say. It'd be OK if you could bring up the corner map and set a waypoint or something but the pathfinding isn't up to that kind of complex thinking.
You do realize that you can hold down the LMB instead of continuously clicking, right?
I was playing a Summoner Alch in the demo on Very Hard. The imps are kinda weak, aren't they? Also, does the Alch get any good AoE skills?
I'll pick this up with the next free $20 I have, and would like to do something along the lines of AOE + Tanking Pet, with maybe a good single-target DPS skill for bosses.
So far i'm having decent luck with imps/golems/flaming swords (spell) coupled with that ember lance thing.
Only complaints about the lance are how z-axis owns it, like stairs and ramps.
I'd also love a very pet-heavy build with a ranged AOE skill for supplemental DPS, and maybe a single-target killer for bosses.
Open to suggestions!
I've been playing an almost strictly summoner Alchy on Very Hard as my first Hardcore character and he's pretty much ripped the shit out of everything up to the third area. I did have to put a few points into Ember Bolt to deal with the first boss. I'm basically rolling with an army of 3-5 skeletons, 3 imps, and my golem, along with 1 point in Thorned Minions to help deal with the tougher champions. The cool thing about playing a pure summoner on hardcore is you don't have to worry about your magic stat or magical weapons expertise to do damage, so you can dump points into defense and armor expertise to keep yourself alive. I'm currently doing 2/3 magic/defense per level.
You might consider going with Ember Bolt for your supplemental DPS. It's not actually AOE, but it does fire multiple shots (you get more as you level it up) and it has knockback which is nice for keeping dudes off you and closer to your pets. It also works for single targets as all the shots just hit that one guy.
I'll look into ember bolt a bit, thanks for the tip.
More alchy questions!
1. The other thing that bothers me about the bolt/lane spells is how they so easily get blocked with LOS issues, like rocks or boxes in the way.
Do any of the alchemist skills go 'over' minor terrain like that? e.g. like a grenade-type spell that is thrown over boxes to reach targets beyond, where the lance/bolt would have been blocked. Or, a spell that comes from directly above the targets and drops down, like a rain.
2. Weapons. I've been using a wand and shield, as the wands are based on magic stats (and I think I remember reading that magic stat is the only way to increase lance damage after the skills is maxed at 10). Also, wands seem to have splash damage, and are readily found with mana leach (or sockets to add mana leach ember). For you pet-heavy alchemists, what weapon setups do you recommend and why?
I don't know if I'm "pet-heavy" quite yet. I'm using two occuli (using the mod), one tinkertoy golem, my dog, and my dog's summoned skeletons.
I'm waiting for Ember Lance to be my standard skill. (I think that's the one- level 15 fire beam?) At the moment I use the one above it, the electric one, but only sparingly. (Usually only into a crowd, or a champion/unique, as my pets can take on most anything on their own.)
I have a wand/shield or sword/shield on at the moment. Wands are preferable of course, so as to keep your distance; the sword just happens to have some nice stats and comes in handy when I get surrounded. (Also, you can shoot barrels with a wand.)
I have a question of my own: Vanquisher. Does the "dual wield" skill apply if you're using two pistols? I mean, common sense says yes, but it's in the melee-centric tree...
Driving your character with the arrow keys or wasd wouldn't be a bad thing. Walking back by clicking through a cleared level is pretty lame I have to say. It'd be OK if you could bring up the corner map and set a waypoint or something but the pathfinding isn't up to that kind of complex thinking.
You do realize that you can hold down the LMB instead of continuously clicking, right?
For walking? No, I didn't. I did know you could hold the button down on an enemy to keep slashing.
I was playing a Summoner Alch in the demo on Very Hard. The imps are kinda weak, aren't they? Also, does the Alch get any good AoE skills?
I'll pick this up with the next free $20 I have, and would like to do something along the lines of AOE + Tanking Pet, with maybe a good single-target DPS skill for bosses.
So far i'm having decent luck with imps/golems/flaming swords (spell) coupled with that ember lance thing.
Only complaints about the lance are how z-axis owns it, like stairs and ramps.
I'd also love a very pet-heavy build with a ranged AOE skill for supplemental DPS, and maybe a single-target killer for bosses.
Open to suggestions!
I've been playing an almost strictly summoner Alchy on Very Hard as my first Hardcore character and he's pretty much ripped the shit out of everything up to the third area. I did have to put a few points into Ember Bolt to deal with the first boss. I'm basically rolling with an army of 3-5 skeletons, 3 imps, and my golem, along with 1 point in Thorned Minions to help deal with the tougher champions. The cool thing about playing a pure summoner on hardcore is you don't have to worry about your magic stat or magical weapons expertise to do damage, so you can dump points into defense and armor expertise to keep yourself alive. I'm currently doing 2/3 magic/defense per level.
You might consider going with Ember Bolt for your supplemental DPS. It's not actually AOE, but it does fire multiple shots (you get more as you level it up) and it has knockback which is nice for keeping dudes off you and closer to your pets. It also works for single targets as all the shots just hit that one guy.
I'll look into ember bolt a bit, thanks for the tip.
More alchy questions!
1. The other thing that bothers me about the bolt/lane spells is how they so easily get blocked with LOS issues, like rocks or boxes in the way.
Do any of the alchemist skills go 'over' minor terrain like that? e.g. like a grenade-type spell that is thrown over boxes to reach targets beyond, where the lance/bolt would have been blocked. Or, a spell that comes from directly above the targets and drops down, like a rain.
2. Weapons. I've been using a wand and shield, as the wands are based on magic stats (and I think I remember reading that magic stat is the only way to increase lance damage after the skills is maxed at 10). Also, wands seem to have splash damage, and are readily found with mana leach (or sockets to add mana leach ember). For you pet-heavy alchemists, what weapon setups do you recommend and why?
1. I don't know if iceshock and pyre work in the way you described, but they would be your best bet for "grenades." As far as death from above, Ember Strike fills that niche.
I have a question of my own: Vanquisher. Does the "dual wield" skill apply if you're using two pistols? I mean, common sense says yes, but it's in the melee-centric tree...
Yes, it does.
I'm currently using a dual-pistol vanquisher, with points focused in ranged skill, dual wield, and traps.
I do really nice damage with the pistols, but TBH most of my kills come from the traps. I'm up to the flechette traps now, and it's like putting out a little machine gun turret. For boss fights or when there's a large swarm I just drop two or three of them while running around and then start chipping away at the boss while the traps finish everything else.
I'm selling excess health potions because the traps are killing so well. :P
DyvionBack in Sunny Florida!!Registered Userregular
edited November 2009
My alchy is using dual wands (I've been lucky getting 10% and higher lightning mods on trinkets, so I'm sticking with lightning for now) and the dual wield skill definitely improves dual wand damage. I tried using a shield to make myself less squishy and I used way more potions because things weren't dying as quickly. Ember lance is quite nice for groups of enemies, but if there's just a few I toss out a fireball spell (looking for fireball IV now, have III).
Can't wait to play through again as a Vanquisher... pew pew.
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
i got my hardcore vanquisher up to level 19 last night
heaps better than my first character (alchemist) at that level. i've just been using map scrolls and hatch's quests to level up. which makes me wonder if i'm ever going to bother with running through the quest levels
Basically: it's a considerably larger upgrade than between normal versions of the robutt, about twice as much. No damage bonus, though, and I'm not sure what those chances really translate into... but I'm fairly sure it means "he done hurt mans more".
Interestingly, stats are unchanged on the versions where they gain a new ability (4 and 7), the new ability is the entirety of the upgrade benefit.
Also: I can't see any benefit at all from getting levels 11 or 12... they seem to summon the same exact golem. Oh, except they cost more mana.
I have a question of my own: Vanquisher. Does the "dual wield" skill apply if you're using two pistols? I mean, common sense says yes, but it's in the melee-centric tree...
It does. Dual wielding works pretty well, but the damage on your secondary weapon is largely irrelevant. Attack skills use only the main hand weapon, but stats from the off hand will bolster your damage (except for increased attack speed). Ironically, wands make pretty good off hands for a vanquisher due to the prevalence of large amounts of increased cast speed.
Posts
Maybe on higher difficulties they aren't? But yeah never had a problem with those, or scrolls, which I like only thing slowing me down is loot and then I send my pup back to the vendor to fuck me over... GOD DAMN IT DOG I KNOW YOU ARE HOLDING OUT ON ME!
pleasepaypreacher.net
I'd argue that just because a certain gameplay mechanic has become tied to a genre doesn't mean that gameplay mechanic isn't ass. Look at 90% of what goes on in a JRPG, for god's sake.
Doesn't mean the genre's bad - I like diablo clones; and JRPGs for that matter. All I'm saying is there's no reason to lean on tradition when it comes to gameplay. I've played the shit out of Diablo and D2, and I totally agree that point-and-click movement feels less visceral somehow than wasd or gamepad movement. Like you're yelling orders to your character from on-high instead of actually controlling them.
pleasepaypreacher.net
I see what you're saying though, and it may be that I end up switching over to dual-wield. From the looks of things, lifesteal isn't nearly as ubiquitous or effective as it was in D2, sadly.
Except for how the ability damage on almost all abilities is based on weapon DPS, not weapon damage.
Is it? I didn't know that. Yet another odd design choice (in my opinion), but at least this makes fast weapons as good as slow ones. I would assume this means that increased weapon speed is then still useful on weapons, as it will directly increase that weapon's listed DPS, but increased weapon speed on other pieces of gear would not be useful since it is not calculated in skill spamming.
I've been playing an almost strictly summoner Alchy on Very Hard as my first Hardcore character and he's pretty much ripped the shit out of everything up to the third area. I did have to put a few points into Ember Bolt to deal with the first boss. I'm basically rolling with an army of 3-5 skeletons, 3 imps, and my golem, along with 1 point in Thorned Minions to help deal with the tougher champions. The cool thing about playing a pure summoner on hardcore is you don't have to worry about your magic stat or magical weapons expertise to do damage, so you can dump points into defense and armor expertise to keep yourself alive. I'm currently doing 2/3 magic/defense per level.
You might consider going with Ember Bolt for your supplemental DPS. It's not actually AOE, but it does fire multiple shots (you get more as you level it up) and it has knockback which is nice for keeping dudes off you and closer to your pets. It also works for single targets as all the shots just hit that one guy.
If you want to tank with an Alchemist then the Battle tree seems the way to go with Ember Shield and Armor Expertise.
my 'fastest attack speed' unique pistol loaded with double skulls (i was sapping over 60 hp/hit, a couple of shots per second) disagrees
and since both wielded weapons contribute to how much is stolen with either, you could pile up a pretty damn effective combo if you wanted. you just gotta work to make it work
Anyone know if the Direct2Drive download is DRM'd/activated or anything? To wit, can I buy a single copy and install it on two of the PCs in my house so my GF and I can play co-op... or are they going to make me buy it twice?
I'm using relatively ass equipment as my lore Alchemist. The ocular golems do most of the heavy lifting, while I sit in the back siphoning 155 hp with my "fastest" gun.
Speaking of "fast" weapons, does anyone else feel it's highly ironic to see something like "Speedy Handgonne", despite the fact that Attack Speed + 7% doesn't quite compensate for it's "slowest" attack speed?
Unfortunately, life and mana stealing don't work when used with skills, which will make them largely worthless for many builds.
Imagine Ember Lance stacking mana stealing if that worked.
My Destroyer has points in Shadow Armour, Entropic Aura, Armour Mastery, and Titan Stomp. Also Martial Weapon Mastery. I have a point in Devastate but don't like it much (gets me killed, uses lots of mana).
Titan Stomp was fun as my main attack for most of the game, but in the Black Palace it's kinda irritating killing dragonkin by stomping, moving, stomping again so they don't burninate me. Titan jumping takes forever.
That would be fantastic. More realistically, I'd settle for being able to drink mana pots without interrupting my spell. :P
it's more than viable to pop off a couple of pistols shots between rapid ember lightning strikes though
that's how i beat the game anyway; skills for damage, weapons for health & mp
Man, there's a damn field that says "DRAIN LIFE Y/N" in TorchEd.
Of course, you also need to set that for every single level of every single skill...
Currently playing: GW2 and TSW
12. Yes. But that only seems to apply to class-specific skills. For some reason, 10 is the max for all the shared skills like Critical Strike, despite bonuses to those seeming to be much more common.
Weird. I also have a nice enchanted ring with +3 to Charm Magic
Currently playing: GW2 and TSW
You do realize that you can hold down the LMB instead of continuously clicking, right?
I'll look into ember bolt a bit, thanks for the tip.
More alchy questions!
1. The other thing that bothers me about the bolt/lane spells is how they so easily get blocked with LOS issues, like rocks or boxes in the way.
Do any of the alchemist skills go 'over' minor terrain like that? e.g. like a grenade-type spell that is thrown over boxes to reach targets beyond, where the lance/bolt would have been blocked. Or, a spell that comes from directly above the targets and drops down, like a rain.
2. Weapons. I've been using a wand and shield, as the wands are based on magic stats (and I think I remember reading that magic stat is the only way to increase lance damage after the skills is maxed at 10). Also, wands seem to have splash damage, and are readily found with mana leach (or sockets to add mana leach ember). For you pet-heavy alchemists, what weapon setups do you recommend and why?
I'm waiting for Ember Lance to be my standard skill. (I think that's the one- level 15 fire beam?) At the moment I use the one above it, the electric one, but only sparingly. (Usually only into a crowd, or a champion/unique, as my pets can take on most anything on their own.)
I have a wand/shield or sword/shield on at the moment. Wands are preferable of course, so as to keep your distance; the sword just happens to have some nice stats and comes in handy when I get surrounded. (Also, you can shoot barrels with a wand.)
I have a question of my own: Vanquisher. Does the "dual wield" skill apply if you're using two pistols? I mean, common sense says yes, but it's in the melee-centric tree...
For walking? No, I didn't. I did know you could hold the button down on an enemy to keep slashing.
Thanks.
1. I don't know if iceshock and pyre work in the way you described, but they would be your best bet for "grenades." As far as death from above, Ember Strike fills that niche.
2. Just do something ranged for a pet heavy.
Yes, it does.
I'm currently using a dual-pistol vanquisher, with points focused in ranged skill, dual wield, and traps.
I do really nice damage with the pistols, but TBH most of my kills come from the traps. I'm up to the flechette traps now, and it's like putting out a little machine gun turret. For boss fights or when there's a large swarm I just drop two or three of them while running around and then start chipping away at the boss while the traps finish everything else.
I'm selling excess health potions because the traps are killing so well. :P
Do they share a cooldown or maximum number value? Also, how well do you guys find they scale?
Can't wait to play through again as a Vanquisher... pew pew.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
heaps better than my first character (alchemist) at that level. i've just been using map scrolls and hatch's quests to level up. which makes me wonder if i'm ever going to bother with running through the quest levels
Health: 700->800
Armor: 130->150
Ice%: 130->150
Poison%: 200->250
Fire%: 130->150
Chance of spin: 45->65
Chance of slam: 15->20
Basically: it's a considerably larger upgrade than between normal versions of the robutt, about twice as much. No damage bonus, though, and I'm not sure what those chances really translate into... but I'm fairly sure it means "he done hurt mans more".
Interestingly, stats are unchanged on the versions where they gain a new ability (4 and 7), the new ability is the entirety of the upgrade benefit.
Also: I can't see any benefit at all from getting levels 11 or 12... they seem to summon the same exact golem. Oh, except they cost more mana.
It does. Dual wielding works pretty well, but the damage on your secondary weapon is largely irrelevant. Attack skills use only the main hand weapon, but stats from the off hand will bolster your damage (except for increased attack speed). Ironically, wands make pretty good off hands for a vanquisher due to the prevalence of large amounts of increased cast speed.
Don't vendor them, combine lower tier potions into higher tier ones at the transmuter.