#combat-and-skills
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Haven't played poison myself, but @wild cypress swears it's great.
You can. When bugs swarm me, my skulls swarm them back. ๐
But when it's just 3 guys around, don't count on getting even one.
honestly, I leveled up doing nothing but sword and board, and it was fun...
Last I used it the skull was about the same as the first tier summon
ive tried every build that ive found guides on and nothing really stands out has "king"
Never got any stronger, ended up being instantly killed
I found a level 30 weapon with poison. I must make some tests with it.
anyone have an extra hydrak'dal head?
Look up Shroud Depot in #1200109637815517184 for free materials. You can download and run the world locally, stuff refreshes every 30 minutes. Please be aware you can break some quests by obtaining items/resources too early.
tysm!!!
In no way trying to nitpick your post, just want to offer a suggestion to any one disappointed by what you shared:
Greatsword has fewer viable perks than the other 2h (because the 2h perks dont work for gs) so a greatsword wizard actually has enough perks to max damage for both play styles, especially if its greatsword/staff ignoring wand.
And you'll benefit since you want the bonus elemental damages for your favorite greatsword anyway
Fair, and it was a random example, but yeah.
I want a Paladin tree, not sure how to accomplish such in the existing tree. But yeah, some combos work better than others due to how some things get multiple boosts from multiple sources.
I'm at level 44 of a 2h/mage build that is working pretty well, I should have a decent skill planner link tested pretty soon
The GS and Kick skill combined have a lot of control. Combined with Merciless Attack, you can take out scary NPCs quickly.
The downside of GS is that you sacrifice AOE for control.
If you like to use magic and play by controlling the NPCs you fight, then try using GS with Kick/Merciless Attack/Absorb/Snap/Soul Leech. It is not an easy build, but it can be fun if you like living dangerously.
I am playing with this build and am at level 30 and enjoying it so far.
https://enshrouded-skill-tree.com/?shortCode=69704953416c9c5bfba19fe6
The website does offer you a short url version when you choose "export," which I recommend as a courtesy to our eyes.
You are a gentleperson and a scholar. ๐ง ๐
๐คทโโ๏ธ They do die easily, but their level scales with yours, and they shoot, so they do at least some damage while they're there.
I have a question about the weapons in the shroud depot and the weapons in the wiki, we have none 50 lvl 2 hand club?
I don't think the game has a "giant club" or "great club" as 2H blunt weapon in this game.
I only see hammer weapon type as a blunt 2H weapon and it does have a lvl 50 version in depot server.
me too, only hammers, axes and swords.
I thought maybe the items in both are not complete.
If you are looking for a 2H club-like weapon, then I don't think there is one as of right now.
Maybe add a suggestion to the dev as I also like ungabunga weapon.
I have found a 2H Morning star in anothe "shop server" but no gems and only level 30.
there are a couple 2 handed clubs, but AFAIK not at lvl50. at least I've never found any at that level.
yeap have a 30 lvl morning star with poison now. I need more tests with it, but it works very well so far. (And it looks good).
these are about the best I've found
where you found this morning star? I have only one without a gem slot. Apart from this "Flail of Mysery" I test this one at the moment.
I couldn't tell you where they came from. I've had them for a while
ahh okay, I got mine from a "shop server" (not shroud depot)
I asked this yesterday, but the answer was not very clear. Biom Veilwater. Are melee weapons with poison useful or not?
No because poison only works on animals (need to double check this) and the base chance of poison is very low
okay, thanks
I use poison-proccing daggers + Gem of Toxicity and I can't think of any time I haven't seen it ticking on a foe, though some foes have such high resistance it's just 1+1+1+13+1 kinda ticks at endgame; on most mobs it's more like 8+8+104+8 about once a second.
It should be noted that backstabs proc some of my poison attacks and I have every poison related feat, so a knight with a shield can avoid most (but not all) of the poison, based on my very unscientific testing.
On average it's around 150-200 bonus damage per second with a level 32 Gem of Toxicity and poison weapons, which I'll confess isn't a ton against a boss but is excellent at hit-and-forget strategies with regular mobs.
does flame aura from mage skills still knocks critters out of fly?
My weapon have no gem slot. Another problem is, that I am not sure what kind of damage from the weapon do the damage. Any advise for this?
Only gold/legendary weapons have gem slots. Using your above example, the Club of Defiance does 3 kinds of damage.
yes, exactly this weapon.
If you see this little box, then it can hold a gem.
yes, I know, but I got the club not from golden chest. ๐
How defiant.
Now that im in albaneve im debating if I should go staff or wand armor (for the damage part at least). On one hand fireball is so good as an opener and boosting it would feel great. On the other hand wand is my main damage in fights since the cast time on staff screws me at times (i don't have eternal lightning channel yet)
I run staff gloves on my mage and wand still has more than enough damage to melt anything in mid-close range. That being said, I'd still say try both and go with what feels right. Combat optimization is also about what fits your style.
I don't think you will ever replace your tank chest and leggings, but it will depend on how much you want to lean into magic, which will determine how many pieces of magic gear you need.
Magic use can't be completely dependent on in combat until you have the resources to sustain your mana pool.
yeah my 10% leech staff kinda gets me there for the most part. Also i hadn't thought about melee chest/legs. I guess tank is 412 HP, 30 stam, and 8 regen. The wand set is 296 hp, 7% wand damage, and 20 mana regen
Magic use does not mean you get to choose your fights all the time. You will encounter close combat. So the Tanky Chest and Leggings can help you in those encounters.
Yeah i've definitely noticed the lack of HP compared to when i ran 2H, between the gear as well as the missing constitution stats on the tree (for now). Going full HP on those 2 is probably worth it. Just sucks bc i feel like i need damage wherever i can get it. Magic already does a good bit less than 2h at this tier
Yes, HP is key to survival, and as a mage with limited windows of time to cast spells, you will be happy to have it.
Also, the Quick Charge skill is a must for dedicated spell casters. I also assign my staff as my range weapon and use my quick cast key while holding a melee weapon or wand.
yeah, and as i mentioned in a prior post, the input delay on wand is insane, I find myself getting hit a lot bc of it
yeah i have quick charge and the Q bind is a life saver
You can also quickly switch between spells if you put them on your hot bar.
oh good to know, I dont find scroll wheel too bad since i keep my spells pretty slim (currently just 2 eternals and bone channel)
Try it out. I find the scroll bar limiting, and I hate fumbling around with it when in the heat of battle.
that does remind me, i can get the mats for eternal heal channle
Happy Playing!!!
thats a morning start not a flail, I hate that misnomer
True no chain
WHERE ARE YOU GOOD DEVS? WHERE HAVE YOU GONE...
I just watched the Road to RElease. they are reworking GS. so it's more slicing instead of bashing
i'm glad they're listening and responding in kind. can't wait to see how GS feels after the rework
After finding creatures using chakams I really hope they add those
I hope they don't remove the control the GS has. It has become my go-to for this reason.
that would be cool. having a throwing weapon. maybe it'll boomerang itself around like Xena's
me too. the biggest complaint is the swinging actions. that overhand downward 'bash' feels more like axe and hammer rather than a sword
Build-Question
hey - i'm playing enshrouded alone and with friends... actually i'm the healer with full mage-tree...
but i want do some 2h-melee ๐ตโ๐ซ
if my thoughts are right, is most of the groupheal coming from the armor - not from int/skills... right?
wish to be a paladin/cleric โ๏ธ๐ฎโ๐จ
Full paladin with flay and shield - what about that? ๐ I hope it will be added
and healing the others by changing the armor? should be working, right? ๐ง๐ค
Just finished the nomad highlands. Anyone got suggestions how to improve my build further? there dont seem so be many useful skills left.
If you are going two-handed, you will want to complete the Barbarian tree.
Axes are good for crit damage perks and cutting damage.
Hammers/Maces are good for Heavy damage and life steel.
Axes and Hammers perform an AOE side-to-side swinging attack and have 3 attack animations in their cycle, so WhirlWind Crescendo is better suited for these weapons compared to the Great Sword, which has a 4 attack animation that stabs forward at the end of the attack animation cycle.
Great Swords' fighting style is changing soon, so keep an eye out for this.
With melee weapons, you may want to have an option to deal with flying creatures, so consider "Upwards Slash Attack" or "Grounding Hook" skills.
Grounding Hook seems to be the better choice for most people.
I don't have the hook skills anymore, but I often miss this one the most. It's just so dang handy.
Did they ever say anything about changing greatsword animations?
Thank you for your swift answer. But I have one more question how much reach does the grounding hook have? Just asking as I hadnt found a good way to deal with the giant squid like fell creatures (the one which drop shroud gelatine) or will I still have to spam shoot them with dozens of arrows?
I have not tested this, but from what I have seen, the reach is very generous.
If you parry back their electrical projectiles it hurts them much more than arrows. Same tactic works with Fell Sicklescythe. The hook's reach is indeed very generous, but careful you don't pull yourself up to them with the relevant perk, cause they count as large enemies.
You can parry their attacks? I didnt know that!
You can parry a large number of projectiles back at the enemies that shoot them.
Shoot projectiles with arrows, and some explode while others deflect back. (most explode)
@fervent mountain yep they said "a lot more horizontal slashing than vertical smashing."
Its probably gonna be the end for me if they make it an other greataxe...
I have to agree with you. I got the GS timing just right so that I am swinging up on enemies, knocking them into the air. This keeps the enemy stun locked.
Just defeated a fell sicklescythe with this knowledge the fight was a breeze
@ionic viper this is the only way to deal with enemies in HC using 2handed. Other melee weapons felt boring after i played GS
Iโm having a hard time choosing the best gem for my build. Iโm running the battle
Mage build
What are the meta gems
Yes, the GS has the best Control for this reason, and I like the skill required to use it. Makes the GS more intresting then just spamming in a group of NPCs hoping they don't backstab me.
Lightning/electrical attacks + Gem of Currents + gettin' ๐ง ๐ฆ is the intended "new fun thing" from the Veilwater release. I haven't rolled a Mage yet but it does look kinda tempting, lots of weapon synergies.
Man when I try that, that -30 stamina get me killed lmao
I couldn't imagine running it without Wet Dog+Soaked Dog but those are VERY FAR From the blue dots in perk trees lol.
Oooo iโm not familiar with those. Iโll do research
They cut it from 30% to 10% debuff from being a soggy doggy; though the tooltip doesn't show that when you check your character status.
Oooo that makes it mandatory before I continue this set up. Cause what happens is that my stamina regen is so low Iโll end up falling out the sky before my destination
Sogging should be very purposeful; water balloons are for more than just fun (like if you don't have Gem of Currents yet but still want those sweet Soaked debuffs on foes). IIRC there are ways to sog yourself during combat, too, but I'll leave that to more experienced parties to answer.
I use that watering gun tool
Stand by a tree and soak yourself
The water pump
That normally only happens to me if it's very windy. ๐
@ionic viper amazing. Thanks! Personally I'd be fine if the moved the great axe or great hammers to the current greatsword moveset. Just seemed a little weird for a double edged weapon with the longest reach to have the narrowest hit box when historically they were used for wide, sweeping, area denial attacks
Yes, NP man, I love the Control that the Great Sword brings.
I would rather have the Up swing stun to deal with those mobs that like to get in your face.
I can swap to an Axe or Mace if I want to do AOE damage.
But I agree the Hammer would fit this role better than the Great Sword.
that is not completely accurate my friend. not for wide horizontal attacks, but more upward / downward diagonal attacks and vertical attacks too (see: Zornhau, Oberhau, Unterhau, makko-giri, kesa-giri, etc.)
I'm aware that they can be used to fight more traditionally with techniques similar to longsword, but this, specifically is the sort of thing I'm referring to. https://youtube.com/shorts/SEbwp4d5vTA?si=mSwCZEO-G9N2d05f
it was indeed to negate opponents attacks, not because they were wide attacks but more because those attacks were harder to read and predict
also they were used at close range using tech like "demi-sword" strike with the lower part of the blade close to the guard. zwaihanders also got a small guard along the blade to block partisans attacks
I'm also aware of half-swording, but my only real point was that the greatsword, of all the two-handed archetypes in the game, is most suited for wide attacks because they are better balanced and allow for more control when swinging wide. Axes and hammers are both basically "heavy rock at the end of a stick (but one is sharper)" and aren't as quite as well suited to sudden changes in momentum as a sword is because of the extreme nature of their balancing (and also the fact that their hurty bits don't take up 90% of their length)
This animation isn't very honest imo. Such situation would most likely not happen (that doesn't mean it would never). The knights carrying those 2 handed swords were mostly highly distinguished knights and they were mostly King ultimate defence. They would almost never find them-self fighting in wide area and get easily surrounded. If they were surrounded they would probably not last long, even using wide horizontal attacks (not saying they couldn't use the weapon this way, but thats more like a "i'm f'd" situation) because they wouldn't be facing only peasant with short swords without shields like in the animation. The cheatest weapon for a peasant would be a pike. So they would sooner or later have their armor perforated
I wouldn't mind if they swapped the attack animations between the 2-handed weapons. I agree with your logic. Seeing that we are talking about a game that does not require to be 100% accurate in weapon authenticity. It just has to make sense to the average gamer.
We are actually actively working on a great sword rework (as mentioned in today's video) and I think you guys will be really happy with the changes :). The lack of wide, sweeping attacks was a big complaint and we've taken it to heart in the rework.
I also am not a fan of the current great swords, personally, and I think the reworked version is super fun to play with
Grab the constitution node for 5 at the end of tank. You can go dua gemini rings for an extra 2% leech. You should be fine to do kindlewastes. Also IIRC there's a better melee set at that tier, that one is like all health regen
I feel I started that, when 2h combo started with verticals
@glass ferry hopefully you guys are going to keep it more technical than the two other 2H.
๐ ๐ ๐ Please don't leave us without a weapon that can control the fight like the Great Sword does today.
The current greatsword moveset would work well as a two handed hammer moveset
What do you mean by "control the fight"?
Very excited to hear this!
It would be awesome if some how in the skill tree towards the end somewhere it gave you an option to like one hand a great sword and swing it like a regular one
Ah, sounds like you're referring more to the skill ceiling of the weapon, then? The complexity of the attacks?
Which one? Otherwise there is the knight set, the one for tanks and the one which gives more time in the shroud?
This is what I was thinking. The only real issue with the 2H weapons initially was that there was NO attack that had a wide berth. Now with the greatsword being reworked it would make more sense for the hammer to swap to it
jk that's the mercenary set you're good. i thought it was guardian at first glance
Yes I like the challenge that comes with playing with weapons with skill, that do not involve spamming the weapon and getting rewarded for it.
See here too.
You don't need to be completely surrounded to be able to make an attack like that effective, and it's fairly well documented that it was , in fact, something that was used. But consider also that we aren't playing as a knight in a kingdom of people, and that we as the player do regularly find ourselves surrounded by hundreds of skeletons in the Hollowed Halls where that technique would be very effective
@fervent mountainalso i don't understand why people think greathammer would fit the vertical only move set perfectly ?
Thanks! To be honest, most of the greatsword feedback we've gotten has been negative, so it's nice to see feedback from players who like it the way it is.
It will be getting pretty big, fundamental changes in the rework, however it won't just be a reskinned two-handed axe, either. I found the early version of the rework a lot more satisfying and dynamic than the weapons we have right now.
Big heavy thing (especially on a stick) is easier to lift and swing down than swing laterally, just by how physics and leverage work. It takes less energy
but do you think it would be moreeffective in a fight to use vertical strike or horizontal if you have to use a blunt weapon ?
Specifically because with that moveset, you're letting the ground stop your swings instead of burning energy stopping and/or redirecting momentum
In real life basically every weapon ever is all horizontal attacks, except maybe clubs of flails where you're trying to bonk someone on the head. But obviously that's kinda boring so games mix it up with over the top flashy vertical attacks and stuff.
with the exception of thrusts its really a cross, you typically attack the neck diagonally.
@glass ferry Can you give me a sign if players will get chakrams eventually? ๐
Yes, I understand. It is important to pay attention to the majority of the group. Just know that if every weapon in the game did the same thing. You are not enriching the combat experience.
I would love chakrams, but we haven't revealed anything like that yet
Yeah we don't want every weapon to do the same thing, either. That was the whole reason greatswords ended up the way they were in the first place, I think, and it kinda backfired obviously.
Greatswords were too different to the point where it wasn't what people wanted a greatsword to be
A vertical strike, theoretically, will have more power behind it because you're letting gravity do a lot of the work. It's already moving in the direction you want it to go naturally, so any force you can apply behind that only adds to how hard you can hit. A horizontal strike may be more unpredictable in its angle, but a vertical swing, especially with the sorts of mauls in game, will be much more destructive from a real-world standpoint
I would swap the Great Sword mechanics to the Hammer. Hammers are known to do what the Great Sward is doing now in the gaming community. That is why they are complaining, at least that is my logic.
need to get the devs playing soulcalibur ๐คญ
@fervent mountain it is also hard to hit with a vertical strike using a very heavy weapon. And if you miss, by the time you gonna lift that hammer again....
That is a shame. So we have a community that just wants to spam buttons and win. ๐ข Well, make sure there is a weapon for those people. Make other weapons for other people.
Honestly i think it's less about wanting to just spam one button and more a cosmetic 'this actions doesn't fit what this looks like' If they'd introduced this moveset on the hammer, i doubt there'd be nearly as much complaints about it.
I wouldn't say that to be honest, I think it's that the current greatsword doesn't fit the fantasy of what people expect from greatswords. Take a look at greatsword gameplay in games like monster hunter or elden ring to see what I mean.
Greatswords were one of our most requested weapon types, and players had a very specific fantasy in mind, and the greatswords we created were too different from that fantasy, so people were disappointed.
It's also hard to hit most things like that in-game. That's why most people didn't care for the vertical movesets with almost all 2H weapons. But in a game you also have big things that move slow where a big bonk is very effective, and a hammer is the clear winner when it comes to bonking
I agree #combat-and-skills message
My new default for amazing greatsword movesets is Milady from Shadow of the Erdtree. It's sublime
[loud monotone]
SOUL
CALIBUR
...TWO.
A soul still burns!
@pallid gazelle It was great talking with you. Thanks for reaching out!
Toste.
Sorry @pallid gazelle , I ment @glass ferry thanks for the chat.

It finally paid off lol
I wwould say if a downward vertical is unrealistic for the greatsword (you would ruin the blade), start it the same with 2 horizontals but finish it with an uppercut instead, then make the roll+attack the diving thrust.
I mean, half the greatswords in the game are of such a size that realism left the buss a while ago
well, as we complained 2 years ago, it needs to start wwith a horizontal for tactical reasons, and they changed that
personally I wanted directional inputs
probably a bit more than they wanna put depth in one combat style
I want botw + black desert + valheim
Ngl I'm also pretty disappointed to hear about a rework. I don't really understand the reasoning behind "we made it but it didn't fit a lot of people's visions" because the devs have taken a fairly hard stance against adding mounts, and everyone wants or expects mounts in a fantasy game like this.
I also think the player base just wants another click spam weapon. I hear complaints constantly about how the stab is useless, and perhaps it is disappointing to hear that most players don't get to see all the animations that were created for the weapon. But, since it was introduced, I have swapped to sole greatsword, and it's more fun than every other weapon in the game. The delayed attack feeds into so many other techniques, and the "lack of AOE" forces you to reconsider allowing yourself to be surrounded by enemies.
I don't really want to turn enemy numbers or spawns up to have a little more of a challenge - greatsword was a great tactical option for combat, and I'm hoping that identity doesn't change during this rework.
Its probably good single target, I use a 2h mace and I love to bait,, roll back, evasion attack forward, so I would put the thrust there and give it some dash oomph
i had to turned those up anyway.. even with the greatsword.. i guess if the devs didn't make the same mistake twice with heavy spec perk, if it would have work with GS, people would have been less frustrated
The people who want spammy combat are the people who only build and hate combat
But like on the other hand, Keen is listening to the players, and they've been consistent with that - so maybe I've expected this for a long time and I'm just coping with the confirmation of it.
We haven't really taken a stance against mounts, we just don't see how they'd be very practical when the player already has so many movement tools at their disposal. It's not like in Skyrim where riding a horse is the fastest way to get around, in Enshrouded a horse would be painfully slow compared to a glider and grapple hook. That said, we're not opposed to eventually adding them.
For your greatsword concerns, I hear you, and that's great feedback! It's nice to hear from players who like the weapon, given that most of the feedback we've gotten is negative. We don't want every weapon to have the same identity, and that's not what we're doing with the rework, either. But the reworked greatsword will be very different from the one we have now. This also is not the only melee weapon we will be reworking, but I don't think I can talk about the other ones yet. Regardless, we do want the different weapon types to have different identities, and I personally feel like that will be maintained with the rework (if anything, it will get better with some weapon types than what we currently have).
But as for why we're reworking it, it's because honestly most players don't feel the way you do about it. I don't think players wanted a spammy weapon, though, in-fact great swords in most games are very slow and clunky, and require the player to be quite methodical with their attacks. I think the issue has been that a lot of players wanted greatswords, and what we created just didn't match their expectations at all. If you compare the Enshrouded greatsword to how greatswords behave in most other games (elden ring, monster hunter, etc.) you'll see why. As others have said, our current greatswords align more with the fantasy someone would expect from an axe or hammer.
I think I can say this... hopefully, lol. We are also experimenting with changes to the two-handed axes/hammers, and I think for people who enjoy the current greatsword gameplay, you will enjoy what we're doing with the axes.
Does keen still have plans to introduce new weapon types?
[dagger gremlin noises] ๐ผ
๐ ๐ ๐ This is great news.
Hype for that - I am a big fan and believer that all weapons should have their own identity.
Eventually, of course, though we haven't announced any new ones yet
Yeah our designers feel the same way
I also had the idea that the current GS identity could move to the Great Axe
They should, variety is the spice and all that.
Nothing is set in stone yet, but with the experiments we're currently working on that the combat designers showed me, I'd say the reworked great axe fits the same kind of niche, yeah. I guess it depends on what you consider the "identity" of the greatsword, though, since different people seem to like different things about it.
ah yes, the torchmancer tree
If you can't answer, that's okay - but is this GS rework like a "done, drops tomorrow" kind of thing?
I gotta get time in with my baby while I can if it does
No this is not for tomorrow, it's still very unfinished
Oh thank goodness, love that
Spring update i assume?
As for whether it's 0.8 or 1.0, I'm not sure yet.
Some weapon ideas I can think of would be katana, flail with ball and chain, scimitar, crossbow, magic sword for mages, spear, fist weapons (claws), orbs, and falchions
Ah.
@glass ferry do you have anything you could share about modding ?
Flail would go crazy lol
They could do a lot of cool flails, design-wise too
Toast? Will Daggers get some love down the road? I personally have a blast with them, but I know there's more potential for unique flavor and maybe a few nasty extra perks/moves.
Signed ~ the server's dagger gremlin
Not really, we know people want it, and we want it too, but we'd have to build mod support from scratch given that our game is in a custom engine. It's a huge undertaking, and I think it's pretty unlikely that it would be a 1.0 thing, probably something we'd add post-launch.
Maybe? We want to do a lot of combat reworks in general before 1.0. What changes would you like to see?
I think for me it was all the dodge attack, really made the greatsword a unique weapon to run as a pairing with 1h/shield due to the animation of the dodge attack combined with the greatswords cc and damage when talented out. I saw my friends spamming the crashdown attack perk and such and wasn't much interested in melee, but hte gs allowed this hyper mobile dive play since you could throw aoe out on the dive and then cc single target picks then launch yourself again or decide to swap to a 1h/shield once you where in.
I'm just happy to see that the reworks for Greatsword. I'd love to weild it with out hearing in my head 'hulk smash'
@glass ferry i honestly think that if you guys can manage to do it, it would make your game last forever.
Anyone here run an effective 2hander build? I have tried twice now but it just feels like a worse version of the 1h kit.
Would love to see more perks like dodge attack that encourage alot of variety in usage vs a perk like the aoe smash that is pretty binary in how it gets applied mid combat
yeah this is poised to be the best game of this era imo
Honestly I think the problem with daggers right now is not the moveset but the lack of skills that go with it. For instance they could add a skill when triggered you do a flurry of attacks in a short time and during that time you take less damage
or weapon specific dashes and such
Honestly, my favorite part about it is the delayed attack into upward slash > crash down. You can do this with other weapons, but the delayed attack hitting enemies up into the air made the combo very reliable for burst damage.
My personal opinion is that we need more combat attacks/skills that complement each weapon
I havn't run Two handers sense the update to the tree. but I know there's some great Barbarian builds on youtube from a few people that are fun to play (having played their previous builds in the past)
Search for 04AM and Glitchiz they have the best builds
We need a new revamp of the magic system. It is nice to use, but you have to build around it to sustain its use. Enshrouded mages are not what I imagine a mage should play.
For sure, but we want to make sure the core gameplay is in a good place before we go through the big undertaking that is mod support. To put in a kind of clinical game dev perspective way, mod support is fantastic for people who are extremely dedicated to the game, like those who have already beaten it and are looking to play it even more. But, realistically, mod support does very little to sell the game to new and casual players, who are the majority of our playerbase. Even in games with fantastic mod support, the average player doesn't touch mods until they are already thoroughly dedicated to the game, if they ever touch them at all.
Enshrouded, right now, still isn't in a state we're totally happy with when it comes to the core, unmodded experience, and making mod support would take away a lot of valuable dev time that we can use to make that core experience much better before 1.0. So it doesn't make a lot of sense for us to focus on it before 1.0
I, like many others, don't like the stab. But I rarely use the full basic combo from any melee weapon without mixing in an evade attack or kick or Begone!
I dunno about weapon specific perks, but more perks in general yes.
I would love to see perks that actually encourage more weapons variety, like two weapons per bubble perk.
I think its healthy game design to weave in natural encouragement to try stuff out when you get a random weapon out of a chest and think why not
Thank you for asking! ๐
- deeper focus on poison (perks and weapons)
- more damage over time (bleeds, maybe as a default effect for all/most daggers?)
- slow effects on enemies (ankle slashing)
- ability to set traps like a proper ninja/rogue (perk tree)
- and maybe some kind of rush/charge attack that only works from behind a foe?
So, for more overarching concepts, you want the daggers to have more of an identity? To do things that the other weapon types can't do? That makes sense. Right now, they're mostly just another weapon that stabs things lol
And very fast, which I love, but yeah, I wanna feel like a real little devil with 'em, "identity" is the right word; which seems to be the trend the combat team is looking at, so that's nice! ๐
I'd like daggers to sneak attack 
I would like to feel like some attack on titan mofo with daggers, rolling and slashing on the move / jumping to some dudes back and slashing them and pushing away.
Maybe a tree with a debuff focus side and a backstab side
My personal opinion is simplification. Two handstands, one finger in your left ear, and if you're wearing the right hat and fighting a blue opponent... you will get a 5% cutting bonus?
I'm also open minded to the rework, I'll just miss the current one. I think it'll be interesting to see reactions from both sides of the GS fence
Daggers do lack skillset identity. For example 2Hs have moves like upwards slash, ground pound, whirlwind. Daggers should have things like flurry, evasion, smoke bomb, etc
slice and dice makes me think this every time i read it
i gotta crit then shoot a dude all in a way thats not better to just do one or the other
Honestly, it's interesting to see how many GS lovers have come out of the woodwork now that we mentioned a rework ๐ Because before, the feedback we got was almost universally negative on them.
@glass ferry By the way, is there a Beta play test group? We can sign up for. I love Beta testing. I have been considered good at it.
Mmm, +50% enemy miss chance from smokebombs is a very nice idea. :>
I think one thing that holds daggers back is that many of them have merciless attack damage boosts as their rank up boost. And while that does lean into their identity of parrying attacks and taking advantage of the resulting stun, in practice that is rarely worth more than straight damage boosts. tbh this is true for all weapons that don't have damage or crit chance upgrades but it hurts daggers even more due to their low base damage. I'd rather their merciless attack boost be something baked into the weapon class itself and then make the upgrades actually desirable
i didnt have time to yap about it i was chopping fell soldiers down the middle
I've always been a defender - guess I should have spoken up more lol
Not currently, no. We had a closed beta way back before early access launch, but it has been a while since we've done something like that.
I would be happy to join one if you start a group. I also do Prototype testing.
Or when you activate flurry (massive increase in attack speed) you also take less damage and enemies miss you more during the short time
Realistically, if we wanted to do a public beta, I imagine we'd use the built in Steam beta system to allow people to opt into it. But either way, if we did one, we'd probably announce signups for it in one of the news channels.
yeah, maybe evasion attack > flurry, with tracking, that would be sick
like a quick triple hit
[Tasmanian Kelmanian devil noises]
Steam beta systems are the most popular beta tests.
Since dagger users tend to use leather we need more abilities to get out of a tight crowd. For instance if you start getting pummeled by 5 enemies you press a button to quickly open a smoke or stun bomb so you can roll or jump away
U da real one @glass ferry appreciate the reception
yeah where tf are our smoke bombs? been talking about that for years
Please keep me on your list if Enshrouded plans to make a Beta team.
the synergy has to exist though, if we have smoke bombs it facilitates stealth, but I still cant backstab so
anyways greatswords let you premeptively tank rather than reactively tank by the realiable cc hit or cc chain into taking down targets
Daggers also greatly needs some kind of AoE offensive attack like the rest of the weapon types.. the best I can think of is like an instant cast of throwing knives
gotta go all attack on titan levi on em with spinning between enemies like a beyblade on meth
have you played the rogue in neverwinter?
I used Merciless Attack for maybe 20 levels and then gave up; it made me too vulnerable in the times when I most needed emergency DPS, and the time spent doing it even with everything maxed and M.E. weapons was still seemingly only as much damage over time as if I was just regular-swinging (mostly backstabbing) and staying mobile.
Speccing out of Sneack Attack and Merciless Attack felt wrong at first but getting so much points to spend on other utility moves was worth it in the long run, made me a better player. Kick is golden, love that interrupt.
I still occasionally use them against enemies like fell soldiers with big telegraphed attacks, but yea merciless attacks are in a bad way right now. Like you say, it seems like just hitting the enemy regularly results in better dps anyway
mericless is pog if you crank enemy health but at default values the enemy isnt usually much standing or worth the time to merciless vs just smacking while stunned with his buddiesa
No one who enjoys combat should be playing on default values lol
In my experience, if I'm in a position to stun an enemy they would have died to normal attack just as easily. Merciless attacks were rarely the deciding factor
nth time: both need to be usable on bosses/big enemies
I mean like default health specifically i g
dont think the core modes change that at all so for most initial players they will have this merciless interaction
this game's customizable world settings are definitely a great feature but I have a hard time believing that there would be any settings that would make a weapon with merciless damage boosts preferable over a weapon with straight damage boosts
Merciless with the Great Sword and Kick does well. Just don't expect to dominate a fight in groups.
But when in groups, you can find other means of fighting NPCs effectively.
but would you pick a greatsword with +merciless damage perks or would you pick a greatsword stacked with +base damage? Or other useful perks like health leech or crit chance? Even if you actually use merciless attacks I feel like merciless attack damage perks still aren't worth it
I would with this build... https://enshrouded-skill-tree.com/?shortCode=6971518a65bf85e869d0e19b
not with this build... https://enshrouded-skill-tree.com/?shortCode=697151a765bf85e869d0e19c
Give or take
life leach with +crit is never wrong. staying alive deals more damage in total then being dead :p
Gemini Rings, my beloved.
You are right, I love my life steal rings. I also use the Bloodletting skill when melee damage is not my focus.
I also find the right-side branch of the Tank tree very helpful for a Battle Mage type feel.
I was meaning in the aspect of literally even getting the chance to use it haha
Come to the dark side of Enshouded. Together, we can bring peace to the galaxy.
I'm already on the cheese side of Enshrouded. The daggers are just a sidearm; my ranger kills the vast majority of things with arrows from a healthy distance away
which honestly is another balance issue altogether
Yes, there is a lot that Enshourded can do to improve the skill system.
But what I find fun is finding nich ways of doing things. Keeps the game interesting.
I'm looking forward to more enemy variety. That and hopefully AI changes. The ranger cheese is more of an issue with those two things and not skills imo
Yes Yes. The skill tree is not the only thing that keeps the game balanced.
it does indeed need a lot of work tho. Which I guess means all aspects of combat need work
It is not easy to balance a game. It takes a lot of work to find what game element changes will improve a game experience, and a lot of time and money to make changes.
One thing is for sure. We all want to help make the game better.
I do the same as mage and don't consider this cheese. Just practicality and survival. The game doesn't allow anything else: spells are too slow, animations non-interruptable, chars too squishy, there's no protection magic (magic shield is not good), and wands aren't good against hordes and booring. And enemies are too chunky: I've already cut their health by half in settings - and I still don't feel they are too squishy, at all!
mage used to be op, and acid bite
Yes, when I started the build, I thought Lightning spells might be cool to run with, but I find they don't deal enough damage. Instead, it just pulls large groups of enemies to me.
I wouldn't mind having more healing spells that support solo play. I enjoy AOE healing spells that you cast on the ground and heal over time. That way you can heal yourself and fight at the same time.
in ESO I main a necro healer, 3 ground aoe heals, op
Yes, that is what I am referring to.
New World did this as well.
its such a mobile game, I think hots might be better
Hots work too, but with hots, you have room to run away. Heals on the ground force the player to commit to the fight.
So, HOTs should carefully consider this factor.
HOTs are good for health maintenance.
Hi guys, I startet playing with 3 friends and so far we are having a great time in this game. I decided to play the tanky Part of the group. Since i am only level 12, things might change, but I am struggling a bit with parrys for Crowd Control, especially in bigger fights (eg. First Hollow Hall, which was really cool๐ ). Do you guys have some tipps for Tank playstyle and skills/weapons to look out for regarding group play?
wwhen they nerfed mage I changed to tank/healer, with the heal aura and mainly just proccing orbs with light burst
I also think thats the only viable use for mercattack currently, proccing orbs
You'll need some more levels and skill points before you can effectively tank for a group. Make sure you have good survivability, but early game you'll probably just be running in first as a brief distraction so that your team can get their ranged or backstabs in.
Hmm, I would stick to basic Tank build mechanics. Shield and damage migration. Healing if no one in the group is healing.
Make sure to grab the Nemesis and Arch Nemesis skills to help keep agro.
What perks should i have on my weapon? I thought Health Leech is the way to go, but then I've read it is pretty weak and not worth it
lol who said health leech is weak?
Yes, health leech is king, but everyone should try to have some way of stealing health or creating orbs.
some on steam forum said one should stack crit chance and use battle heal instead
Weapons and rings are a good source of health leech in the game.
Yes, that is one way to get health leech.
If you run a crit + leech 1h you can use both battle heal and leech, wear whatever rings you want, and never die. Or wear leech rings and not need leech on the weapon. Or do all 3, but in my experience any 2 out of 3 is plenty.
For your dedicated healer, the Healing Tree is good, but you need more, and that is where the Bloodletting skill is useful.
Found in the Trickster tree.
You can amplify orbs with the "Good Metabolism" skill in the Survivor tree.
If you plan to use Merciless Attack you can get the Blood Warrior for health orbs. Merciless Attack is easy perform when you have the Kick skill.
As for high-end gear, you will need to refer to online guides.
Did I miss anything?
thank You guys for the hints. will try these out as soon as i can
Happy Gaming!!!
Anyone have a decent guide/build for a newbie wizard?
The general consensus is that wizard is weak in early game (and ppl recommended going melee first) due to it need proper gear and skills to be decent especially in high difficulty.
But to answer you question, you can google "hackminotaur enshrouded wizard" for a quick guide or search youtube built vid.
Though the game encourages you to test build, skills and allow skill respec with next to 0 cost at the fire altar. I'd say go ham and go experiment with it.
Your only constrain is you need to farm a bit more mats to craft armor for different build/playstyle, but imo it's a non-issue.
just looking in the skill tree a bit doing a bit of theiry crafting a build and i really think itd be cool if the begone skill counted as a spell and you could essentially be a barehanded fighter wizard.....maybe have dex up the attack speed of the punch or something i dunno just a thought....
This #combat-and-skills message is not a guide, but it is a conversation I had with a few tips for being a mage.
The BeGone skill can be useful if you assign a non-consumable to a hotbar space. I have suggested in the feedback forms that when a spell is selected to allow a player to use the BeGone skill. I hope they make that change while they are revamping weapons.
After you select a spell, you can start casting spells or switch back to your melee or wand weapon and cast spells. You can use your quick cast key to cast spells as long as you don't have a bow selected. Just make sure your staff is set as your range weapon.
Dev, this ๐ would be a great setup to use the BeGone skill.
@glass ferry can you pass this idea on to the devs?
am i the only one who thinks the skill tree for ranged is really bad?
Yes
You might have a few people agree with you.
1%
Ranger is kinda considered best overall, other than for a handful of boss fights. And leaves you plenty of skill points for other stuff.
Dont get me wrong. ranged damage is good. but the skill tree kinda sucks
the split arrow skill just makes you waste arrows more than it helps
since it still consumes arrows but it shoots off 2 meters to either side
I ain't seeing it, but I ain't you ๐
I think toggling it could / should be easier, for sure.
The skill that stuns when you use explosive arrows is also good. but it only applies to that one type of arrow
It is situationally amazing
if it had a toggle that would be great
But if i am fighting a few mobs i end up wasting 10 arrows for no value because the spread is out of my control
Greatsword builds: 
good thing there is no dex slot behind the multishot talents. you can just not take them if you like
If the split arrow was a toggle skill or the "extra" arrow was free and did not take from my arrow count it would also be fine
I think it is intended mostly for use with eternal arrow.
but the ranged tree lack impactfull skills that change the way you play compared to the other class's
And if up close on a boss you can hit - and crit or proc other effects - with all the arrows.
Combine with Gem of Fracturing and a mana leech weapon ๐
Eternal arrow is nice since it doesn't run out but the damage is kinda bad compared to the other arrows you craft
Another way to fix this could be to make more types of eternal arrows like the mages have
See needing to downgrade glider for some HH stuff
I really like playing ranger. but i just feel like the ranger skill tree needs some love compared to magic and melee
I would do terrible things (mostly spend more money) for there to be an eternal arrow of most damage types.
Fire and Lightning, at the least.
to me there is a lot to be desired for ranger to be really fun and exciting. i feel like i spend most of my time grinding for materials since i keep running out of arrows xD
I dont think good quality arrows should be a pain in the ass to make and get though. Sure i dont mind grinding and farming. but just tad bit less
I don't exactly disagree, more a game mechanics issue than ranger build issue
yeah
And more impactfull skills would be nice
Though i aint smart enough to figure out what those could be
Just feels a bit bad to only have like 3 big class skills
vs mage and warrior which has so many
Fewer skills that only apply on Tuesdays with a waning moon and an easterly wind would be my hope
Like who takes feast? It only applies to meat. Not meals with meat in them.
Should just boost health from any food.
agreed
I think the game is fantastic. but i do believe the skill tree is the weakest part of the game right now
I think a larger variety of opponents is top of my wish list. And more variety in weapons, particularly on which can get to L50 and which can't
But loving it, still.
@supple eagle you cover the topic well. I agree with you.
I also tried using the bow without using the range tree skills.
It is night and day when it comes to damage output if you use vs, not use the skills.
I agree that the skill tree is not the best and can be reworked. But at least they have one.
i guess another problem i have is that for warrior you can spec into all warrior trees and almost all the skills make you stronger. for ranger once you fill the ranger tree thats kinda it. the beastmaster skill tree is really depressing honestly
I am just hoping the devs give the skill tree some love for the 1.0 release thats all it is
I think the devs need to approach the skill tree progression differently. I can write a whole book on how they can do that. Yet I will spare you guys the wall of text here on Discord.
I'm just happy that people agree that the skill tree needs some love
and i hope they fix aggro in the hallowed halls xD
Surprise Hollow Hordes are my fervrit, tho...
huh? bow is just an offhand. go for daggers. โค๏ธ
Why does the bow have to be so close before it hits it's target? Bows can hit further away. It makes it less of a range weapon ... ๐
if you can see an enemy you can shoot it, you'd just need to manually aim
Really dumb question, but what makes trickster unique to the other magic classes? I'm still pretty new
I agree. It just doesnโt have the impact that it needs. Aside from stamina, mana and health, the combat from my lvl 1 characters feels the same as the combat from my level 45 modded character with every single perk unlocked
I will flat out say you are wrong, and also laugh at you ๐
I can murder hordes now, with ease
I think the skill tree is... weird especially for mages
Fell trolls nearly one-hit killed me till l10 or so
Now I can just straight bully them
Heck, I can bully the patrons and brutes and big bugs, but do have to dodge a bit.
The difference in how powerful I feel between game start, and what L35 now? Massive.
It is not really a class but a set of skills that support the use of magic.
The tree gives a good amount of spirit and intelligence points.
- CounterStrike is a simple way to use proc abilities when hit. But that is not too useful for squishy mages.
- BeGone needs a little attention to make it easier to use, but it is a control spell used to control enemies in melee range when you attack with a slot with a non-consumable equipped.
- BloodLetting is a good utility when using spells to provide orbs that give resources. Nice addition for a healer build using spells.
- I never seen anyone find Blood Magic to be useful. I have not tested this skill.
- Terror is helpful for controlling NPCs when criting with spells.
- Arcane Concentration is your skill to max out your Spirit points when there are no more skill nodes that offer Spirit.
In a Nut Shell, it is a hybrid tree for melee / magic users with a heavy focus on magic.
Oh, I forgot to include it has shock resistance nodes.
So a mage thats got hands. Whats a good skill path to go along with wizard? I was gonna go into healer originally, but wasn't getting what I wanted out of it whenever my friends stopped playing
Yeah, it is more of a support tree that needs more love.
But if you want to heal, that Bloodletting skill, parried with the Good Metabolism skill, makes for good utility. When you want to do more than cast healing spells.
I'm wand mage and I basically went battlemage/wizard/trickster (most of each)
Wizard has been amazing for my solo play, I just need to eat wolf meat and have several health potions before leaving the safety of my home. I was trying to decide between trickster or battle mage for once I max out the wizard tree
Wizard struggles in the early game. Go melee or bow until mid game.
but like that is also poor design. no class should be useless until mid game if you ask me
I agree
I'm a masochist and just endured it from level 4-10
I mainly used wand, staff sometimes though I hate that it uses mana and ammo and isn't as mobile, bow and sword/board when the situation calls for it
This is the build I am playing. It is my battle mage build using Ice Arrows, Great Sword / Kick / Merciless Attack, with the Soul Leech tree.
I leveled the range skills first.
https://enshrouded-skill-tree.com/?shortCode=697151a765bf85e869d0e19c
I use staff against bosses mostly, or if I'm cheesing. Most of my fighting is cheesing lmao
Cheese until you win is a good strategy in this game.
I had to use it against the giant critter boss while cheesing it. I have never been so squishy in a game before lmao, it's forcing me to learn the combat better because one mistake and I'm dead basically
Yes, I love that concept.
Yet it can be frustrating when you are stuck being killed a lot.
I fought the same boss for like an hour until I managed to get it. The worst part is having to trek back to where I was if its in the shroud or not near. After that fight I stopped to learn farming, and just farmed the ingredients to make health potions instead of trying to survive off of berries like a troglodyte
Anytime I have to clear a scrapper camp I just find a rooftop. I'm not paid enough to deal with their wolves that basically one shot me
Yeah wolves and cats are insane in this game
You will find a lot of NPCs in this game that can kill you in one or two hits, even when they are lower level than you.
This happens when you are running away like a chicken, and they hit your back for backstab damage.
I am aiming, they have cross hairs but I see the shots heading towards them but it won't hit until I am closer and then they can kite quickly to me. which sucks.
...did you aim upward so your arrows arch?
the arrows do have drop
Nah I'm usually strafing/running backwards while wanding and animals close the distance real quick, and the cats stun you, since I can't blink until I stop attacking sometimes my timing is off
You've got to lead your shots.
I do fine with arrows, it is my wand that sucks majorly. I am using wands and arrows mostly and if they get too dang close knives
oh, well wands are garbage
wands aren't a "ranged" weapon, they're a "mid-ranged" weapon and by that they mean "you could literally throw a rock farther than this thing goes"
A good wand with multi shot and mass destruction + gem of storms is quite fun
And staff should be the melee wizard weapon of choice...
They have them backwards ๐
I'm really wanting chakrams
honestly if the staff was a melee weapon, but then you could hold Q to turn it into a ranged weapon... that'd actually be great 
and hilarious considering how brittle some of those staffs look
Valheim treats staves like enshrouded treats wands, I'd rather it like that
Wands should be rapid fire ranged blasting. Staffs should be a touch of melee + big booms.
But that's just, like, my opinion. Man.
Not a bad opinion.
opinions??? ON THE INTERNET??? you mad-man!
are you trying to get hunted down for sport??
I use fireball to get my boom from staffs
I think I should be able to charge a fireball into my staff... and then smack the enemies in the face with said staff to bring the explosion directly to their face
Now THATS what I want out of a battle mage
That'd be cool
โ๏ธ ๐คฃ
Bonkizmus the Wise
"What's your style of magic? Fire? Ice?"
"Bonk."
"..b-bonk?"
the most effective spell
Bonk!!!!
Runnin' around bringin' bonks right down on yer scalp (Bonk!) ๐ถ
Anyone else hate that when you die you spawn in with no stamina
Help me understand why?
You better not play "Survival Fountain of the Youth". You can die only 3 (or 5?) times. ๐
The penaulty in Enshrouded is very harmless.
Try real life. No saves, no extra life, can't even start over from the beginning. Terrible gameplay. ๐
and the Graphics suck, gotta pay for special lenses to see, and the saturation isn't high enough unless you're leaving a gas station at sunset
The lenses are a counter to a debuff the devs added with the eye update
And the longer you play, the more passive damage you take ๐ ๐ฅ
And only cheaters get good loot.
If only irl had a potion that was a cure all, like most games
That's called whiskey. ๐
Emotional Damage Repair Potion
"Emotional Damage Repair" those are called hugs
๐ซ now we just gotta get someone to edit this to be two fell hugging and have a "Fell_Hug" emote
Whiskey. Painkiller, disinfectant, expectorant, hell you can use it to remove paint. ๐
I can't have it, drinking is not a cure all for many people.
also, cause I think its funny to do this here in the combat chat... here you all go, take a free hug!
๐ซ
It is a bad joke. I also cannot / do not drink much.
I have actually never drank alcohol, and I intend to keep it that way... especially cause literally everyone I've met that is older than me, immediately tells me to keep it that way.
I dont reccomend starting if you never have, goes for any substance really
In 7d2d you use stuff like that to increase stam regen and punching damage lol
when I tell younger people that I've never drank or done whatever
they all react like "oh live a little, try new things!"
and then when its someone older... immediate "Don't.
"
Tell that to Andre the Giant ๐
Alcohol has "buffs" but at one hell of a cost ๐
Perceived buffs anyways heh
Theres def a fine line. I think everyone deserves to have the chance to be young and stupid for a bit and have fun. But then it gets hard to see when you gotta stop
Probably.
Yes very combat and very skill
today I learned that Enshrouded is actually a story about violent drunks (Scavengers) fighting over distileries to make alcohol (elixir) that turns their skin purple.... and uh... something something apocalypse! 
It's not the worst allegory.
๐ค โ๏ธ
And is why I have yet to use a single elixir or fell potion ๐
I agree on elixir, I have avoided it cause there's a "flag" for it
I read the notes, man. Won't touch the stuff.
but as for the "flask of the fell" I have no idea what that is
I get that there's a strategy to using them with the gem of battlemania but
but it makes my stabby SO stabby
I don't
About to roll my mage, tavern chat was useless (lol), any reccs of what perks not to get as I progress them? I've got a lot of confidence in my build plans but would rather double check with y'all.
oh... you came to the combat chat to talk about... combat?... oh no we're discussing alcohol here
follow your heart queen
Well I tried to bring it back around lol
I wish I had pointers, but i've never played any magic type character in any game/rpg
what level of mage? just... mage from start to finish?
Yarp, only planning to step out of blue perks for Double Jump, Airborne and Updraft.
lmao
Double jump and updraft I have on all characters regardless of specialization
I have updraft, but I have played without double jump for a very long time
Yeah never again lol, too many holes that you cant mine or jump out of without it
Double jump has saved my ass in combat more than anything else lol.
I don't use double jump or updraft. I think double jump should be a skill that is farther down a tree, so not everyone can get it right at the start. It ruins the experience to me.
I am a firm believer of "if you don't like a thing, don't use it" so... I just don't use double jump
Yep, I don't use it either
updraft though... that ones borderline essential, since there isn't many good way to get height quickly, unless you want to dig your way up mountains...
Done it before and I'll do it again ๐
I have seen so many people that get double jump and have trouble doing simple jumps because they insist on using the double jump. I'm like, it's a single jump, they make it so everyone can do it because they don't make anything that requires you to take a skill
I actually play with my parents sometimes. and my parents both got double jump, and are constantly baffled at how "dj refuses to get double jump..." followed by "dj can't do this thing without double jump so- how on earth did he do that without double jump?? surprised pikachu face"
Yeah, I think it's just muscle memory or habit at this point. if I jump, i just.... double jump
I ask for help on rolling a mage in Tavern and it goes to kink talk, I ask for help rolling a mage in Combat and it goes to double jump talk. Baby can't win today. ๐น
I use it in attacks a lot
literally part of my parents being baffled is literally just... I can make long jumps with a sprint and jump, and don't need the slightly extra height
Mage is all about timing and learning when to block with a shield to survive lower levels
my only real advice is, skip the dexterity and airborn, go with counterstrike on your way to get the updraft, THEN after you get updraft, get airborne.
And what flavour of mage you want to play
or the good ol, shoot and run away
am I the only one who kinda hates the "resist" skills?
like sheesh, mage does not need to waste so many skill points to get 5% elemental resist...
You guys go the weirdest ways. I don't take anything out of the battle mage and wizard trees til about level 10ish and then I'm grabbing the nodes to get me to water aura. Nothing else, no trickster, not middle skills, nothing
6 skill points for a total of 15% of ONE elemental resist?
At the end of the day it's good to experiment - different builds work for different playstyles
mostly its that being a mage, it would make sense to get Spirit over Dex, "counter strike" is super useful especially early game. (at least I assume... I don't play mage for a reason)
and updraft is super super important
and since it costs the same amount of skill points, regardless of how you reach updraft... might as well, as a mage, go the mage way :D
You skipped a lot of spirit nodes. Those are your mana regen
I hate double jump because when I hit the jump button after jump, I want my glider to deploy. I don't want to experiment with timing a little window to make sure I don't hit double jump but do hit my glider
I don't reach updraft, cause I don't use it
Mana regen is pretty important for mage - at least if you're using staff a fair bit
I imagine the me who takes this advice and I imagine so much pickaxing in my future.
you can re-assign a button to glider to fix that problem
Or I could just not use Double Jump
Upward slash functions almost better as a double jump than double jump anyway
"Ah yes, the true spell master! Of Earth and Rock! I shall reshape this earth! With the staff of pick and axe!
"
There are 6 spirit nodes that weren't taken in that skill tree....that's regen that will make your spells come back A LOT quicker
I am glad I am not the only person that avoids double jump though 
Drop the crash down and at least three of those endurance nodes, take all the spirit nodes you skipped out on
I don't take any spirit nodes I don't have to, since I basically don't use staff
You a wand mage then?
The resistance nodes are a bit too expensive imo, hopefully they make them cheaper, more powerful, earlier in the tree, or all 3 of those things
Wand mages are viable, but it's good to use the staff here and there for long range and less up close battles
I don't use Blink, don't use Double Jump, I prefer my character to be more grounded, but updraft and Begone! are too nice to ignore unfortunately
Wand mainly, bow of course, sword and board for special occasions
I retooled one that's much more Spirity. Spirit fingers, even.
lowkey... I kinda like just being... a totally normal dude
just, a knight. thats it
See, I don't use any of those, I'm a mage mage, nothing else. My ranged is a staff
This was more productive than my earlier attempts. Thanks, y'all.
I hate how the staff works in this game, ammo AND mana, not as mobile as wands, and once I unlocked mass destruction, multri strike wand and storm gem packs are easy
My mage is wand and staff. I carry a bow but mostly for hitting switches because I find it easier
also see how drastically different all these ideas and builds are? as "Several people are typing..."
And no sword....wand uses a shield though. Definitely a shield
this is why I love enshrouded's combat. as simple as it is... everyone has a different style
Now to figure out my character's look and name.
Xynilek
Ultra flexible. If I get to make a dextank with a polearm I'll call this this best game ever made. But it's already close.
I keep a 1h to use with my shield if I get swarmed by melee but now that I have more wand AOE I don't use it much
Oh yeah, it wouldn't be so great if we all played the same way. Or even if we all played the same type of character. It's fun to see what people will come up with as a dps
being min-maxed just... isn't that important in enshrouded
the "Mace Of Wrath" used to be the goat'd melee weapon, but I avoided it cause... its not a sword! that's it! I just think swords look cooler!
Min-maxing kind of takes the fun out of things for me. Everyone's doing the same thing and it's just kind of boring
Wand and shield are very good. Keep using the shield. Two (sometimes 3) wand hits and then put the shield up and you can block a lot. If you have more than one mob, just figure the timing out. I had to learn timing of everything LOL
Play with the builds you enjoy is the best approach
Yeah I've been keeping 2/3 wands on me, mainly a lightning one, always storm gem
Here me out- try and make them look.... hot
Mage Mommy
I'm a wand mage, I keep 8 on me. Ice, Fire, Lightning, back ups for when they break lol
Height sliders when lol
YES GOD PLEASE
I rarely find magic weapons so I go with what I find lol
Our characters are 6 feet tall, how much taller do you want them??
Im 5 foot nothing in real life. I just wanna be 5'5" for once
the newest cosmetic armor has high heels, but since they don't make us any taller... that inherently means wearing them magically makes our character shorter.
6ft??? really????
Ahh yes, the bow curse of the mage
Lol a lot of games are like that
Yeah I find more melee weapons than anything
I find magic weapons with my other characters and stash them for my mage ๐
I find 90% bows and the rest are daggers and a sword or two
I've been hoarding all gold items and most rings and armor on my Kelithrough...time to cash that in.
I feel like I ONLY ever find wands lmao
I tested what drops and in what quantities
I think the veilwater mage shorts look great on any character
If I get annoyed with RNG, I just go get it off a resource server. There's only so many times I will go to the same chest
and I am convinced:
"its totally even... but gosh dang does it feel like its not, and we will ALL complain when we get something that isn't what we wanted for our builds"
That makes sense lol
since we can only use 2/6 categories of weapons... it feels like 4/6th of the time you get garbage
I mean, two or three patches ago I started getting more stuff early on for mage it seemed, but before that it was like it knew I was a mage and decided to not give me any mage stuff
How could they do that to me ๐
I'm sure it is completely random - but yeah definitely feels otherwise sometimes
@boreal field One reason I'm so interested in Mage is cause Keli was a DEEP green/red hybrid, so I sorta wanna see how green the grass is on the other side of the fence by stepping outside of all I'm familiar with. Hence taking your advice to retool out the green stuff completely. Feels bold but fun.
The result? Mage as heyullllll.
https://www.enshrouded-skill-tree.com/?shortCode=69727393b6a127ab4371d50d
Whatever you do the most damage with, drops the least ๐
I literally use them as swiming trunks cause they dye well, and I also use them for Botw Link cosplay. specifically "naked link"
lol "naked link"
Mage can kick some butt, just remember to bring wands too. If you get to melee range, you want to use wand and shield as we are squishy LOL
Thank you. :)
Also, if you like updraft, you can drop the blood magic and take that. Blood magic is very useful, but I know some people get used to things like updraft and double jump
I posted those to creative corner so I am deleting them from our combat chat :P
Well I chose daggers cause I wanted the challenge of playing the "worst" weapon. Now you tell me things are harder without DJ and UD and I'm like..."Yummy challenge!" So I will try this new thing. Edit: people who complain about daggers aren't being experimental enough, it's the most fun I've had in a game in a long time. I know they can be better, but I already love them.
hmm I guess I will delete mine also, it's a bit off topic
LOL yes, without those to help you along, it is harder.
"Staff of pick and axe!"
Hence the 2 dots in pickaxe perk lol.
The hardest time for mages is when you're just starting out. You have to figure out the right way to go as you choose wand stuff and then damage stuff, then move over to use up 10 points to get water aura...etc
Someone else pointed this out before, but it's a shame the Scavenger Miner Axe doesn't also work as a pickaxe
.... I hadn't thought of that but... items should get secondary functions now. axes being able to chop trees, that miner axe could work to mine ores if you hit a button or something... idk...
Scav miner axe + a high level fell shield + the miner helmet, build into Shell Shock and Warrior/Tank
And in keeping with the tradition of resurrecting my old AoC characters as Enshrouded characters, my new gal will be Nezuki the mad Priestess of Mitra the Flame. RPmode ENGAGED!
One of the coolthings about palworld, once you get weapons you can mine/chop trees with those far better than the actual tools ๐
thought it was 5ft? you can walk through a 2x3 opening, that should be 150cm right?
4 blocks tall is 6 feet
each individual block is half of a meter
yeah thats not quite right, I'm gonna say 175cm
๐ I am missing the party here!!!!
More chatter than taking about a pure mage build. Though.

To be honest, I don't think the game is balanced enough to have a pure blood build.
But it doesn't hurt to try and see how far you can go!
silence moleman @left wraith
Yes, I live in the combat-and-skills chat only.
....is that... Light theme?!?!?! 
Ban h im
I legit expected it to when it first dropped.
Do anyone knows for sure what skills from the warrior skill tree benefit for sure daggers?
If it has "daggers" in its tooltip it benefits daggers.
If it has "melee" in its tooltip it benefits daggers (but the returns are low).
If it has "one handed" in its tooltip it does not benefit daggers.
Increasing Strength = no benefit.
Increasing Dex = huge benefit.
Same with foods and gear, btw, stuff that buffs melee gives you a small boost but stuff that specifically says "daggers" gives you much more.
Shockwave and other such generic perks also work fine with daggers, as does any parry buff.
What about One-handed Grilled Meat?
That phrasing makes me feel icky.
Any major changes with todays update? I saw something about the Veteran skill.
Did you read the patch notes?
I am rn
weapon-transmog ๐
Should probably start there then
Thought there might be something unlisted like last time ngl so I asked lol
Like last time? Citation needed.
๐
The offical change log before december holiday didnt have a direct listing for the Veteran skill change. The connection for swift blades, iirc. or at least i never saw it and only saw random postings through media channels about it.
I hear you... but what about a 2 handed version?
Grilled weapons are usually skewered, does this mean spears as a 2h dex option?
more I just like the idea of the 2H swing with a giant grilled meat
to make that thing big enough to be a 2H weapon it'd have to be like, 3 foot thick, lol
would be cool to have it drop from a giant monster or something.
Funny weapon cosmetics would be amazing
I really want a legendary Greatswordfish with an extremely low drop chance from fishing
that should be the beastmaster perk
with the idea of a grilled weapon, I want to take the "yellow fin" and equip it to a cosmetic weapon slot.
then we could potentially have some really funny cosmetic weapons that we'd just have to find on our own.
But giant ham leg or whatnot would be great for 2h hammer
goldfish-daggers ๐
A legendary lute that works like a 1h club or axe
Thanks for replying with details but all of that is known to me. I was asking specifically about relevant skills on the warrior tree branch.
I.e. bonuses to melee pierce damage (20+10)%
Attacking with melee weapon gives 10% CC increase to melee
There is no other melee weapon besides daggers that has high pierce damage so it must referring to daggers
I think they should throw pierce bonuses in the nw quadrant of the tree, have it primarily benefit daggers/arrows
dear god please fix slightly vertical fighting i cant hit this thing!!!!
These all apply to daggers, I have tested, just keep in mind that the split damage many daggers have means these perks can vary in payoff.
It's so expensive skill points wise to spec into both physical and elemental dmg "especially shroud dmg", it's probably better to use mono-dmg type weapons and spend the skill points on desert stomach or other.
I don't think there are any enemies that are very physical resistant and weak to magic as far as I know. At least, not to a degree where it's readily noticeable.
I'm looking to try a new build sort of a dagger tank. not sure how it'll fair. but I hope it'll be fun. https://enshrouded-skill-tree.com/?shortCode=69730c214fd32a49751d610c
Pretty groovy, not terribly different from my build for Keli. Good luck! โค๏ธ ๐
Hey there.
Is there the possibility to craft the lore items besides maxing out the flame altar? Every time i upgrade the altar it says that i dont meet the requirements?!
Imagine if combat was like this ๐ https://www.instagram.com/reel/DT08pVXgo21/?igsh=cXoxcGQ3cHp0eWx2
You're looking at the requirement to get the next level of the weapon, you can still craft the current level of the weapon.
new fable looks interesting. been a long time fan ever since the first one.
tbh looks quite like witcher combat to me (which isnt a bad thing, jist an observation)
How to craft the current level? Am i blind? ๐ฎ
Looks like you're missing two glass, once you have that it should be craftable. (unless there's more materials you're missing, but you'd need to scroll down to see.)
Yeah ofc. We're in the nomad highlands atm. So we got no access to glass and those materials. Also i need the flame on level 6, or not? Isnt there a way to craft it on level 5 with "level 5 materials"?
The materials you're seeing there are the level 5 materials. The two section is only what's needed to get the next level of the weapon. When you get lvl 6, i assume (I've not looked myself) You'll need materials from the summits.
Ahhh. Okay.
So the only way to craft it the tier before would to set up a altar on level 4 and place my alchemist there?
Errrr, no, the flame level is world wide. The altar is only for your build area so that level wont impact anything. If you wanted a lvl 4 version, you'd need to do that on a world who's flame is only at lvl 4
Ah damn. ๐
So next time before upgrading the flame -> craft the lore items and then upgrade the flame? ๐
Essentially yes, but don't forget, at flame lvl 5, you can get into kindlewastes, so you'll be able to collect the materials needed without much issue in general.
Hi guys, anyone has some ranger build that goes more into intelligence for the soaked buff? Or some theory craft?
Soaked Buff? Can you clarify?
When enemies are wet/"soaked" they take extra damage.
It's a perk available on some weapons.
So we are talking about when enemies are debuffed to take more Lightning/Cold dmg when wet.
That'd be the one I'd say.
๐ค Building around this is situational, especially with bows. My reason is that we need to get the enemies wet, and that often means we need to get close to them to throw water on them. For example, using the "Water Balloons", we can make early game. Seeing that we wish to use the bow that will require sacrificing your advantage of being at range.
What you can do is build your bow around using Ice arrows and do Ice/Lightning damage.
I was asking because I saw some videos where for the love of God I cant find anything besides seeing that the elemental buff, bow with + shock damage / + opportunistic for increased crit chance against soaked enemies dealt around 4k single target in comparison to builds I find normally for explosive arrows and fire damage that do around 2k, was wondering if someone got to that build or tested/tried some, getting close to the boss isnt a problem since we are playing tank, ranger and a mage/battlemage so we want the soaked buff anyways
That's good info to know. You can have your Tank throw "Water Balloons".
As for a guide, you can follow. I am not sure if we have an up-to-date one you can follow. But I have seen some YouTube videos on the subject.
Let me see if I can find something for you.
I remember watching this one...
https://www.youtube.com/watch?v=RbekyKHaQ7A
This video was made before the water update, so it is missing some new content, but it is still useful.
Keep in mind that the water update made the Elemental nodes in the wizard tree affect all sources of Ice, Lightning, and other magic damage now. So you may consider leveraging those nodes.
Yeah I saw this one but its not the one Im looking for. I was thinking that its necessary to go to the wizard tree to make the dmg go up for shock magic damage. I guess I will keep looking. Thanks ๐
Yes, you are correct, but I have not found an updated guide for these new changes. Maybe someone will come up with one soon.
Good Luck.
If you have more questions, we are here to help.
Are you talking about this one?
https://www.youtube.com/watch?v=a-oezILeOSY
I just seen this one.
I will check it, but the video I saw was just a minute long from reddit someone showing off ๐
I have considered using this build with the Tank tree added to see just how easy it would be to survive as a mage with all that damage mitigation.
https://enshrouded-skill-tree.com/?shortCode=697398cff59fb6e6ae11aea6
not bad but don't ignore the survivor tree. double jump and dessert stomach are powerful survival tools
True, but this was to point out the skills.
fair enough. I'm gonna try my skills with a dagger tank build
https://www.enshrouded-skill-tree.com/?shortCode=69730c214fd32a49751d610c this is the build i'm going to try this playthrough. what do you think
Consider using...
- Veteran
- Poison Mastery
- I am curious as to how useful the Meast Master and Vukah Culture skills are. If you consider testing both and find them helpful. Please do share your experience.
Kick was supposed to support daggers, but from my experience, it works better with slower weapons such as the great sword.
I'll look into those two. and I'll defiantly share my experience.
I always thought kick did work better with all 2 handers as well
More importantly, it works with just about anything, just better with 2H
Even casters can benefit from a GO AWAY button ๐
and it's much easier to use then begone
You are also leaving a lot of Constitution nodes untouched. If you can work those in you should.
Those nodes will require a few additional skill points to reach, so it is optional.
Meat master I found isn't worth taking if you have battle heal. as you're never low enough for it to matter.
and not as many as you think sense i'm taking thick skin.
As a Tank, you can't get enough Constitution. If you were going for DPS I would not have mentioned it.
If you want to be more a Brute then a Tank, then you are heading in the correct direction.
yeah I kinda put brute and tank in the same general area of play.
You may consider less bow skills if you are going for a dagger build to get those Tank skills.
this is comming from a world of warcraft blood DK
Nice
Here is a quick revision of your build. https://enshrouded-skill-tree.com/?shortCode=6973a14ab8370a04844376be
@plucky gyro 
taking a look now. not bad
I added Well Rested because it is a One-Point wonder. If you carry a torch with you on your adventures, you can get 10:00 of rest from simply finding shelter over your head.
made a revision to the revision https://enshrouded-skill-tree.com/?shortCode=6973a2a9374411cde99c9eda
Looks good, run with it.
If you like to backstab, then you might consider Backstab Mastery.
i'm not the backstabby type
Then you might consider removing "Backstab Damage" for something else.
https://enshrouded-skill-tree.com/?shortCode=6973a377374411cde99c9edb this is my daggerbuild at the moment. couldnt pass up on the water aura.
not bad but it's an impossible build. your two points over
i think the skilltree is out of date, some skills got cheaper than is shown. i have this build on with 184 skillpoints
Do you use this build with ice arrows?
yea you could. i mostly try to melee everything and use grapplehook a lot
Also, What are your thoughts on using Eagles Bane and Counter Battery vs Skill Shot and SharpShooter?
if you use a bow a lot then use skillshot, sharpshooter, eagles bane and counter battery. if not using a bow then just counter and eagle. to get too the "Ranger" talent
Oh, I like to use SharpShooter and Skill Shot because they are more versatile.
Just curious.
Great builds, guys! ๐
I like the way the weapons seem like they have weight in this. The animations are very clean, but fundamentally doesn't look much different than Enshrouded. Big fan.
Eagle's bane helps greatswords swat banshees and sicklescythes out of the air
It does?
My GS seems to do well with those NPCs without Eagle's Bane.
What is your reasoning?
lol i see a mistake, it activated the blunt damage node.
Am i being trolled right now?
๐ ๐
Are you talking about shocked magic damage with soaked?
That make shock damage really high
Yes
yeah
Did you find the video yet?
For the build?
I dont use it but I did watch it I think I can find it if you are still looking for it
Do you have a diff video?
No actually I think that's the one
staff mage is so squishy it's kinda wild, i'm pretty decent at using terrain to do stuff but melee and stuff like those dudes with the flaming swords are devastating
casting is really fun overall and i like the simplicity
i just wish i had a better defensive option sometimes
or that fireball hit harder
It's good to have wands and shield when things get up close in melee. Also, the fire sword guys, remember that rolling or blink puts out the fire dot on you.
yeah true
i forgot about the blink actually
do you like the caster shield or do you go for something with more defense?
personally I've always found running away to be a consistently lifesaving strat when more than 3 or 4 melee dudes close the distance.
If there's no chokepoint or high ground to run to, double jump gives me just enough time to charge up a fireball mid air where its safe. I just repeat that until I have breathing room.
I go for the mage shield cus I like to parry but you can't really parry a crowd too well, so...
yeah that's basically what i do
i run around and try to get above things or get enough distance for my lightning to stun them
i have the combo for wet status but it seems to have anti-synergy with the high end gear
all I ever really use is fire and ice. physical exclusively for the hollow enemies.
Haven't seen any point at all to using shock or shroud weapons.
i'm pretty much exclusively using staff spells
I only use my staff to clear big groups or pick off annoying enemies from afar. Besides that I skirmish with a wand.
Shock is a great element. it quickly raises stagger/stun bars
and not many enemies are resistant to it making it great for overworld and shroud
yea but not many enemies are weak to it either.
So it's more effective to just use fire or ice and make their HP hit zero in 3 seconds rather than only fill their stun bar in 3 seconds.
at least with the lightning / wet combo stuff dies pretty quickly
nice in veilwater where water is everywhere
but wand is super good too
I have rain turned down to rare cus I absolutely hate it when games smack me with an annoying debuff that I can't do anything about.
Didn't know shock did more damage in water tho
i just swapped from battlemage gameplay (wand primary, staff secondary) to wizard (staff primary, wand secondary) and I am about 500% squishier.
i still have not found a gem that works well with wand skirmishing.
i put wand back in and use it in melee situations and it seems to help a lot
just backpedal kite and stuff melts
whereas at least with chain lightning you need a little bit more space to cast
but i'm critting for like 1900 when stuff is wet debuffed
I also refuse to use anything other than eternal spells because I can NOT be bothered to craft more ammo after every goddamn expedition.
I only have the basic eternal ice and fire spells. dunno where to get better ones.
Got the eternal glow stick spell that does NOTHING to the enemies too I guess....
eternal chain lightning is pretty sick
where do I get it?
eternal fireball 2 is also stronger than fireball 4
once you make silver dust it'll unlock at the alchemist
jfc how long has that been in my crafting recipes.......
I hope they introduce some early game lifesteal so solo mages have a bit more staying power in this game that seems to heavily slant towards melee and bows.
yeah early game mage is rough
early game mage almost made me quit because dying in literally 2 hits to trash mobs is laughable no matter how many difficulty sliders you got.
i definitely died a lot
I died a lot until I got double jump and realized that the enemies can easily be cheesed by climbing shit
mage is rough when you start out. getting quick charge early on and obtaining the alchemist before the ranger helps out
I beelined alchemest as soon as his quest told me he exists.
Never got quick charge tho cus at that point in the game I ESPECIALLY didn't wanna spend 15 minutes deforesting trees for resin to make more damn ammo after every adventure.
Having to craft spell charges prett much single handedly kept me away from using the staff until I unlocked the eternal spells.
quick charge halfs the time you need to charge your spells. that should be the FIRST spell you obtain. two levels and a shroud root is all you need
it good or what is better
oh I got it now, believe me. It's been a lifesaver in hollow halls.
But that was after I got the eternal spells.
When I pick up spell charges, half the time I just delete em if I need more space for my backpack.
then it looks like you went the hard route. to each their own. with my current build, a dagger build, the first thing I went for is battle heal
Are these considered 3 separate effects of the gem? Or is the tooltip-text part just an outdated explanation of the bolded attributes?
I found the staff to just be too high maintenance early game.
Top text is lowest level effect numbers. The paragraph below details how it works and shows the current level effect.
gah that is so unintuitive. Thank you
now that we're on the topic, I was always confused about that.
Say I got a gem that says it adds like 4 additional cutting damage or whatever.
If I add that to my wand, does my wand now do 50 fire damage and 4 cutting? Or is it simply wasted entirely
I believe it does, but its still wasted because mixing types like that isn't optimal, I think
Which gems should I socket into my staff for the best damage?
I use storm's eye cus my staff is pretty much just a crowd buster
Do dual-type weapons (e.g. Fire + Slashing) simply result in doing less damage to a monster compared to their pure-type counterparts?
They just don't scale as well with multipliers for specific damage classes
they do roughly the same damage.
But many melee are dual type, and if you've built into other multipliers elsewhere in the skill tree it kinda evens out
So if I can get away with using a pure-type, its probably best?
yoru better off using the dual to multi types. it helps when you meet a mob with a resistance type
Sounds like dual-types are really only useful in the situation that I wanted to be able to hit weaknesses of two different types ("I'm going somewhere with lots of Fell, but maybe I'll hit up the Scavengers after.")
Well, but there's LOTs of skill points, so you can easily make duals work
i kinda wanna get a storms eye over the skeleton one, doesn't really seem to help much
like someone with a resistance to slashing but take extra damage to fire. or visa versa
They are also useful if you have two different abilities that proc off each of the dual types. And if your foe resists one type of damage, sometimes the dual type helps get around that slightly.
Yeah, I think mobs having different resistances and weaknesses probably makes a bigger difference than being totally damage-buff efficient
I only put a few points into elemental damage buffs. Most of my points are in multi-purpose stuff and I make up the difference in damage by carrying around 5 different wands in my hotbar and switch between them mid combat so I'm always using the enemy's weakness.
I carry 3 1h on my tank warrior - Aurora for crit and ice, Vesztah's for double health leech and partial blunt. I have is Pyreblade that benefits from the most skills so technically has the highest damage, but it's still terrible in Veilwater.
As an example
(A) 100% damage sword, enemy is not resistant = 100% damage
(B) 120% damage sword but of a damage class where enemy is 20% resistant = 96% damage
What would be better for a soaked buil between megalodon gs and gs of rivalry ?
Hmm, are Drak equally weak to lightning and ice?
It looks like Rivalry might be slightly better, because of higher base damage. Let me upgrade this one quick to see if my calc is correct
I can two phase fell dragon with both but it looks like rivalry is more consistent but megalodon hits harder when it crits
Hmm
So it's the weakest of the 3 T.T
I put in Guard of the North just because I started to wonder - I use it because I like how it looks. But Guard of the North also has 10% crit chance even when not soaked
Buuuut. It also does less elemental damage, only 25.4. Megalodon does 76.2, and Rivalry does 38.1 Ice
So if the elemental weakness is pretty big on the enemy, Megalodon might be #1
okay sooo... Let's say the enemy is 30% elemental weakness. Then Megalodon becomes top
I don't know what the resistances are weaknesses are for sure so this is just theory
It seems though like a lot of the weapons are still pretty close in damage that you won't really have a problem - unless you're going against an enemy that is super resistant to the specific damage you're using.
Hm that's what i thought
Thanks for your help mate !
I saw a juicy 9.5k damage on the fell dragon with it 
Max i saw with rivalry was a bit more than 8k
That's why i wzs wondering
Someone with patience will test them all like a science experiment eventually
how the heck am I supposed to beat mr angry flying magical sword thrower
dude is op
Parry back the dual projectiles for huge damage or stand directly beneath him so they can't hit
hey guys, was there a change recently to the skill tree, the warrior skill path, i have just loaded a save and some skills have been 'un-selected' but yet i stall have (had, cause i have changed my skills now) but i still had Swift Blades unlocked even though the skill line was un-selected some how? was there changes to warrior skills?
Okay thank you, I was trying directly below but he exploded instead and killed me
That's the magic projectile which you just have to avoid. His animation is different for that one.
gotcha
Ohh is this the Fell Sicklescythe?
yeah
Yeah there's like what.. 3 double sickle throws, and then that giant magic skull thingy, When avoiding the skull, it also has a blast radius.
I'm horrible at parrying so this should be fun
I learned to get in its face. He couldnโt hit me with the double sickle throws from there. (They were eating me alive.)
Yeah there was one point where I was in a sweet spot that he wasn't moving and couldn't slice me
Thanks for the tips
unrelated how do I get these abs
they're to die for. ๐ become a fell
24/7 Shroud Living
I got the shroud root down without aggroing mr slice and dice but I'll give him a go anyway
Got it, thanks guys
had just enough health potions
I've seen abs like that. on the forsaken females. I guess to get that shreaded you have to become undead
those aren't abs from working out, thems the kind of abs you get from starvation.
if wizard is considered the weakest class in the game whats the strongest? Ranger?
lol wizard is not the weakest class
There are builds with every weapon class and hybrid that make content trivially easy
Ranger is top tier right now. but it's followed my wizard. but this is in late game
mind sharing the builds?
just do a youtube search for 04am or glitchiz they have the top builds for all specs
i like taking the builds they m ake and alter them for my own playstyle
ty ill give it a go!
Hmm. Interesting. Could you share this about a wizard? Because I know how to easily kill enemies from a distance. But when at least 'elite' monsters two-shot you it's not 'trivially' easy. Trivially means you can't be killed if you do at least something and don't stand and do nothing.
Most NPCs will behave differently based on your actions. If you are running away, they will chase you, and the more you run, the more enemies will join the chase. And that is when you get the two-hit kills because they are hitting you in the back for back damage.
If you stand your ground and keep your back facing away from them, the fight becomes more evenly matched. It can still be scary with those heavy hits, but at least the whole group is not all swinging at the most vulnerable part of your character, your backside.
The simplest built for a tanky wizard is to wear life/physical resistance chest armor, and to make sure you take tank nodes. Mana/magic resistance chest armors provide more stats than needed when the rest of the armor slots mana/magic resistance heavy, and (almost) all the chest armors provide no multiplier bonuses to damage classes.
I can put an example build up in a moment. Maybe eventually we'll be able to export one directly from the game, that'd be a cool feature.
This general build has a lot of variations by playstyle but this is my skill tree. In terms of leveling progression - I went for Quick Charge, Double Jump, and partly up the tank tree first. Then the battlemage tree for wands, blink, more tank, and pushed into Wizard. Water Aura, Trickster, Ranger and Survivor came last.
https://enshrouded-skill-tree.com/?shortCode=6974ef254cf8ca7c2546c8dc
This is how the defensive stats look without food/buffs, wearing life/physical armor chest. You could also consider wearing life/physical armor pants for more forgiveness in close/mid range, or sprint speed pants if you like kiting.
The only enemy that you might want to eat food for is probably the Thunderbrute, but that guy is slow enough to avoid his attacks entirely by walking
does leveling the minor necromancy gem increase how often it procs? it sure seems to be proccing more as i've leveled it up to ~32
Yes it does.
I have not maxed it so ยฏ_(ใ)_/ยฏ I presume the more floating heads you have, the better, but I found myself using other gems.
sorry lesser necromancy, the skeleton
skelly does around 100-200 damage if i had to gues somewhere, at max lvl. tho not sure what damage type it deals, and how it interacts with resistance
makes sense
If I ad a plus 15 blunt damage gem onto a weapon that doesn't do blunt damage do I still get the damage also if I spec into 20% more blunt damage do I get the added bonus
what gem do you mean? the talent of 20% more blunt damage doesnt increase gems damage, only for melee weapons.
Fast question:
Do Gem of Toxic Betrayel and venomous blade work together? Applying 2 different stacks or adding them together? Or do I have to use the bleeding Gem for double DoT
I think if the best build for mages is to wear str melee armor something is wrong
Can backstab and merciless strike bonuses stack?
like if I parry, get stunned, and then walk behind somoeone and do mercilous strike do I get the added bonus damage of backtab to the mercilous strike?
Is there any non wet/soaked build viable actually ?
Just tested it, yes they do. I just did 900 damage with a 58 damage weapon.
over 1100 on a crit
What's a good level to attempt the first hollow halls
Solo or with team?
Yeah, what I said in the other chat was for solo.
Solo would think at least 10 lvls above HH
I wouldn't be that conservative, but it does depend on the build.
I think I was under 15 when I did the first one, but 1) I was playing melee 2H and 2) it was tough near the end.
Does backstab damage count for all weapons or only certain ones?
I was with wife and kids on 4 different play through just now starting to run one solo
1hand with bow backup on this run.
But yeah 2 hand can clear tons
Am I the only one who keeps getting thrown off by basic scavenger melee attacks?
Their parry timing seems to be off compared to everything else - it seems to me that their weapon lights up way later into the animation than any other enemy and I end up blocking instead of parrying.
I mean, I know it's a skill issue, I'm just wondering if I'm right or it's something else that throws me off about them.
Hello everyone! Anyone could share ur strongest archer build i could follow ? we started playing with a friends on hard having hard time ๐ wondering where to allocate my points as archer.
Almost finished with 1st biome
How many skill points do you have rn?
do these skills activate by their own or do I need the to level the wand to max first?
Those will work right away, it's part of the wand type. The rows of grayed out mods are the ones that get unlocked by upgrading.
ah thank you how does multi shot work?
two bolts instead of 1, but they hit for baseline about half
when i press it it just does normal 1 attack or do i press extra button?
ah but visually ?
its just 1 ?
It'll fire more that one shot at a time, but those shots will do less individual damage. Combined they'll do just as much, providing they all hit.
Visually you should see two but sometimes it's hard to see if they overlap sometimes
BUT - as you get further down the skill tree, there are skills that have a chance to activate per bolt/hit, so with some builds multishot can be preferable over normal single shot.
I agree with tuxedo_cat
. When multiple projectiles was introduced to the game, I was thinking they would seek out different enemies when two or more were in range. I was sadly disappointed when it was more of a cosmetic change than a game mechanic.
For dragon just use moleman strat with bow, make several hole entrances to peek and shoot from
guys i am having so many questions about combat. or rather the elements... is fire the best against shrouded ? that's it ? does " effective " weight all the time the same ? as in if i have 50 damage of a certain element as effective, if i have 50 of a different element effective will they deal the same damage ?
so far from my experience using a wand wolfs are resistant and does lower damage but when using my staff with fire it does better or rather "normal" damage. but when against the shrouded wands does " effective damage" even when using basic wand and frost damage based wand.
so it seems like as long as its effective its gana do same or better damage
Yo guys, is there a skill that let u regen when u do crit or something?
for melee "Battleheal" between tank and Battlemage in the skill tree
Oh ok ty
Each individual enemy has a set of resistances and weaknesses, which is what the "Effective / Resisted" popup is based on. In general, Fell enemies (the shroud creatures) tend to be weak to fire. Usually, similar "types" of enemies share similar elemental stats. But there is variability on a per enemy basis : for example Fell soldiers are neither weak nor resistant to ice, but Banshees are resistant to ice. Most scavengers are weak to ice and resistant to poison, but the scavenger dogs are the reverse, etc.
Ok. Thats cool indeed. Who is weak to shroud? And to shock?
Shroud, I am not sure. I think most things except Fell and Hollow are either weak or "normal" towards Shroud damage. The problem is that Fell and Hollow make up a lot of enemies (and many bosses are Fell) and they either resist it or in some cases are immune. Shock is interesting, because in my experience few things are weak to it but very few things resist it either. This makes Shock damage quite reliable.
In particular, Shock is the only magic type that Hollow are not resistant to.
Interesting. Im trying to triangulate 2 good types of weapon. My idea was blunt fire for everything dead and ice slash for everything alive.
But then maybe its better slash shroud for evrything alive
And the issue is that fire blunt is not a thing sadly. Aside 2 handed maces
Bear in mind, re-speccing your skills is cheap and relatively convenient. And switching out gems is cheap (but not very convenient, sadly). So you can change your build or experiment based on the weapons you happen to find.
Yeah sure but its annoying. Should check daggers tbh. Perk eise they look op.
I've not used daggers, but I know many players have used them with great success. While they may not compete in terms of DPS on paper, the rapid attack speed means that anything that has a chance to trigger per hit will trigger much more often.
Search my posts here. I linked to my perk build and strats. I am sleepy and in bed rn, but daggers are great.
Where can I find one of these? I'm scouring Embervale but yet to find it.
Or is there a place like the Depot that has one? As a last resort.
Depot should have basically everything. Check #1200109637815517184 pinned messages.
I looked in the weapons aisle and didn't see it. Could've missed it though.
I've never visited. But there is more than one resource server, as well.
:0
open your inventory (not in a chest) and just look at the gems description.
if in a weapon you can highlight the weapon and press R to swap from "stats" to "gem stats"
The actual Shroud Depot has a lot of weapons, but it's only things that can spawn at level 45-50, or lore weapons. There is an armory resource world that has many many more weapons
It stops spawning around level 20 I think so around the Nomad Highlands. But there are also "armory" resource worlds that you can visit that have a much broader selection of weapons
I went to a couple, even a French one and none of them had it.
I don't even care if it's powerful, I just want it cuz it looks so cool.
I seen a video that the skull stalker helmet and gloves were bugged and the skill shot dmg was applied no matter where you hit them. can anyone confirm if this is true or not?
posted by glitchiz
Anyone know how to swing an axe at trees while moving instead of just standing still?
Don't think that's an option at this time?
I don't get it though because most of the time my player just stands in 1 place and swings so I have to position myself to make sure I'm hitting the tree. But sometimes my player will randomly start swinging the axe while slightly lunging forward hitting much more in it's path
You'll move towards a target if you're locked onto them, or if you're close enough and sorta facing them your character will lunge.
The rest is, as you said, about positioning.
How do I target onto trees?
You don't. You just get in their way.
I've never targeted onto trees, I'm also not sure what the positioning is because I can swing real close or farther away and I'm not doing any lunging
I guess I don't really understand then
I'm trying to cut these all down without just standing in 1 place
I happened to have gotten lucky and was lunging and swinging my axe on my other batch I harvested and I would like to know how to repeat that
Melee combat is mainly about positioning and locking onto targets.
Hitting targets that aren't enemies is ALL about position.
You can't lock onto a tree because it's "technically" not a target, it poses no threat.
So I found it in this video, but I was able to somehow do that without an enemy close by. I don't know. Maybe it was a glitch
https://www.youtube.com/watch?v=jQu5oQ5LoQk
Ok, so this interaction is a consequence of using an enemy with an axe equipped instead of a weapon.
It'll work, providing you get the timing right.
Without the enemy to start the swing tho, it won't work.
That's what I'm saying I'm confused by, because I have done it just a bit ago, without an enemy nearby me. I'm at Blue Goblet and there are no enemies yet I just cleared out my farm somehow doing that axe swing. I will just assume it was a glitch, I just wanted to make sure there wasn't a way to use the axe that I wasn't familiar with