So the bringer of balance is still possible... I am looking forward to it.
blakevolt
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I had been thinking about it for a bit and I think i have a decent starting skill set for my Sword and Shield Build
Weapon: Sword and Shield
Reason: Obvious
Armor: Rune Plate
Reason: It offers both defense and resist bonuses, which is useful for being the team's tank,
Starting Element: Earth
Reason: It has two useful channel spells which is Stone Skin and Earth Essence, especially once I get their upgraded forms. I just need to invest in some traits that reduce magic costs for channeling and magic regen to use them both.
Now for the skills:
Puncture
Reason: A basic skill with the ability to reduce an enemy's mitigation, allowing for more damage to flow through.
Intervention
Reason: It grants me a block token to further reduce damage and it has an upgrade to increase my threat, which will go nicely with Intimidate. Speaking of which...
Intimidate
Reason: This gives me a massive threat boost that makes me a more likely target for enemies. It has two upgrades that could boost either my mitigation or threat each turn. Can't decide which one is better though.
Rampart
Reason: It has a massive cooldown but allows me to gain two block tokens and can act as an emergency heal once upgraded.
Stone Skin
Reason: It gives my defense a further boost and can increase my mitigation by 1 each turn once upgraded. Depending on how I go about with Intimidate, I could get 2% mitigation every turn.
Earth Essence
Reason: Having a passive regen on hand is useful for any kind of tank. I could upgrade it to give me even more health regen or further improve my vitality for better mitigation.
So I have finally managed to make it to the Richard’s Anchor, but good god it is extremely difficult to get through. I was able to get through Greed and Wrath, but I’m having trouble trying to get through Sloth. With all of those zombies chasing me and those green tiles making it difficult to move, is there any tips on how to get through Sloth?
I was tempted to take Kovomancy, but most of them require focus to deal full damage and I'm focus on three stats: Dexterity, Agility, and Magic. So Kovomancy isn't an option for me. Although considering the fact that elemental resistance is now a thing in this version, perhaps branching to other types of magic might be the right call.
After a long time, I have finally managed to complete the story. I had decided to go with the magi dagger-can't spell the actual name for my life- with wind magic. The main strategy is to switch between physical and magic attacks to build up damage, while also using channels and traits to drastically increase my initiative and glancing hit chance. Not sure if I should focus on mastering wind magic or branch out to different magic.