#combat-and-skills
1 messages · Page 6 of 1
Hopeful Embers or Burning if I want damage.
guys what the hell is this "+4 rested"?? is it really just 4 seconds of rested bonus? when i have 40 min?
Welcome to Enshrouded
That rested buff is comically low. Maybe it should be % increase
Lots of things add to it, but yeah like 45 seconds for the full suit is... what? Why???
Maybe you never get to 0 🙂
so, im using an ice wand against human enemies, thinking about switching to a shroud wand, what would be better?
turns out its super good, and good against hounds too
Does strength effect dagger damage as well?
thank you haha
what about the skill veteran? that increases crit chance on melee weapons? would that apply to daggers (or daggers aren't clasified as melee weapons) lol
Yes it helps daggers.
yup that works on daggers. anything in the skilltree that says melee works for daggers. just not the strength stat
ty ty
try to get some piercing poison daggers
Especially because you can easily get 10+ minutes of Rested literally anywhere
Drop a torch, play a song lmao
?
It's a scammer. waiting for mods
Skull stalker helmet seemed bugged, its applying its 25% skills shot damage all the time, not just skill shots
Just noticed that the Gem of Corruption is bugged. Having it slotted on my Voidcaller is causing it to proc with any of my wands or spells
In other news, TIL that healing spells are so bad, the best healing spell in the game is Lightning Channel
Common bug at the moment, all gems are funky
I half-hoped it was intentional even though the UI didnt indicate that it would happen. Currently experimenting with having Gem of Bloodlust on my staple wand since I already generate health orbs often.
If you socket and resocket another gem you can get both working the same time
If you change server and do it again you can end up with 4 gems working at once
What’s a decent CC build, I duo with a mage and want to run poison daggers and stun build. I see a point using unarmed strike to deal CC damage, I used to run jump hammer strike and then mace leech. Trying something new, any ideas?
You can try building into parry stun, like Shockwave and Power Parry, and using gem of overpowering which should work well with the speed of daggers.
Gotcha, I haven’t played any of the new content, the gem release came out right after i finished all the content at the time, then out came wake of water and we are just getting back into it. So we’re running around with gear that’s outdated lol
Dagger and bows work well together, so even if you don’t want to use bows that often it might be something to consider. Explosive arrow stun is very strong (but resource heavy).
Gotcha
Climbing picks would be great, tired of trying to mine up and constantly having to stare at my ass as the pov is garbage.
That or something like what Nightengale had with their climbing picks...anything really. I know some people use explosive arrows/grenades to tunnel faster but I think a stamina based climbing ability would be amazing expecially once you hit the NE area of the map.
Explosive arrows are expensive, unless abusing a resource server
Mining is slow, but works best overall especially in granite.
😅 Bit of a long response, but it includes tips for both of you so you can synergize well:
The best CC is obtained by mages, and it's not even close. But archers do get some options and a bit of unique utility.
Ice Bolt comes out fast, hits hard and inflicts slow. Most slowed enemies are easily outpaced by player characters without even having to sprint. It's fantastic CC without requiring any specific build.
Multi-hit channeled spells like Lightning Channel, Bone Channel, and Shroud Beam Channel on a crit-focused staff build will trigger Terror (4sec stun every crit) and Bloodletting (50% chance 2 health/mana/stam orbs spawn every crit on each enemy) extremely often. Lightning Channel is also designed to do extra stamina damage, which pushes the stun bar even further. Attached screenshot is the outcome of me killing just 3 critters with a couple sec of Lightning Channel. Assuming your mage builds this way, make sure both of you get Good Metabolism from the Survivor tree (boosts Orb and potion recovery values). Honestly that whole side of the Survivor tree up to and including Sweet Tooth is good for every build.
For archery specifically, your best option is going to be Stun Arrows and Explosive Arrows. The Shell Shock skill from the Assassin tree allows your Explosive Arrows to stun. Plus, Explosive Arrows destroy terrain which means you can easily create sniping perches for both of you. To take advantage of this easier, both of you should take Double Jump from Survivor/Athlete and Updraft from Assassin/Trickster.
Beyond that, the Assassin tree gives you some Mana regen benefits, so you could keep a staff & ice Bolt charges on hand so you can apply slow. Your Intelligence doesnt factor into the slow status at all. You could then also keep some healing spells on hand since they dont scale with Intelligence anyway, and spell-healing between encounters would help lessen the strain on your potion supply.
Granite DNGAF about your explosive shenanigans 😄
Technically there is one. Spamming Double Jump & Glide to trigger the forward roll from landing with a glider will force your character forward up even extremely steep slopes, and you get a chance to jump again before you slide back down. Almost anything with a slope that isnt an outright wall can be climbed this way. I use it to cheese my way up to the dragon.
You can plant an explosive barrel and shoot it with an Explosive Arrow III and get maybe 1m farther in
You can bunny hop this way up like 60 degree grades or so, yeah.
Lots of ways to, welll, find or make your own way to things 😄
FWIW, Charcoal & Tar stack pretty high and both Metal Scraps & Plant Fiber are easy to come by when exploring. Carrying Charcoal & Tar with you on adventures near-eliminates the issue of bombs only stacking to 20
On that note, making flame altars not restore Frost buildup until some level threshold is a meaningless restriction, because you can just use the altar to teleport else where to recover, then teleport back.
I use this method extensively already. My biggest gripe about all this stems from my constant need to explore everything, and the more remote or out of the way, the more curious I get. When I see large flat faces of mountains or strange formations that don't have any easy way to climb, I am forced to resort to chipping my way as straight up as possible to reach the top, or a spot I can resume the 2x jump/glide method.
I guess in my head I saw the potential for climbing tools, limited by a stamina drain. It was honestly more me complaining out loud than a suggestion. Popping out of a tunnel I've spent some time to get through, and seeing an area not easily reached still brings a smile to my face as they usually come with amazing views!
Oh believe me I understand. If we had free-form climbing, that one perk that reduces climbing stam drain would actually be worthwhile
As it is I dont even climb climbable things, and instead just repeatedly double jump up them
Which works, but is so very not immersive
yea the double jump up steep inclines works like a champ and usually cracks me up as all I hear in my head is:
https://www.youtube.com/watch?v=TOvm_RMlkok
Especially given other mechanics in the game being a bit more grounded
Yeah. If it were up to me, I'd add free form climbing, prevent double jump up walls, axe the rolling exploit, then make surfaces designed for climbing allow users to climb faster at far less stamina cost (basically wall roads)
Well, here's hoping they look into improving the climbing aspect at some point then. Getting rid of the gimmick and adding legit climbing skills would be fantastic.
Though preferably they'd only remove the gimmick after adding freeform climbing 😅
I think they could get away with adding a "climbing claws" item that you can find in the Albaneve Summits, since that'll probably be late midgame-early end game around 1.0. Give it the limitation of not being able to climb Ancient structures and some stamina drain that's maybe a bit more intense than climbing the iron grates and I think it'd be a good addition
Mid to late game would be good, or perhaps quality tiers that allowed for harder climbs as the game progressed. There is just so much to explore, even on the EA map. I feel like "exploration" is a huge part of the interest (personal bias speaking) and the glider is great, if you get a good launch point but it's not the same as being on the ground hunting for interesting locations.
Glider and double jump are okay, but they're arcade-y. The common sentiment seems to be that we don't need an immersive climbing option because we "already have so many options available to explore" (those options are double jump+updraft spam/mine a path up the cliff/walk around)
I'm personally a single jump and walk around things kind of person, so I understand why people want climbing.
Just my take, but I'd see the glider as ease of transportation (clearly gives way to some broad ability to explore) but true exploration involves getting down into the amazing details on the ground. As @gleaming musk pointed to earlier the double jump/glide method is kind of cheesing your way around so I wouldn't consider that a method necessarily created intentionally for exploration (I could be completely wrong about that), but a workaround discovered by players and "abused" to fill the gap. Just thinking out loud mainly, this isn't a deal breaker for me, just thought it would be an interesting addition that would provide an additional means of exploring spots that can't be reached without mining your way up.
maybe even add the ability to place the grappling points as you climb up, (not sure how that would work without having a flame alter zone) but could be a way for groups to climb together after the first one up completes the climb....probably overthinking this now ;p
There's probably not any reason they couldn't introduce a piton-like grapple point that's placeable anywhere and resets when the environment does.
I say all this as I absolutely love the terrain in this game. They've done an amazing job with each of the biomes and have found so many little hidden area's that are just...terrain, not even POI's that look truly fantastic.
The flame altar buildable area mechanic is likely a design choice made to lighten the load on their engine and servers, since it means that meaningful alterations to the landscape are either strictly limited or temporary
Hmmm, so mage goes hard on CC and melee damage, is best with?
Yea I noted the distance yesterday that our path through snow returns to normal...maybe a 50 foot or so distance from us, maybe just do something like that with a slightly larger distance so when you get far enough away it disappears.
So I like the taunt grabbing enemies attention away from mage but I also would like to do some damage
I'd love this as a late-game skill, maybe as part of Trickster development. Just thinking late game so there's less of a chance of using it to cheese the early-mid boss fights.
So I’m thinking of doing like a hybrid build, kinda like an aura build, fire aura when I’m close then use daggers would that be viable?
I think setting mage up as a CC would be better then I’ll switch to damage
I’m guessing dagger is highest in that regard?
Just trying do find alternatives to using double jump hammer slam combo
The Fire Aura only hurts fell and the amount of damage it does is.. honestly not worth the skill investment, also the "effective range" appears to be broken and massively inconsistent, only thing ive found it good for in a very limited capacity is knocking flying fell bugs out the air and thats pretty much it, it doesnt appear to trigger any other mage/battlewizard etc etc effects and dumping points in to more fire damage didn't make the point investment worth it either, if you find a way to make it work though let me know
Interesting take thanks for this information
Might have to home brew some build then
Radiant/Sun Aura is a waste of 5 Skill Points, and the nodes they unlock are superfluous in any build. The damage is almost non-existent even with high Intelligence and it only works on Fell enemies, so basically it exists only to help you clean up Critters. Problem is, killing Critters with Lightning Channel + Mage Crit Chance Build + Terror + Bloodletting + Good Metabolism is way more valuable since it very quickly creates a field of HP/MP/SP restoration ready for whenever someone needs it.
Water Aura used to be very powerful, but these days is only useful as a top-up between encounters, and even then only if you have high Intelligence. Meanwhile using Heal Channel between encounters takes absolutely no skill point investment whatsoever.
Earth Aura is somewhat worth it for the extra survivability, but even then it's mostly propped up by the nodes leading up to it also contributing to survivability. Taking it and most of the nodes leading up to it is useful on any build.
Was curious if someone had found something
Broadly-speaking, Enshrouded does not support cross-archetype hybridization well, while also giving you enough skill points to where you can pretty easily max out your archetype and still take key skills in a couple of other trees.
Gotcha
Then what’s a good match a mage if this type?
So im usually the one taking the aggro
Yes. Daggers are the only melee weapon that scale off of Dexterity, so using them will not dilute your archery investment. They also qualify as melee weapons, and perks/food that boost that will also affect them. Though, for food items Dagger Damage shows up alongside Bow Damage.
Champion advice here, heed it well. Signed - daggers for life Keli.
Word, what’s good gear to go with daggers?
Same gear as bows, broadly speaking
Hit up the wiki and check out armors. :) I was basing my gathering around what armors were coming up and it compressed a lot of effort for me.
If you want to be the one taking aggro, then take a look at the Tank tree. Specifically the (Arch) Nemesis skills. Athlete and Battlemage also have some options for improving shieldplay and survivability, but shields and daggers are incompatible.
Taking Blink and then Emergency Blink from the Battlemage/Healer tree border allows you to instantly cure Stun on yourself at-will. You'll find that you get stunned much more often at higher tiers of play, so by then Emergency Blink is often a lifesaver. Be aware that despite how it looks, Blink does not offer I-frames, same as regular dodge roll. It also makes noise if you're inclined to stealth, unlike regular dodge roll.
Realistically, though, anyone who takes aggro off of the mage will help them tremendously. Giving them perches to fire spells from using Explosive Arrows will also help them a lot.
@patent igloo you can also help the mage by dipping into Healer a tad so you can both be healing each other with spells. Healing is weird atm and doesn't scale off of anything but gear and perks, but spells are generally good enough to heal with no/minimal investment
Essentially if your mage buddy doesn't have to worry about healing you, they'll have more time to find a perch and blast away. Even better if you can heal them when they're in a tight spot too. Healing yourself with spells is weird and inconsistent atm
@patent igloo i only wanna add, try ro get some piercing poison daggers, so u get the best of your skill points
i was playing as dagger/melee build and destroying shroud enemies until i met the flying banshee thing....i wish devs would add a gem or something that lets melee weapons shoot projectiles lol
Yeah but the perk to pull flying enemies to you is fun, if you don't wanna just use a bow/wand/staff. It feels soooo good haha.
it never works for me, i have both skills and i lock onto an enemy but not sure how to activate it
its e
Same way you activate grappling hook, E in my case.
hmm im gonna try it. does it work all enemies or just specific ones?
On Banshees, Sicklescythes, bats and the big birds it works.
I ultumately found arrows easier since I already had points in Dex and could free up the points I spent on the GETOVERHERE perks, but again, they are very fun so choose what makes you smile.
I got Kick just for smiles. XD
I need to start trying the lock onto enemies thing. What exactly does it do? Keep you facing the enemy and keeps it in melee range?
on sicklescythes its really good, puts u in a sef spot aginst the boomerang spam of death
i think its just keeps u just facing the enemy, but sometimes with multiple enemies it hard to swith between them
wowwww thats just hit me lol
Sounds kind of limiting. I tend to jump and run all over the place when meleeing
yeah tbh both have their own pros and cons
Yes, very helpfu for 1v1s so you can get backstabs and be out of most attack ranges. Dodge roll (or Blink) and win.
I don't use it in big group fights but 1v1 it's a delight.
had a couple 2H weapons drop last night, may have to try them out rather than sword/board this eve
Thanks for all the tips!!!!
Some players even use both and switch in combat
most skills overlap anyway
This is me, I use two handed axes and greatswords for crowd control and then after thinning out the herd I run sword and board for precision Parries and strikes
Keeps your camera focused on the target, and prevents you from needing to manually aim. Certain attacks also behave differently when you lock on.
Bone Channel, for example, goes from being a shotgun to arcing all of the bones towards your locked-on target letting you get some pretty crazy single-target DPS even at mid range
Lock on generally just happens, too. Aim towards bad guy and it should switch focus automagically
But that will sometimes decide to focus on a nearby tree...
Anyone else having trouble with the dragon boss? Im a melee character with some bow skills. The fight is completely unfair and way too fast paced. I watched videos about how to do it and everyone seems to cheese the fight by mining a hole outside the ring and spamming arrows/magic. Has anyone beaten this boss legit? Tips would be appreciated!
The boss fight is difficult for most players, so you're not alone. For a while it was the last boss in the game. But... it's also very beatable without cheese.
If you want to beat it legit, place a flame altar near the arena, if you haven't already, so that it's easy to retry the fight. You should be able to put one down right across the gap from it. Don't worry about dying, just focus on learning the patterns through practice.
The basic strat for melee with arrows is
- Bring a stack of stun arrows
- When it does the fireball twirl, parry the fireballs back at it. This is the most effective at building stun, the arrows just help a little
- When it does the flame breath, it'll be rotating the breath around. Don't try and outrun it. Glide to the other side of the arena behind the rotation.
- If you do get on fire, dodge roll to stop burning
- When you have filled the stun meter, the dragon will land. Get in as much damage as possible
- Overall - When it's flying, worry more about avoiding damage from the dragon than getting an extra arrow hit. The dragon is most vulnerable to damage after it lands. This is why players that try to just hit it with normal arrows while cheesing usually still go through several stacks of arrows.
I hate the dragon fight. Unfortunately my biggest problem with that fight is when I am trying to avoid that dragon breath I fly or blink right off the side into deadly shroud and die. Hate that arena. All the other boss fight at least I have some space. Basically I suck at certain fight and I have to own up to that.
Yeah I've never done it legit - always had a cheese cave with ranged. I'm kinda dreading it for my melee character - it feels so wrong to me to respec just for one battle - ruins the character!
The first time we did it it took 3 of us several attempts... then my BIL went back and soloed it the next day lol
what u people use as gem on a shock weapon? already got corruption on shroud weapon and burning on fire weapon
[[Gems]]
You have two choices, Gem of Currents is unobtainable until Veilwater Basin and you need to be wet or soaked to proc it. This one actually increases raw shock damage. Otherwise you have Gem of Storm's Eye that will chain to enemies marked. It's thematically "electric".
Make your own opinions, but they're all fairly worthless.
i fished a lvl 50 currents and was very dissapointed by it
It was better when it was bugged, you didn't have to be wet/soaked to activate it
are there any good gems for bow other than fire and shroud time?
thats an oxymoron
cause there are no good gems? or cause you don't think mine are good?
Majority of the gems are kind of meh, I'd honestly just grab the piercing one and be done with it
fire is better than piercing though
battle mania is pgood if u using magic arrows or any mana at all, im just avoiding it for now
you have to keep elixir up and thats dumb
any idea where to get a gem of aerobatics?
veilwater basin or using frogs as bait
i just planned my adventures on elixir duration, still had a backup weapon that didnt have battle mania
idk, its just pgood compared to most other gems
tbh they should go back to it. Gems should enable niche builds. Even if it had a 2s cooldown/whatever. It would've been cool. Mage still blows everything up no matter what.
Beyond that, I'd kill for some legit water spells.
We have water spells
Hands over the miraculous Wizard spell [[Water Balloon]]
Yall think theyll add int based melee? Id love to do a paladin build with water aura. If ots already possible how would I go about it?
There are enough points to make a melee with water aura already.
You can go into the magic tree to pickup any of the elemental damage skills. They work with all weapons now not just magic ones. But, no I do not see there ever being weapons that don't scale with Strength or Melee Damage. That's asking far too much of the small team and the time consumption they're already putting in to fix the atrocious combat system.
Ohhh I didnt consider the elemental dmg buff skills. Ok thank you for point out the melee potential.
Cool i was t sure, im relatively new.
np 🙂 There are a lot of skill points which lets you multiclass
Burning because it’s one of the best gems for dmg
Gems are totally busted, on a friends server i had all unique gems in my bag, they all worked when i shot my bow lol - 23 gems bonuses at once lolol
How exactly? A bug?
yeah random bug - i was moving my gems from one wold to another - in my world all gems are active at once
does is mean my ranges crit chance is 20%?
Hello. Are wands and staves the only weapons considered "magic" for this skill?
Thanks Tuxedo Cat
I have enough points for either Tower or Warden. Which are you taking?
Hmm... Depends on which you are having more trouble with in the game right now. For me I would take Tower first because melee is usually the enemies that get close and surround you. But you might want to get both when you can.
I'll give that one a go for now and respec after a bit to see which works best for my gear/playstyle
You're just 1 Elixir Well away from being able to afford both :)
Truth
Yea, I only gotten it to spawn when using staff or wand attacks for killing blow. The minion's level will be scaled to your level
enemies can target it though and only 1 can be spawned at a time
I have not tried spawning one with the item or gem yet to see if it allows multiples
something for me to do real quick and report back
I believe the Skull companions used to be wisp at one point? I liked the wisp much better! haha
Okay the item to summon a skull ally (from hallowed halls consumable) does in fact stack with the one from skill tree
u can have both out
ill try gem one later too since i dont got it inserted yet
It's not only 1.
I get 2-3 regularly.
Hmm, I didn't know that. It would be nice if you had different cosmetic options for them!
(the ones from skull summoning vessels could, of course, stay only skulls)
just got my 2nd skull from killing with magical weapon
i didn't realize it was possible until i nuked lot of bugs
since bugs spawned in huge numbers
😄 my bad for bad info
You can also craft the items to summon your own on demand btw
Yup, bugs are great for it!
Spiders aren't bad, either.
But the item ones are tied to item lvl, IIRC.
Still useful, of course.
You'd be surprised how useful 20 skulls are despite being lower level
Absolutely true!
guys, how is crit dmg chance calculated? if my crit chance is 10% and + ranged is 10% does it mean overall my crit chance for bow is 20%?
I think Critical Chance is the base chance, and then you may have an additional crit chance for a specific damage type
This is on my 2h melee character, and with Relentless (+10%) I definitely crit more than half the time, which would match with a total crit chance at 58%
how did you get base crit chance to +20?
Skills, Weapons, and Armor ..
- 5% Starting
- 5% Ranger Skill
- 10% Weapon (Guard of the North)
Addendum to that only helmets give critical strike chance
You can go to [[Armor]] and type "Critical Strike Chance" in the search bar and select any of the slots and see (:
is wizard staff build more fun than it may seem? I know fun is subjective. But figure if anyone else had that doubt then tried it then they may be able to speak to it
Mid-later game staff gets pretty great imho, especially if you build into aoe spells and crit with the Terror skill, which can mostly stun lock entire groups from far away
Hmmm, ok i can see that still be quite fun and enjoyable
I've def just been liking how engaging and variety of animations we've gotten from GS melee build
kick, evade attack, crashing slam, attack chains, whirlwind attack, grappling enemies etc.
I do wonder if a melee/magic build would be viable and if so what best melee weappon to do it with. along with armor 🤔
Oh! So I have a few characters. I have a 1h and 2h melee and both have taken magic as the secondary option for ranged damage.
Magic/Melee has a few skills that multiclass well, like Life Essences, Water Aura, and Blink Attack/Emergency Blink
Oh? Ok ok ok, I like where this is going
Did it felt fluid ? Or kind of clunky? Would you happen to have any links to the builds?
I would love to attempt them
There are probably a lot of variations but this is my 2h melee/magic build
https://enshrouded-skill-tree.com/?shortCode=6992a6329f5ad224d4d6fa99
For gear I use
- 2x ring of the ancients
- Sunpiercer Helmet and Chest
- Greatsword Gauntlets
- Golden Bulwark pants
- Waveborne Ritualist Boots
- Crystalwater Staff with Eternal Fireball II
- Main weapon Guard of the North greatsword
awesome, thank you!
enough to get the brain shmovin
i wonder if daggers could work well with this
given the mobility you would get already
You could do that, or you could Chain Lightning!
@flat gust @lament shard Ice Bolt does heavier damage (plus slow) and also doesn't damage the environment fwiw
I'm currently working on a comprehensive guide covering this, but the TL;DR: is that yes it is, but also you dont have to specialize in staves. You should instead be speccing for both wand and staff, as they have a lot of skill overlap and play into each other very well.
thats why im using specifically against bugs. Pushback, almost instant cast, low mana cost. Useful against kamikaze bugs too
The problem with Light Burst is it does absolutely garbage damage and also doesn't fill the stun gauge nearly as much as it should. In later tiers you need like 2-3 Light Burst casts to kill bugs. Ice Bolt just one shots them and leaves a lingering slow field for any you missed, plus it casts nearly as quickly.
im gonna keep using it because it has worked for me, You do you.
No need to get defensive. I'm not saying its bad, just pointing out an alternative. Best part of playing mage is you have several tools at your disposal. I also use Light Burst from time to time due to its larger AoE.
not defensive, but i already gave my reasons and u keep debating it. If u prefer ice bolt for bugs so be it.
I'm not trying to debate anything. I even clearly stated that I also use Light Burst. It is entirely possible to both acknowledge something's utility while also having criticisms against it.
I'm not saying Light Burst is bad, but the damage is trash and it doesn't fill the stun bar
I think we can agree that magic in general is in a rough spot
im having a great time honestly, but i have been oneshotted several times XD
It’s a level 17 spell lol.. of course it’s not going to do much damage especially as a utility spell. You’ll probably want something like a second level of it.
I don’t think many will agree, it’s incredibly powerful and has sustain
im focusing on wands this time, have to admit i understimated the power of a shroud wand
Is that no-damage bug still around? That procs so much for me that I can't even use spells
I don't care. I don't use magic so I don't have a point of reference. I just think it's silly to say something isn't bad and then basically rag on everything about it.
Light Burst is bad and it does need a second level.
It's Begone! with AoE
Ostensibly, Light Burst is meant as a utility spell. That statement was concerning how it not only does poor damage (as expected for a utility spell) but it also fails to carve out the niche it's meant for. It still has its uses, but these aspects make the spell extremely situational.
i stated the situation where it was useful right at the beginning. It also stuns bugs instantly.
and if later it doesnt, it will in 2 casts
Light Burst is literally only meant to be used as a "get away from me"
Even when you first get Light Burst, it fails to deliver on its promised niche. The large AoE + pushback happens to make it still handy for cleaning extremely weak mobs, but that's about all.
Yes, I am aware of that. Outside of bugs or enemies way lower level than you, it doesn't do that. That's precisely what I was saying.
It does tho. Does it actually physically not push higher level enemies away?
It does, but they recover the ground in the time it takes for you to finish the casting animation.
you started to talk abou that by yourself. I stated where it was useful, against critters. Pushes them back and stuns them.
Ok, and?
To be fair, this is a common complaint I see with Mage.
you created a debate abou the spell, and then denied you did. Thats why i stopped tresponding.
I made a comment to continue discussion about an underwhelming skill in an EA game, in the Discord channel dedicated to discussing skills and combat for said game. Sue me.
I am surprised there's isn't a Light Burst II with higher knock back but I guess it could get tough to balance higher knock back with more powerful enemies (how to make sure you can't clear an island of level 55 ancients because Light Burst III sends enemies from Revelwood to Albaneve)
Nah you right, I woke up and read it wrong and my namesake took over. My bad
I mean, Eternal Light Burst is higher tier, but both have the same issue tbh. They knock enemies back the same amount and do low damage (which is fine tbc), and bump up the Stun meter. Problem is neither of them are really any better at inflicting Stun than spells that actually do appreciable damage
I find most things that brag about filling the stun meter are exaggerating at best and borderline lying at worst
this "discussion" is absurd
Right now its best use cases are to clean up weak mobs that are annoying you when you go to lower level areas for resources, and farming bugs.
Its large AoE is also usable for proccing Terror or Bloodletting if you're surrounded. That said, if you want Terror/Bloodletting in most cases you're better off Double Jump + Updraft gliding away and then filtering enemies through an Ice Bolt cloud, then using Lightning Channel.
Nobody is forcing you to stick around. Discussions like this are important for generating combat balance feedback.

this is hilarious. All i did was state where the spell was useful and u created this whole imaginary discussion.
You know what I find quite amusing to use
Aside from a spoon
Begone!
Something about the good ol glowy hands
Ah yes, "Begone!" aka "Jumpscare While Planting Crops"
Begone! stuns almost everything
Even players, apparently.
OP
I wish i could figure out a better way to use it aside from empty slot
bc everything auto adds
T_T
I do wish we had draw/stow mechanics though, so Begone! would easier to combo into things and not require a hotbar slot
Lockpicks also work, I ran out tho
ohh good idea
Materials, money, lockpicks, etc
Same, I wanted this before we got water
I could have sworn lockpicks worked ..
Oh I guess I keep lockpicks in slot 6 and leave 4 and 5 free
unless they patched it since i tried
I haven't used Begone! much recently myself, cause of the hotbar requirement. Too many wands
Still experimenting with using Water Balloons, but its a bit annoying how unreliable they are for inflicting Soaked. I may shelve them and just rely on the gem for that instead, which would give me a slot for Begone again
I like being able to swap weapons while dodge rolling or blinking. Enshrouded's combat has some nice quirks for as much as the broader player base complaints about it
I mean as you can see, I am very down to earth when it comes to carrying weapons lol
One 1H, one GS, a bow in the equip slot
Lol
No repair kits, if they break, I die or scavenge
Harder to get away with that when using wands tbh, due to how much elemental defenses vary
The concept of throwing water balloons at enemies in combat just doesn't sit right with me
Most things are neutral vs lightning so thats about as close as you can get
I mean I wanted to originally use the hand pump but it's even less reliable and you burn through water way faster 🙃
So I was trying out using Water Balloons for application and keeping a hand pump in my alt bar so I can craft more in the field
I figured water balloons were always the intended mechanic.
I'd guess so. Problem is that they don't directly apply soaked. They instead place water blocks which can then potentially apply Soaked if the target is submerged enough
This level of indirection makes it heavily dependent on the landscape. Even in ideal conditions a player-sized creature needs two consecutive balloons to reliably become Soaked. Flying creatures are effectively immune
Definitely magic feels way more satisfying than I would have expected lol
I 100% want to make a spellsword though. After seeing the spellbreaker set, think it's possible.
also, weapon transmog when 😭
So just Kick them into water, got it lol
There are definitely mechanics & skills for that, but I'd guess that the split stat focus would be felt at higher levels.
You could potentially dip magic for pure utility without splitting your stat focus, though. Healing spells dont scale with any stats. There are also secondary spell effects you could focus on, like Ice Bolt's slow and lightning spells' Stun emphasis, which dont scale off of Int as far as I know.
Eh, this games encounters are really easy (well for me, i know thats subjective) - so it seems like a game that you can utilize more fun than min-max
Which I thoroughly am enjoying
It absolutely would be felt though. Makes it more challenging possibly though, which means more fun 
are rolls on weapons static or random?
I could be wrong, but if they're the same level, it feels static. Noticed that last night with the weapons i got from hollow halls
I have to see what the "core" 1h sword skill nodes are and then be able to go from there. But some things will have to go away to make it work I'm sure.
The hard part for me i think will be the armor
My impression is that they're only partially random. There seem to be a few variants of each weapon type, with each variant having different upgrade perks. Which variant you get is what's random
From what I've seen, weapon traits (e.g. Multishot and Ethereal Duplication on wands) seem to be static for each weapon type
Even as a pure mage I dont use mage pants, so there's at least that. Mage shoes are also generally underwhelming, except for the Healer ones.
And honestly if my chestpiece didnt give + Wand Damage, I'd swap that out for a melee set like I did my pants
True true ture
i use pants with sprint speed
I'm still weighing that vs more HP and Stam recovery, myself.
Are there are melee weapons or bows that counts as a magic weapon? (ie: to proc some of the skills on the mage tree like mass destruction)
Just wands.
yeah i was running hp regen for a while too. But lately water aura has done the job for me. Running out of stamina doesnt happen often but has gotten me killed, against Scycklescythes
what about minor/major arcana 1h swords?
@cerulean tartan skill proccing doesn't care about how much damage your attacks do btw, so you'll want to emphasize multishot wands if you're worried about skill proccing
As far as I know, they do not
counting for both melee and magic perks would be too op. Only elemental dmage perks do afaik
Ah, I mean MaxHP, not HP Regen. Healing has never been an issue for me, between Bloodletting, Heal Channel, Good Metabolism, and now Gem of Bloodlust. I completely avoid Water Aura, personally.
yeah i could get rid of it now that i can craft eternal heals. Ill look if i lose int points by doing that
just got. 2x precise lightning wand, super happy about it
Won't lose Int, but it is one of the paths to get Shroud Filter which is pretty mandatory IMO. Way too good to pass up.
Thing is you can reach Shroud Filter through the Battlemage tree too by taking Wand Master (excellent imo), Eternal Spark (okay imo, mostly convenience), and Shroud Resistance (not great but still better than Water Aura imo).
Every time you hit an enemy with a magic weapon, there's a 15% chance to restore 30 seconds of shroud timer to you and allies within 20 meters of you.
It works even if you do no damage, and each wand orb has a chance of proccing it. Assuming you're fighting with mainly magic, it makes you and allies near immune to the shroud.
ok so like
sicklescythe
just homing boomerangs that you cant avoid? what? Lol
that was a fun one, but also, i dont get that
try to get beneath it
Boomerangs can be blocked with a shield/ward
ahhh
u ever got the double pack
yeah, i didnt think about...too much dps brain
its 12 boomerangs
You can also burst them down pretty quickly using Bone Channel
eternal bone channel when?
Phrasing. 😸
Bro, of course when i switch to wizard...i get a cool looking legendary greatsword
when ive been playing GS for like 20 levels lmfao
I really wish you could use Blink from mid-jump. :>
That and Blink letting you travel through other creatures
Would be OP but rad lol
Honestly I doubt it would be that OP. It's not like it has i-frames, so blinking through an enemy risks getting hit. Would just help prevent getting pinned to the environment, and make NPCs at your base less of a nuisance
Well, having both could be. But that's more cause Midair blink would break the level design like Double Jump does
You can parry those with a shield as well. Not only block.
Parrying them will send them back at the sicklescythe
The blades are easy to avoid too if you are directly beneath it. The problem is the skull, it can't be blocked bc you take the splash damage regardless
and it hits hard
this is when i learn i have never parried one of those successfuly
does ice damage increase also affect eternal arrow spell?
If its a characterwide buff yes
I believe it does, though that arrow type isnt considered a spell. To my knowledge all of the +DmgType perks affect all weapons using that damage type
The eternal arrow isnt a spell. Its an eternal arrow
in regards to the ice damage skills in the mage tree
Yes
If it says do more ice damage and doesnt specify weapon type then you get the +ice
Does anything worded "magical weapon damage" also included elemental/magic damage on melee weapons?
I would assume so, based off that wording. But wanted to be sure. I can always test it to be 100% if nobody confidently knows.
My assumption is “magical weapon” = wands and staves
maybe u can test it with a training doll
This is kind of where my thought process without testing has brought me for spellsword
This feels like it would be quite fun in group play actually (which is normally what i do, I play with a bunch of dirty bow users 🤣 )
Yeah, I can do that soon.
Definitely curious.
I almost feel like I want to take this a GS route though funny enough lol
Need to free up 6 points for a GS version that's 184/184
🤔
Grappling to large enemies would be it but dang, that is fun to do
I think that's the play though. Can't have it all
Just updated it, if anyone would like to check it out. Yeah, I think this would be really fun. I'm def going to test this
Last I checked, it exclusively means wands and staffs.
https://enshrouded-skill-tree.com/?shortCode=69936574b828a38b5fbf84f3
Here's the updated if anyones curious
I'll probably take a look once I'm done at the gym
Only wands and staffs fall into the category of magical weapon. Melee weapons and bows are not magical even if they do some magic damage
this luck lol
i switch wizard for today and have gotten 2 legendary GS's, 1 awesome 2h axe, and 2 awesome 2h maces
for me, good 1h swords are a myth
When GS came out I realized I absolutely loved it and then it took me over a week to find a decent legendary one lol
Is there a good site besides Hacktheminotaur with solid builds? His builds are great solo, but I want to see if anyone has something different for group synergies. I.E. a rogue build without sneak attack
Sometimes I wonder how much Hacktheminotaur has played the builds in the guides. Seem like a lot of odd choices to me.
You don't really need sneak attack for groups, you should totally experiment with stuff without it! There are dagger stun and explosive stun builds and (almost) infinite ice arrow builds.
exactly
Honestly, they're pretty good builds from my experience. You just need to alter the choices based on the situation
For example - I play with my wife and my other friend. Who are both playing ranger builds.
I'm playing wizard now. So theres no reason for them to have water aura... at all
Instead, Recommended they take the beastmaster route to get more dagger damage for when they might be in a melee situation.
But it's a great foundation to build off.
I play with a friend and his wife and went the Beastmaster ranged direction. Daggers are single target e.g. very frontal without any cleaving benefit against multiple targets. That is the downside of daggers and the fact that none of the red strength skill nodes helps daggers since their not considered a melee weapon. However, Beastmaster, is amazing: You can roam the countryside with only a worry about Fell and Scavengers. Plus, IF you approach hostile wild animals before your group, they'll target you but the Beastmaster skills deaggro them and can help your friends move past them without a hitch or fight.
For sure. That's what makes it such a strong choice in this situation for group play. When you have an AOE wizard monster mixed with 2 bow users. That single target damage as a last resort plays very nicely.
not to mention daggers & bows scaling with Dex now. Already taking it for bows, so its just a double whammy now.
Looks pretty solid! I'm a bit surprised you didn't take Warden, Absorb, Snap, or Soul Leech in the Tank tree. I don't have personal experience with the latter 3, but it seems like they'd be natural fits for this build.
If you want some more SP, I'd consider dropping Water Aura / Waters of Life cause Heal Channel can easily provide HP sustain between encounters. Likewise, (Arch) Nemesis seems an odd choice since you're going 2h melee + staff. Those seem like the weakest links in the build to me
It's mainly subjective and built around what the purpose is. As well as being tailored to the game.
So the reason for Water aura, is I'm not going to be using heal channel, because it's a spellblade less of a paladin. Battle Leech, Life Leech rings, and Water Aura will be a substantial bit to be able to compensate that. The staff is primarily there to deal that big burst ranged damage, where the melee comes in when the front collides.
I wanted the Arch Nemesis because the melee in this game run like absolute crackhead berserkers with the flash suit on. And it can become difficult to chase them down. So this allows me to help the group out to at least bring them towards me in those situations. The melee portion can shine here now.
Those skills you were surprised at I was definitely between. And want to test them out. Depends how this current build ends up.
I'm itching to start testing it, but I think need to be at least around like 130-140 points before I can truly do so.
I tried now around like 105-110 and realized it's just split right now. Kind of the con when doing more multi-class builds because you usually need to have enough resource to make it substantial at a minimum.
Anyone else having issues with spells not reliably hitting enemies?
I've tried using bone channel for quite a while now, but most of the time it just doesn't do any damage.
Only issues I'm having lately are my character drinking water when I don't want them to, or not being able to climb a ladder sometimes.
stay hydrated
Bone Channel has always had strange targeting mechanics. If it identifies a target, the projectiles will home in on that target. Otherwise they'll just spray in a cone. You can use the spell with free-aiming, but you'll have far more reliable results if you lock on to the target you want before casting
Only other spell atm with unreliable targeting mechanics atm is Heal Channel. Chain Lightning and Lightning Channel technically work as advertised, but their cast range and jump radius are way smaller than you'd probably expect given that their "sibling" spells are Fireball and Ice Bolt.
Hey friends, I'm new here and new to the game. Forgive me if this has been asked a million times before. I'm interested in doing some kind of hybrid build? I love using the bow to cheese enemies from a mile away, but I also love the wand's aiming capability in closer situations. I know you can target enemies with the bow, but I have some trouble with it and the wand connects more reliably. Anyway, lots of ganes have "battlemage" style str/int hybrids. Does this game have a viable dex/int hybrid?
Yeah - combat is easy and there are plenty of skill points so go for it
Targetting isn't the issue I'm having. What happens for me that a couple projectiles hit the enemy but they don't do any damage. And this is pretty random too, sometimes it works just fine, and the other time 10 of these hit but the game doesn't register that hit. I even hit enemies who were in front of me directly in their face and it didn't do anything, so its not like they hit their max range.
Man, I feel like Kick needs to be readjusted into a tank or warrior talent instead of a assassin talent, I want to use it but more times then not, begone seems to be better and more spammable, this feels like it would be better with a tank with a shield during group play, just needs to scale off constitution or strength instead of dexerity and maybe have it deal aoe damage in front of you instead of single target damage, just so you can get enemies to back off of you better and create better crowd control scenarios.
Ah! Yeah I think I've had that happen but it was with a specific enemy type and specifically with Bone Channel. Can't remember which enemy though. It was like they had a shield up blocking their chest/head area from the front despite not having a shield. Swapping to an AoE spell caused the hits to register reliably
FWIW, if what you like about bows is just that you can snipe with them, staves can do that too and would prevent the need for a hybrid build. Staves also have more utility than bows.
Yeah AoE spells work fine. I think the last update was supposed to fix magic spells, since Fire and Ice Bolt had the issue before that hits would not register. The same is happening with Bone Channel and instead of a specific enemy its on basically everything. I tried against Spitting Plants, Fell, Wolves, Boars, I tried hitting them in their backs but even this doesn't work.
Its a bit sad, that this spell works so unreliably rn, since I made 1000 Bone Channels to have some fun. Only 638 are left now and I killed only about 9 enemies with that.
I've definitely used more than that and havent had nearly as much trouble with hit registration. What's your ping to the server you play on? Maybe thats a factor
is it just me or shouldn't bows have some kind of "power shot" where you hold the draw button for a few seconds before releasing an arrow?
Gem of Focused Light does this a small amount but the targeting is closer to mid-range rather than long range
As a mechanic I can see it making sense, especially if balanced with either a lower power curve for bows overall or a damage drop-off with distance.
No ping as its a private game.
exciting times boys
i get to test out my build idea soon 
almost at 120 points where i think i have enough to get started on it
Strange. I'll try it out myself more when I can. Running low on Bone Channel 2 and I havnt cleared HH Kindlewastes on the new server yet
Excited to hear how it goes!
Does make me wish that the skill planner tool had an easy way to restrict the max skill points available based on level and/or world progression. Would make it easier to plan build steps along the way
Yeah for sure haha.
I'm actually going to test out those skills we were curious about first then see if it feels too clunky
And then if it does, attempt water aura
Because I do think i want spell power to be more than melee power
Yeah. Having to use Heal Channel is annoying, but it would save on SP so you could grab stuff like grapple which you mentioned wanting. Mainly why I mentioned
If Heal Channel wasn't currently caster-phobic it'd be less annoying. Here's hoping the devs fix that
Wait no, I stand corrected
i'm going up the tank tree moving forward now
I did take the fighter stuff first
And honestly, i think i can live without the grapple, like it'd be cool
But i dont mind going kamehamahaaa first with staff to aggro them
then go slashy slashy
Whirlwind crescendo could be nice though.
I think it's really going to come down to the playstyle and what feels the most fluid
Which will then determine the direction of points
Dang, need to free up 7 points. I knew this was going to be a lot tough before 130 point count xD
Not having chain hit, mass destro, etc. could hurt
Meanwhile I'm over here realizing my build is complete with SP to spare...not sure what to use the rest on
hmm, just 3 more points now
Maybe a bit of Spirit or the gathering skills
took way the begone route because i wont be going up for bloodletting and what not for a minute
That could be good. The one con with my build is that I'l lhave to remember to modify skills when I'm in gathering mode
So, not the end of the world. Just that "one more thing nuisance" thing
I mean, imo the gathering skills are too expensive with too little benefit. Mostly you dont need them
But I DO like granite and it takes foreveeeerrrr to mine
Ok, i thought STR would be higher, and INT lower doing this with 121 skills to use
Kind of surprised tbh
The mining boost might functionally be a +exp skill too, if the bonus resources also come with bonus exp. Flint mining is weirdly good at leveling you as it is
But melee should still be viable, and at least we know staff will still hit hard-ish
Yeah always wondered if the mining exp gain should be tweaked.
It is....quite strong lol
Oh it definitely should. It's weird as hell that mining is the only gathering that gives XP, and even then only certain materials, and even then the lower tier materials give better XP than higher tier
Now time to determine gear
with limited options
BUT
elite hollow + spellbreaker seemed like a great starting point
Well idk melee sets offhand but for magic you could get by with just the staff wizard sets' hat and gloves. That's what I do lmao
Gloves give +StaffDmg, hat gives +MagicCritChance and +CritDmg
Easily leaves you with your choice of chest and pants. Shoes too if you dont care for heal strength
Ah looks like melee sets also set their damage stats on hat and gloves. Of the two of those on the staff wizard sets I'd say that the gloves are most sacrificable. The staff wizard hats are pretty important for reliably triggering Terror and Bloodletting
If you're OK with comitting to blunt melee weapons, the elite hollow gloves should boost those + Bone Channel. Shame we dont have higher HH tiers yet
I dont use bone channel - its wonky and doesnt seem to register properly tbh
But i just realized
little bit of a pickle
gloves and helms basically share the same stats
but just diff weapon allocation
Yeah i was just seeing that too lol
Helms lean more towards crit, gloves base damage
we take the better gear option for whichever one
Then use food to offset the other
in the end, i think we still want magic to hit harder than the melee
Some food items also play well on both sides
Because melee playstyle isn't about 1shotting anyways
its a ebb & flow weaving combat styel
style*
Like Meat Wrap, Herbal Mountain Tea
so if its more sustain than burst, thats ok
Be like water, my friend. Be like water.
mmhmmmmhmmmmhmm
^ this lol. so we're not focused so much on melee dmg it self
But if i can big boom shroud meteor or fireball, that's far more important
Like, we don't want the artillery to hit like a wet noodle, and the bayonet to hit like a mack truck
we want it the other way around 🤣
Well, you wont be doing that with Shroud Meteor lol
Shroud Beam Channel though
We might, idkkk
I'll use meteor simply for one reason
The Rule of Cool
I love me metor spells
GIMME ME MORE METEOR SPELLS
Hear me out.. I think come 1.0 combat isn’t going to just be improved, I think it’s going to be a massive overhaul.. especially since it isn’t even coming until autumn. Sounds like they are taking more time with this to make a substantial update
Hear me out.....yes. I agree
Depending on what is being released in spring by the time 1.0 comes out it will have been nearly a year since wake of water which is a long time for them to work on it
Sure, and same. But the difference is pretty staggering lol. Shroud Meteor and Acid Bite both have the same silly problem: short range and damage that doesnt justify the insane cast time. Even finishing the casting can be difficult in a lot of combat scenarios. Shroud Meteor also got slapped with the massive 5 min timer penalty which makes matters worse.
Shroud Beam Channel, though? Actually delivers on what you'd expect. Massive burst damage with a high cost, and easy to get off in a fight
I think this time they want to release a massive content update for 1.0 which explains why we are not getting a big update until then
I hope so. I'd love to see more interesting & challenging combat, especially with better hybrid build support. Current system is okay, but if they can improve it so it leverages their unique engine features that'd be the best possible outcome imo
It’s sounds like that’s what they are doing based on the road map and the dev video a few weeks ago
🤞 Holding out hope that they adopt a multitool approach to magic. It's a slim hope, but that sort of design is very suitable for voxel engines and would make magic far more dynamic than CC-damage-heal-repeat
Oh my god I didn't know that Legendary Acid Cleavers exist.
I just got one.
I'm sad that poison is just not a good "element"
I wish we could dual wield cleavers
This might be a good option @gleaming musk
its a middle ground for both
instead of the other being one or
bc i dont have +crit chance food
I saw a small clip of the new Fable's combat and it was pretty near what I want for Enshrouded. I like the way the weapons seem weightier without being slower and the dodges seem to cover less distance so you can do a small back step and lunge back in with attacks. It's not too far off from what we have now in Enshrouded
And the crit strike dmg is pretty substantial tbh
dang, if the assassin pants didnt have freaking sneak speed
i'd rock that bc equal def, + mana, but sneak speed is 🙃
wait
i didnt even think about the other caster gear
Yeah I was seeing that too. I think on the specialist gear, +CritDamage applies to any type of damage, and its just the +CritChance that's specialized.
Tbh the argument in favor of emphasizing magic crit chance is that since you have Bloodletting and Terror, you'd proc them more there. For Bloodletting specifically, this would let you restore HP/MP/stam without relying on potions as much, and you'd be able to mix in Gem of Bloodlust for more healing. These would keep your combat tempo up, esp if you use multihit spells like Lightning Channel
If you went with that helmet, you'd be trading a bit of tempo for a bit of melee damage. The helmet also caps your defenses in that slot too
elite hollow helm
archmage gloves
archmage chest
warlock pants pants
sage boots
This is where i'm at
I can't make the higher gear, idk if there is a lvl 28 (don't tell me)
so I'm stuck with lvl 23 gear atm
oh waiiit
gloom monarch chest
Nothing will ever get better. You are literally and metaphorically doomed. All growth has ended. You are now stone.
Yeah iirc they do the whole impact-pause animation effect. Love to see that in games.
If you're using a staff with Mana Leech you can skip on most +MaxMP boosts if there's something else that'd benefit you more. Just something to keep in mind.
Yeah i have a mana leech one thats bette dmg, but the one one thats about 5 power lower, has precise on it
Even more so if your melee weps also have Mana Leech
conflicted
but yeah good point
yeah i got a GS with mana leech as well
its not as cool as the one i did get, but was also going to test that out
its 13 power lower though
but mana leech PLUS precise on it is really tempting
Yeah that would be lol
I know for pure mage, at least one Mana Leech node on your staff is actually more important than a few extra points of damage or higher crit chance. But thats mainly cause even one Mana Leech node lets you spam your staff
Since you're ostensibly going back & forth more, Mana Leech may not be as mandatoy
yeah, so i'll prob use the mana leech staff
then maybe the more hard hitting sword
until i get those mana gaining skill nodes in tank
think i'll go warden pants tbh
Goldlaced Greatsword is so fire. I have a level 50 one and it smacks
the extra resist in pierciing could go nicely
and i think just having the mana boost form gloom is fine even with leech
like sure i could get more stam, so i'll bring both
but it screams my build bc its quite literally all the things you want for it. Armor, hp, mp
dang
no fell sicklescythe mist for sage boots
gloom boots it is
feel like that 24% healing could be subtantial though
hmm 288 mana with this, think we need more mana
so probably archmage chest still
336 feels alot better
does 12 stam feel "substanial" enough for me to swap out mana & stam regen?
i'm not sure how much that regen feels in terms of impact
hmm, it's not the worst
If you're planning to use healing spells in combat it would be, yeah. But healing spells are generally strong enough for combat with just the perk investment you have
If just using it for between encounters, heal strength doesnt help much
yeah 100%
on paper, this feels like it will feel nice tbh
with food i have 106% mgic dmg, 90% melee
then 21% magic crit, 11% melee crit
1075 hp, 336 mana, 362 stam
feels quite well rounded and enough to feel impact, im excited
the sword looks so cool xD
For reference as a full mage near the level cap, I only have about 300 Mana
sick
yeah
i could just be too excited and feel overly confident, but i think this could be a blast
esp in group play
The stam regen would be dwarfed by Sweets + Sweet Tooth lol
Especially if you also stack on Herbal Mountain Tea or similar
And mana regen is nice to have but not essential tbh. At least imo, but im biased cause I Leech most of my MP
yeah, ok so i was on the right track then
i actually took the hunter boots for the static stam
but still would like to have the sage boots i think
bc of healing group not just me
Even on the off chance I run out of MP and don't want to use a potion, a few swings of my wands fills me back up. But thats cause half of them also have Mana Leech + I have the perk that gives wands basically innate Mana Leech
Speaking of, the ranger pants that boost sprint speed might be extra handy for you since you'd then have an easier time getting into whatever position you want
yeah i did bring a wand solely as a utility piece because you HAVE to take the wand perk to get to exalted
yeah i've been considering it too tbh
but the straight health and def resist stat seemed good
depends on how it feels once i get hit
and when i can go more points into tank
i could very easily start to transition over
OKAAYYYYYYYYY
this is freaking amazing
so much fun
gs with the gem of soul reaping
we're sitting fine
def take the sprint speed i think
yes, i dont hit AS hard as full wizard, but i hit enough to do more than tickle
and the melee still wallops
So in my experience, mage is kinda hard when played solo. Anyone has any idea how to make it easier or more approachable at least?
I mean....I dont want to get ahead of myself
but this build i'm testing has been pretty fun 😉
i am biased though 🤣
I have so many lol. Currently working on a guide covering everything. Where are you at in the game? And are you looking for any specific kinds of tips?
I'm a full mage, and have soloed nearly the whole game up til endgame btw
"How to die less as a mage" would be good xd
Im basically at the beginning stage, just got hunter and alchemist, got a firestick
Alright, basics then. How familiar are you with elemental damage types, and what spells do you have at your disposal? You at least have a basic wand, shield, and staff right?
21 points to spend
Shield from a smith
orange staff with fire bonuses
Fire wand
Firebolt and fireball spells (basically versions, I think?)
As for elements, im familiar enough to get when they're effective and when they're resisted and what element corresponds to what elemental talent
Ah, ok
so someone may have a different experience. But i think you need to get into the teen levels and maybe like 2 zones worth of shroud roots before attempting the magic route. it feels incredibly lackluster and clunky early levels
Ok one sec. Lemme start you on a build
Is acid breath good against anything 😬
I'd like to try to use SOMETIMES lol
also i def need to get some mana leech somehow, i hope the tank points help because i do want to use this awesome sword lol
NOPE lol
Poison is a mediocre damage type even before considering Acid Breath's bad range, surface, pathing AI, and insane cast time
siiigggh
guess i'll drop it just to control the mouse wheel bloat
prob still keep light burst bc its fun to use but more than likely eventually drop the same
Start with this. Quick Charge is mandatory on any staff-user. Double Jump allows you to break the game's level design and is excellent on any build, but even more so for mages cause you can climb up to sniping points. The dip into Tank will help with survivability (and you'll want more in Tank later), as will Counterstrike. This also adds in a bit of extra damage, MP, and stamina. The very next skill you should take (just need 1 more SP) should be Updraft from between the Assassin & Trickster trees. Like Double Jump, it goes a very long way towards exploration and reaching sniping points.
Allrighty, thank you!
For Elemental damage, you'll want to keep an eye out for fire and shroud wands. Just having one of each ensures you have a wand suitable to target the weaknesses of nearly every enemy in the game. Very few things resist shock or bludgeoning so those are good backup wand choices. A lot of enemies resist cold, so thats lowest priority
For staff spells, even though cold damage isnt the best, Ice Bolt does inflict slow 100% of the time which makes a major difference when kiting. Should be accessible in early tiers
No problem! Feel free to ping me if you have more questions
@patent pasture last basic tips are to keep a supply of Explosive Powder Balls on you. They're craftable in your rudimentary crafting menu, no station required. They're also super cheap to make. Use them to quickly make sniping platforms for yourself, or to traverse terrain/break into places.
For weapons, keep an eye out for any wand or staff with the Mana Leech upgrade perk in its path. This is especially important for staves, and even a single Mana Leech node dramatically increases how many spells you can fling. Having at least one of these nodes is more important than a few extra damage points
🙏
Anyone know how to replicate this? Apparently you can have weapon traits stick around
I saw someone mention it can happen with most gems as a result of slotting and unslotting them. Causes the gem effect to apply to everyone in the server for all weapons. I've got it happening on my server with the Gem of Corruption atm (which makes seeing anything on the battlefield a bit of a nightmare lmao)
Interesting so you just slot and unslot the gem?
How I feel about any healing spell other than Heal Channel atm...all of them just heal, and Heal Channel is by far the most MP efficient, strong enough to quickly heal anyone to full even with minimal investment, can heal the caster, and doesnt require aiming which is a huge boon in multiplayer. Literally the only reason to use the others is their longer range and lack of projectile travel time.
I have yet to try Righteous Fire but I'm seriously hoping it can crit and proc Bloodletting/Terror ffs. Next skill I'm trying is Divine Surge, and it'd be nice if it procs Bloodletting but I kinda doubt it will
From what the person said, yeah. I havent tried to replicate it though cause I dont want it to bias the guide im writing
@coral juniper More specifically i think they said it needs to be slotted, unslotted, then slotted into a different weapon
Fascinating!
do you need to have a certain skill node to have the stun bar fill up when you parry?
i think im losing my mind lol
also, i def notice i'll need to keep the SP high for that to hit, def feels a little on weaker side right now. And can say need to keep the defense gear on over the sprint speed. Was getting spicy against lvl 20 fell and im 31 (granted lvl 23 gear)
Should happen at base, but I think there's nodes to boost it? In my experience with no perk investment a single parry is rarely enough to completely fill the stun gauge so I also rarely bother with the system. High risk low reward for me
The parry power of whatever you're parrying with is also a major factor. Afaik a shield or ward is pretty mandatory, but also I rarely parry lol
Almost wondering if i do take the magic crit chance honestly @gleaming musk
it seems like the raw dmg of GS is just substantial enough as it's absolutely hitting harder than the spells
even though my INT is 5 points higher than str @ 11
Yeah that tracks. It reads like the crit damage boost applies to both, but atm magic really needs crit chance for Terror/Bloodletting
For me honestly, it's even Terror/Bloodletting I'm really caring about. It's chain hit & mass destruction
Those are nice to have, but their damage is pretty low tbh. Mostly they knock bugs out of the air and help clean. Mass destruction also lets you know where other enemies are nearby cause their health gauges pop up
Terror and Bloodletting on the other hand make a major difference
I could try for veteran for melee crit strike chance
But hmm, still a weird spot to be in
Yeah i eventually take the terror/bloodletting
necromancer might not be a bad idea
Necromancer summons get in the way of spellcasting really often. They'll also prevent you from casting Heal Channel on yourself.
Yeah, its unfortunate. They used to just get physically in the way of spells and I really liked them despite that cause theyre actually pretty competent. Once they started stealing Heal Channel from me that changed, and I found myself coming close to dying pretty often, at random. So I refunded the perk
These days picking up Necromancer is like deciding to work Last Meal into your build 😅
does earth aura suppose to emit some kind of aura around you
because i picked it up and no aura is emmiting around me if thats a thing in this game
There's no VFX, just a status effect.
got it thank you
what u guys eat on endgame? Mages? im looking at these
Glow soup was massive for me
I'm not endgame of course
But just when i was playing it at 30s, i liked it more than the mana soup
yeh some aint ennd latest biomes but its like the best i got
Oh wait, you have the better glwo soup so nvm
The blue one i was using I think is also mushroom based
I def feel like Meat wrap + soup though, getting almost 30% magic dmg + seems significant.
yeah that and herbal mountain maybe, dont wanna run outta stamina. Been running a stamina drink this whole time
Right now I'm using Meat Wrap, Herbal Mountain Tea, Yellow Glow Soup, and Shadowbloom Wrap / Glimmer Gentian Tea / Grilled Yucca depending on what I'm doing.
After VWB I'll probably be using Meat Wrap, Latte, and Algae Salad, with the final slot being same choice as before but with Candied Ginger as an option.
Final slot can also be sacrificed for fish dishes for VWB of course.
Calla Luna Soup initially caught my eye, but I ended up deciding I didnt have a good use case for it. It wasn't as good as its competition in any area
Though I do use it from time to time since I have excess, if spending more valuable resources would be overkill
yeh im feeling the need for that 4th slot
Yeah. Extra MaxMP is just a luxury tbh. Focusing damage / crit gives you plenty to spam spells, so I lean more towards mobility & survivability most of the time with my food
what are some good skills to pair with a 2-Handed skill route (maxed-out barbarian)?
Im only lvl 8 and new to game and wonder if it's worth it to devote my love to a 2-handed playstyle
the classics, double jump, uplift, survivor tree, wizard tree to match weapon element. loads of stuff goes well with 2h
so, i just came across something that 100% works through testing lol
if you use gem of soul reaping and have the blood rage perk
blood rage will activate on destroying the phials that drop from soul reaping gem lol
@thorny pewter yeah the Gem of Soul Reaping says that'll happen
Not to detract from the joy of the find lol
Ahhhhh, yes. Reading the card, explains the card.
I did not read that final part there
But also...that's just wildly overtuned lol
Aside from the fact it heals you for 1300 🙃
Glad to hear it works as advertised though. How much does it heal? The wiki doesnt indicate
Oh damn lol
Do they break in one hit? Like if I was blasting AoE spells would I accidentally break it
Would also be nice to know if they vanish over time. Cause I was about to try Gem of Bloodlust on most of my wands for more healing since I'd be able to get and use the Bloodlust buff even if I kill with my staff
Yeah, they break so easily lol
one hit with melee
and with my build a fireball almost 1 hits it
so a pure mage will def do so
I mean I guess that wouldn't be the worst on a staff then. With how common minions are and how the description reads, repeated fireballs would effectively also heal any allies in close range to the enemies without any casting overhead
Especially coupled with wands that have Bloodlust, or even other Soul Reaping gems. I could dump all my healing spells in a chest lmao
Actually that's an interesting thought. I bet breaking a Vial while having Bloodlust would count as an enemy kill for the purposes of rolling to see if the health orb is generated
Well I already have enough Bloodlust, so I guess I need to do HH Kindlewastes ASAP to try this out 🤷♂️
if your playing on a server that isint yours, put all the gems you have( 1 of each) in your inventory - they all work at the same time 😛
Good reference
did we ever get an explanation of what the block stat means and what are the blocking calculations?
Block stat is used in the calculation for stamina drain experienced when blocking an attack. It's functionally like Guard Boost / Stability in FromSoftware's games.
I dont know that anyone knows the exact calculation, but you can compare equivalent tiers of shield and ward to easily see that the block stat makes a pretty big difference.
Similarly, parry power increases how much of the enemy's stun gauge you fill when you successfully parry.
hmm, thats a shame, im pondering how viable and effective shields actually are in terms of a full melee build
This leads to a dichotomy where shields are meant for blocking & parry and wards are meant for passive boosts & parry
Imo shields make a major difference in your survivability. I used to use them all the time as a pure mage even with no shield perk investment, despite hating how most of them looked.
These (endgame) days I dont block often so I swapped to Wards for fashion + passives
@amber swallow Even if you decide to emphasize two handed weapons, keeping a one-handed option + shield handy could be helpful to swap to in a pinch if you need to go on the defensive. Could ensure the one handed weapon has health Leech or something + gems with a similar function
Not sure offhand if you can block while having empty hands, but if so then Begone! could also work as a means of applying stun easily
missing 1 dex skill but this is the highest my ranged damage can get
new to the game and want to avoid spoilers so I'm asking here. does terror skill proc using wands?
Hello there waves i'm looking for hints and tips on how what boni affect my dmg output. I.e. does a magic bonus dmg from foodbuffs affect the magic dmg traits on my weapons and gems or rings and possible combinations and so on is there a place where anyone can point me to? Thx in advance.
@midnight raptorit doesnt
Hello
I've noticed a problem with the warrior skill tree.
It's impossible to acquire Swift Blade without first acquiring talents that are useless for this build.
Swift Blade focuses on axes and one-handed swords, and to get it, you need either a talent for hammers or daggers, or a talent for two-handed swords. This makes Swift Blade very expensive; the cost jumps to 10 instead of the intended 5.
Please change this! ^^
Nope. Wands are "magic weapons" as far as skills are concerned but do not fire "spells." Only staves can proc Terror and Bloodletting, and multi-hit spells are particularly great for this.
There are a few great skills that wands can proc, and you'll benefit greatly from maximizing the number of projectiles your wands shoot.
Intelligence and Magic Damage boosts from all sources will affect both Wand damage and the damage of Spells you cast using Staves. Note that for Skill interaction, the projectiles that Wands fire do not count as Spells. Any boosts that increase a damage type (e.g. fire, cold, bludgeoning) will also improve the associated spells and wands. Critical chance and damage boosts only improve wands & spells if they either say they are for magic or do not specify what archetype they're for (general increases).
Healing spells do not scale off of any stat, and only get stronger by picking up higher tier healing spells and using gear or perks that specifically boost healing strength.
The devs use that board to track feedback items. Check and see if one already exists there and if not, create one
THX
Have to wait on moderation before it can be upvoted
Ok I'm noob with this ^^ Thx for help 🙂
What is terror?
Stun enemies when you crit with spells. Bloodletting is similar but generates Hp/Mp/Sp orbs on crit, and pairs well with Good Metabolism in the Survivor tree.
Bloodletting & Terror are incredibly powerful and can be gotten back to back due to having the same prereq in the Trickster tree. Theyre the reason mages want crit rate for their staves, and proc all the time with multi-hit spells
thx alot! do any "ranged perks" apply to wands and staves aswell (i.e. the ranged AND magic dmg boni on Ring of the Ancients do apply both at the same time? -> staves are marked as "ranged weapon"?). Everything you mentioned does apply for food and gems aswell? Thanks in advance.
No, "ranged" weapon applies to only bows.
does terror proc with wands or just spells?
Just spells, as the skill states. Wand projectiles are not considered spells.
@cerulean tartan Any skill that says it triggers when you hit with a "magic weapon" can trigger for both wands and spells. They will also trigger even if you do no damage (enemy immune to damage type).
This means using a multishot shroud damage wand to pepper a single Fell enemy will let you trigger Shroud Filter as much as you want. Makes you and your adventuring group near-immune to the Shroud timer
Shroud Filter is, perhaps unsurprisingly, one of the singular best Mage skills. Easily the best Healer tree skill
i feel like most mage builds are like glass cannons lol
i will check that out haha
Nah. In fact my guide is going to highlight how this is unnecessary
@cerulean tartan Realistically you can near-completely ignore MaxMP and MP regen boosts as a full mage, and instead go for MaxHP and defenses. It's mage-hybrids that need to worry about MaxMP or MP Regen
Kinda silly and unintuitive, but it's true
im gonna go over your guide while i redo my mage build lol
I'm probably gonna add a first draft for a lot of the skill recommendations tonight. Hopefully all of them
Plan is to start with a link to the completed endgame build for quick user reference. Then get into each relevant tree and rank the skills out of 5 stars + give a brief explanation for each
dodge the skull, skull is very mean 
if you are ranged, you can either: dodge the sickles it throws, or parry them with a shield
if melee... hype yourself up and get as close as you can and then they will just throw the sickles around you, never hitting you, but you will need to run once it charges skulls up again
the skulls are very mean and are not your friend 
yeah i thought i've been doing this, but i think i need to get melee more
I think im just being stubborn
however, I've been getting super weird visual bugs lately that have been quite frustrating
like my fireballs will just never show, i'll just see numbers. Or the sickles when she throws them, i just dont see the sickles
at all T_T
@cerulean tartan I ended up not having time for anything except experimenting with some skills I wasn't familiar with, and adding the shell of the skills section. Will be able to add details on skills with my phone now though, and will be working on it again tomorrow
It is with a heavy heart that I must say...the new skills in the Healer tree are ass
And I suspect they are not implemented correctly
Was hoping they'd at least somewhat redeem healing spells, but nope
Divine Surge appears to use your base crit chance and not your magic crit chance. Makes it hardly ever crit. I was also hoping it could proc Bloodletting, but it doesn't.
Righteous Fire just straight up does nothing. Even if it worked as advertised, it'd be underwhelming and super niche. Hard to justify the skill points. In order to get even decent damage out of it you'd have to lean more into healer gear
Since these two ended up being a waste, that means Martyr is also off the table
But hey, I did realize that I was being a dumbass and using Life Burst while avoiding Water Aura. Had completely forgotten Life Burst was even something I had, and cutting it out gave me space for Water Aura, which meant I didn't need the first Shroud Resistance node, which in turn gave me SP for Waters of Life.
If you need help, i don't mind taking part in testing these skills
I still posit that Water Aura / Waters of Life is at best a convenience, but it's at least better than Life Burst
There are only a few that I have yet to try at this point. I might give Righteous Fire one more chance later, since I tested it by healing myself and summoned skulls. It's possible the devs scripted it to where it only triggers if you heal other players, despite what its description says
Yeah...looking at everything, it seems that the only things I'm really missing are testing to be doubly sure that the two Backstab Damage nodes do in fact work with magic weapons. Then, probably also the first mining node at least. After that the build is done with some points to spare
whats the strongest class rn?
They're all viable. It really depends on your preference/playstyle.
My lil staff wizard stuff be working out pretty great I'm a glass cannon but I have 2 mates running tank builds and I do a bit of healing/shielding and then decent damage while also providing stuns from chain lightning I'm basically a support that does pretty good damage
Don't recommend it solo or if others aren't running like the 2 handed tank build or shield build
Mages don't have to be glass cannons in Enshrouded btw. You can maximize your spellcasting & damage and still be able to take hits.
I've been playing a pure mage, and have been soloing for most of the game.
Pretty squarely daggers + bows, I gather. Mages are the underdog, but still able to tackle all of the game's content and have a lot of unique utility
💪 🏹
I'm new to the game, so I'm wondering the best way to play dual wielding/short sword/bow. What the best build for that?
Daggers + bows should be your starting point. They both scale off of Dexterity, so your build focus won't be split. My understanding is that you'll want piercing+poison daggers and to use explosive arrows with your bow.
Respeccing is cheap af btw. Don't be afraid to experiment
@wild cypress may have more specific advice. I haven't played an archer yet. That's what I plan on doing for my next character
I’ve been having that too. My sound won’t line up or I’ll swing with my axe at an object but the axe doesn’t show in my hand. Last couple days have been rough and buggy.
thanks for the advice
Yeah i see that too, though mainly from wands. Relogging or restarting my game seems to help fix it.
A long while back there was a similar issue preventing shields from showing, and re-equipping them would fix it.
Yeah it just seems like its happening more and more as of late
Like @earnest iron said. Past few days have been rough
Me awake. What's going on?
Bogo donuts at the local bakery
Get em while theyre hot
In other news. Im being stubborn and trying to make my build with daggers now. I blame Kel and you lol @gleaming musk
@tranquil jay @thorny pewter If y'all search this channel you should be able to find a link to my daggers build. It's focused on utility and poison paired with poison weapons with poison gems, dagger enhancing armor and food and health regen soldier armor for the pieces that don't buff dagger damage or crits. If you can't find it, ping me again and I'll link it. I just need to make some coffee first.
Some changes could be made to up the damage but since I play solo it's basically giving me the sturdiness of a soldier and the ranged oomph of a bowman so I can cover all roles on my own.
I'll give it a look!
I'm going to see if i can re-work my 2H GS spellblade build to a dagger spellblade build now
The idea is stunlock then backstab roll backstab dmg with daggers. Then rinse & repeat.
Does the +% melee damage bonus from foods apply to every melee weapon or is it exclusive to certain ones?
A.B.S. Always be backstabbing. Target lock a foe, every time they swing you roll past them and backstab, light hits only. Parry everything you can't evade. Use the chain hits for bigger damage when you've stunned them after enough parries. Mobs usually go down before that can happen, 2-3 seconds to take down any non-boss mob.
In group fights use Shockwave and Crash Down to clear out the rabble and build stuns so you can pick off foes. Stay mobile enough though and you'll rarely be fighting more than one or two, you get good at peeling them away and using terrain to get them burned down one at a time.
All, but if you're using daggers the bonus for foods and armor that buff daggers specifically is significantly better.
I am using daggers yeah, was just curious if it affected them too mainly. Thanks
This is going to be far more funky with daggers & spells than GS/Swords & spells
Theyre just in such weird positions
daggers being mixed with endurance and nature ?
half of BM and assassin need to be swapped with one another
Dang, this makes me sad. Idk if this ones even possible because of the skill node locations :/
@tranquil jay @thorny pewter Here is my daggers-n-bow utility solo build, I'm at my PC now. https://www.enshrouded-skill-tree.com/?shortCode=6963a474d0d789c4a5e5107e
This is kind of what I was going for as well but with spells incorporated in.
That said, interested in something.
I see you didn't take the Dex stat boost.
How do you feel your damage still is?
You might have given me a sliver of hope
Mobs go down in seconds? Boss fights aren't meant to be one shots, they're meant to be dances, and with lock+dodge roll I basically don't ever get hit. It's about survival and endurance there.
The food-based dagger and armor-based dagger buffs are the meat of my damage. I could be doing more but at a point it gets a bit redundant IMO.
Yeah, I wouldn't want the boss fights being one shots.
Was curious how much that big boost to dex was affecting dmg output for daggers. Seems like it's not really.
Whereas I know the int one is pretty substantial for wizards. Even str for 2handers also.
But seems like if you emphasize the backstab, crit chance, etc. it basically can negate that
https://enshrouded-skill-tree.com/?shortCode=6998a43d8d4e9a62989012d4
This is about the highest I can go via skill points I believe. Seems like it could be enough to be a decent starting base.
Will have to try it and see how it feels.
Seems like I might be able to get away with only about 8 wasted points
That's if i dont pursue going for the dex, which i do think is fine
Compared to the almost 20 wasted points if i wanted to pursue it

I definitely have some points folks call wasted, mostly around the Strength dots getting to some of the soldier features and a lot of folks will bash me getting the food HP increase buff, but they were all on the way to stuff I wanted so I don't feel bad about them.
For sure
It's all about the trade off right?
Like i'll take 3 points for the wand node so i can get the int stat buff & the int to hp one
I'm looking into armor right now to see what best options I have available to me
Here's the neat part about all this, you play how you want to. Aside that if you really grinded at it. You can eventually get all the skill trees unlocked.
I know I've gotten double skill points from the Shroud Root, I found solo and then went with friends to cut one down the same one together.
Funny how that didn't load
Expected behavior, but you can read the link or click if you wanna know my filthy secret. 🤫
I already did
My filth is revealed!
But bashing people for their choice of playstyle is just toxic imo, let the people play how they want.
Its a pve
...I...never bashed anyone?
Not you, what you said above
a lot of folks will bash me getting the food HP increase buff,
Ohh, as in people snarking at my point choices? Yeah, they're being silly and prolly having less fun than me if they're hyper critical. But I'm just here to go zoomie stabbie rawr awoo like a happy little idiot. 
Its a pve world, what others spend their points on doesn't concern anyone else but the person who chose them.
He speak the troo troo.
The only thing I will say to this and i may be misinterpreting what you meant by it.
But when you mentioned "its a pve" as the justification for not bashing peoples playstyle.
I would argue the same can be saide for PvP too. Just because its against people doesnt mean it gets put in its own little world.
The same behavior whether it be PvE/PvP is still toxic regardless.
Can relate to this. My build ideas are always being tailored for the group I play with. Primarily my wife who has never played many video games before this.
So no matter the build, I'll always have healing increase & Arch Nemesis. Because it allows her to learn and enjoy the game more.
But like...taunt on a dagger boy? On paper, it of course isn't the "optimal" lol
I didn't mention pvp bc its none existent here. Thats the only reason I mentioned pve, but yes. The only thing I might bash is like pulling off respawn camping if there was pvp allowed. 1 of the many reasons I had quit cod like 15 years ago. lol
But that aside, talent points don't really effect anyone aside from the user themself.

I've surprisingly had great luck without it
But requires knowing disengage & engage timing to be good.
Thankfully, many a WoW days paid off for that xD
Well yeah, but it comes in hand when low on potions
Indeed, I usually have disengaged by then, stay stocked on potions, or accept my defeat with a temper tantrum like any other honorable gamer 🤣
@wild cypress any armor stat suggestions you would recommend prioritizing?
I was very reluctant to take any of them TBH, but they probably helped more than I consciously acknowledge. Low-pri though, only if you're tanking a lot or just a "hard charger," aka the guy who uses his screaming face to kill a million mobs at once. If you're not tanking you can probably put all the armor-related points somewhere else, especially if you properly follow the rule of "don't block and don't get hit."
Warden and Tower are pretty nice, and Earth Aura I got in hopes of buffing pals a little but so far I haven't found any RP servers so I don't really pal around.
Hmm, yeah true true true
its tough deciding between staff damage or dagger damage for my build. But think I need to go with the dagger
str technically does increase dagger dmg, yes?
as it is still "melee damage"
i dont think so
Strength does not increase Dagger damage; the only base stat that does that is Dexterity, at 5% per point.
They also don't count as "One Handed."
.........
This skill tree needs an overhaul bad then haha
Like relocation of 30% of the nodes, rewording, etc.
Heal Channel is honestly the only healing spell worth bothering with atm. It heals plenty fast, is fairly MP efficient, is the only healing spell you can use to heal yourself with, and doesn't require aiming. And its still great despite its current targeting issues.
I prioritize using it before potions. Potions are for an emergency or if an ally is nearby (which currently prevents HC from healing the caster)
i have 3 chars, a mage, a dex dagger user, and a 2 handed warrior. I think im gonna play them all in the same world
this base is just too convenient
I don't really mess around much with magic as I am a warrior, so Water Aura and its upgrade waters of life suit my playstyle and my friends
water aura is useful, u dont need any hp regen with it
Water Aura / Waters of Life is convenient. It's better than most other skills that restore HP. For non-mages it's a huge benefit because it requires very little investment to get. For mages it's less of a priority and more a convenience because of Heal Channel.
@gleaming musk we have some cookin to do - i is hitting a wall haha
What's the wall
its super easy to get witouth investing in the healer tree too
ok time to test my new daggers
daggers with spells - i'll share the starting point i'm at.
I will be taking arch-nemesis bc of my group
u might be spreading urself a bit too thin there
For fully optimal for sure
I was able to do it with 2hander
But i think its because the nodes aren't as such a mess
T_T
yeah for daggers u gotta take a bunch of stuff
This is where i'm at right now
I would AT LEAST think the wording for melee weapon applies to daggers
I havent used it personally, but my impression is that Merciless attacks are bad because they lock you into a long animation with no i-frames and do mediocre DPS. And that terrain often gets in the way of executing them in the first place.
If you skip Merciless and instead take the Sneak Attack route to get to the backstab node, that saves you 5 sp
I second this, Merciless Attack is really not worth it unless you have tons of HP and are being healed while using the +aggro buffs as a tank (and even then only if paired with M.A. boosting armor). As a rogue, however, I found it slower, lower DPS than my light swings and it exposed me to too much bullcrap from mobs.
I'd also suggest cutting out Airborne, at least for now. In-combat gliding is short enough to where it doesn't make much difference and out-of-combat gliding you'll have plenty of stamina if you just keep upgrading your glider. With almost no Endurance investment and a Ghost Glider I have never been in a situation where I ran out of stamina before I was done gliding.
You probably also want to take Backstab Mastery from Athlete / Survivor because it should boost both your dagger/bow and magic damage
Removing those gets you 7 SP back, so you're 3 short of getting Backstab Mastery. You could temporarily cut out another node to get it immediately if you're able to reliably get off backstabs
Though since Backstab Sneak Attack doesn't work on most (any??) bosses I also ended up ditching that haha.
It doesn't? Is that a new change? I remember exploiting backstab a ton, especially against the ||Fell Dragon||. It's one of the main reasons my partner and I juggled him with bow/staff from opposite ends of his arena
Well let me clarify
my dagger guys takes so much danage its insane
I meant Sneak Attack, not backstab, my brain is bad
I really wish training dummy props had infinite HP and also prevented random damage rolls, instead just causing average damage. Would also be great if the damage dealt to them went to a system log in chat or something
Regular melee swings to opponent's backs are awesome
Please forgive my brain-error.
Do we even know the damage formula yet? Is everything just fully additive?
It's all worded as if it's all just additive
Hmmmm
let me try these changes
Great suggestions so far
And it's helping this jank build tighten up
It seems like multipliers from gear, buffs, and skills are additive, but there are some wonky elements like MeleeDmg% vs DaggerDmg% on daggers that make me suspicious
Yeah from how I read it, everything from crits to backstabs to attributes to generic damage is all just additive
Kinda makes damage gear pretty worthless imo
Yep. Unfortunately between documentation issues, refactoring, and bugs, what UI claims or implies is not always the case.
Perfect example is Righteous Fire and Divine Surge 🥲
Make a dummy and test for yourself; I ran with no buffs, then with +melee buffs, then with +dagger buffs, then with both melee and dagger buffs; for a Rogue the +melee buffs were in the 1-3% range, but the +dagger buffs were in the 14-30% range. So I'm presuming it's somehow scaling off Dex in the case of daggers.
Logically it would follow that if you are running a melee (1h, 2h) character then it would scale off your strength.
You have that backwards, actually. It all adds up, and the amount of damage you do directly improves things like Leech amount, making Dmg something that is both preferable and completely safe to minmax for
You get so much damage from the tree compared to gear though. For example I'd rather have a tank chest or the healing % one for water aura than have the 6% wand dmg armor
That 6% is like nothing when you already have over 100%
Well, yes, some damage boosts aren't necessarily worth their alternatives. But that is the exception, not the rule
Yeah I mean if there's no alternative then sure, but there is almost always an alternative
The gear options are a little low right now
im gonna need to make some tank armor for my rogue, im taking insane damage in veilwater
over 50% hp damage
I know something like flaming gauntlets is generally considered really good for fire wands, but people forget that the lightning on crit is also a massive portion of your damage and those gloves don't scale it at all
Even still, I use the wand dmg armor because it also gives decent survivability, and even though the healer chest pieces massively improve healing spells, healing spells still fall way behind other mage healing avenues. Plus, you can already get a functionally sufficient healing spell buff from healer shoes, and other shoe options dont really help mages much anyway.
Also, healing boosts from armor and perks do not improve Water Aura. Only Waters of Life and Intelligence do that.
Ok yeah
Yes they do
I tested it myself
I went from 25 per tick to 48 per tick by putting on the 120% healing chest
Hmm. I'll give that another try, then. Pretty sure that didnt work in the past.
Does Pierce damage enhance 1H sword damage?
Why do I have to go into the pierce skill tree to get "Veteran" in order to get Critical Strike Chance?
Feels like a waste of skill points.
That's a common complaint tbqh, and not just for that specifically
I can see why.
Math on this checks out btw.
30% healing on the tree base would be 19.23 without it
19.23*2.5 = 48.08
I feel like they could move "Veteran" into a node right before "Swift Blade" where it touches all 3 lines.
Only if the weapon has a "piercing" damage type, and I can't think of many swords that do. that's mostly daggers and some mauls.
That's quite unfortunate.
Can you verify that it works on other characters your Aura applies to too? If so, that's pretty big news.
Friends are away atm 😔
Also for boots I like the stamina regen delay ones so stam starts regening right after you dodge
Even with sprinting and dodging near-constantly, the only times I have ever ran out of stamina in combat is if I accidentally step on the terrain hazards that instantly delete your stamina.
I presume you're saying that since you want the melee crit bonus but are sticking to 1h swords; it's my advice, in that case, to buy perks along this route instead.
Yeah I don't run out of stamina often, but sucks when it happens
I don't think many other boots are that helpful. Maybe the healing ones again
Well yes, my point is that going with the pierce in order to get "Veteran" (6) is a waste of skill points. 🙁
I mainly use wands though and just fireball for engage/pack clearing
But you don't have to get any piercing?
I showed you how to sink points only into cutting.
Yeah if water aura just outright works with heal increases, the Healer boots would be the way to go. That + crit wizard healing means you'll rarely if ever need to cast healing spells to begin with
If anything's "wasted" it's the greatsword one, but hey, we all agree the trees are...in need of updating.
And more time casting offensive spells = more orbs = more stamina anyway
True for your style for sure. I just don't use spells much
Spells is probably the actually better way
I use both pretty equally. Depends on the scenario. They flow between each other very well
I'll have to try full spells out eventually
I just don't like switching off fireball cuz my scroll wheel is broken
Staves are great at softening enemies from a distance or when you wont get interrupted
Wands are great in closer range when you need to be defensive, and refill your mana gauge easily
Ah that makes sense
Tbh if you had to pick just a single spell to use, I'd suggest Ice Bolt
Nope
Oof
I just like fireball for the aoe/long range sniping
I use it for breaking all the stuff to loot too lol
Ice Bolt has identical range and aoe mechanics as Fireball. It also often does more damage per cast than Fireball depending on where you are in game progression, and always leaves a lingering aoe that inflicts slow. You can also exploit Soaked with it for more damage.
Enemy resistances heavily favor fire over ice, but in practice that's offset by Ice Bolt having half the cast time that Fireball does. Plus, there's Soaked.
Ice bolt does aoe??
Yeah this is the one thing Fireball does that Ice Bolt cant replicate
Yep. Not the very lowest level one as I recall, but every tier beyond that yeah.
Oh I wrote it off after trying the lv 1
It's as big as fireball?
I didn't even like the aoe of fireball until eternal 1
And even fireball 1 seems meh when I get that annoying auto aim thing
(haven't played yet to record it)
I almost did too. Another thing that caught me by surprise is that there are (or at least were) two items called literally "Ice Bolt I" and they were different levels. The lower level one had no AoE, but the higher level one did and had more damage
Yes. The projectile arc, infinite distance, and blast radius are identical
Wait why wouldn't it work for breaking things then
Unless those things all resist ice like an enemy lol
@wild cypressthis the only melee 1 handed with piercing i know of
Environment damage is determined differently from combat damage.
If you hadn't noticed, attacks will always do the exact same amount of damage to the environment regardless of your stats, buffs, or gear. Fireball always does 20 env damage to anything in its aoe, wand projectiles always do 4 env damage, etc.
Fireball and Shroud Meteor are the only damage spells capable of damaging the environment at all, as I recall.
Np. I'm a game engineer so I notice these kinds of things much faster than the average player haha
@brave loom There's one extra layer to env damage, which is that environment objects can have weakness or resistance to specific sources of damage. This is different than combat damage type
It's how they've implemented harvesting tools, for example. It's why trees take way more damage from felling axes than battleaxes despite them being conceptually similar. Trees have a specific weakness to felling axes
Oh yeah I noticed that part at least
I low-key wish they took a more generalized approach because chopping down large forests is a pain unless you happen to get the combat moveset glitch from your axe. Wide sweeping swings that you can just chain endlessly lmao
I keep getting thrown cause in most servers people call me "Red," haha.
The fact that they don't do extra damage to Fell (for the puns) is a lost opportunity. XD
That'd be because it's not a normal weapon 👍
Yeah and I hate it! lol
It's forced into character facing instead of camera
Unless there was another setting for tools
Ahh I see what you mean
It has really weird aiming though. Sometimes I can still angle the camera a little bit to hit 2 things at once
I dont mind that much tbh, cause I plant my trees close together and try to angle things to chop down multiple at once
Side note: it's funny how the devs forgot to override what is seemingly the default "required space" for a lot of plants
Oh I found with those tentacles that give adhesive you can plant more seeds close together once they full grow
But the seeds themselves need a lot of space
Red Revelwood Trees are fancy need space to show off their leaves. Demand you give them a luxurious, massive field