#combat-and-skills
1 messages · Page 16 of 1
i think comparing potions vs healing spell is the trouble of swapping + casting vs just button press for healing pot instead of low #s prolly
That's a larger convo that we aren't really addressing though. If health pools were larger and potions did less, I would see more validity. But that's a massive rearrangement of health, mitigation and resists, and how damage and health are treated overall. It could work but swing too hard one way and it becomes too necessary
Heck, Rightous Fire would be exactly what you were asking for if the healing spells were good and the skill worked on all enemies instead of just Fell.
I think healing as an active play style needs a lot of work to justify it, basically
Otherwise it just ends up incredibly supplemental which doesn't feel like anyone benefits
On that I agree, and for me it starts with making the healing spells actually good in order to find out what else needs work afterward.
More health, I don't think, is the answer though
i never use the beam spell but the other one is good enough no?
As long as the healing spells the tree revolves around remain bad the tree itself will never improve.
The tree needs offensive throughput to justify itself or you just end up with someone standing there to heal instead of all the neat cc effects and such
I think the skill tree could modify spells is kind of what I'm dancing around, so I think we both want the same thing
Healing fix is simple, Healing Over heals, adding a green HP buffer up to 150% the player's HP that degrades over 30 seconds.
I don't think there's anything wrong with having generic heal spells that just heal/aoe heal. They can fulfill a lot (if they work right) by just being baseline. I don't mind that part. I think adding offensive throughput and interactions into using them is how the skill tree itself would justify itself a lot more
Sort of, but the biggest problem right now is that the core foundation of the tree (the spells themselves) are bad so no significant improvements can really be built on top until that foundation is fixed.
you wouldn't be satisfied if just righteous fire was vs everything?
Adding offensive potential to healing spells doesn't matter much if the base spells themselves are bad, and right now the base spells are really bad..
the heals would need to be bigger, in your opinion?
Yes and no. The spells can just heal while the perks add the rider effects. I think adding the effects to the spells themselves would make the tree weaker as a result
I think righteous fire could be a good start but they'll probably want to figure out the overall theme of what they want healers to be doing. It feels very...undefined and genetically additive
id be super stoked to main the heal spell if righteous fire worked and bloodletter worked lol
If they want it active, then it needs offensive throughput to justify said activity. If they want it passive then they need to tie in more effects and interactions
Righteous Fire would indeed be a skill I'd consider grabbing as well if it worked on all enemies, and the healing spells it triggered off of were improved.
The problem is the Fell limitation, and the unreliability of the spells themselves.
Yeah, same problem as the fire aura
Imagine if one of the spells was converted into an AoE burst surrounding you. That heal triggers Rightous Fire, and burns the swarm of wolves surrounding you.
Or if one was a lobbed Heal over time that a friend stands in while in a Hollow Hall, and it starts scorching the skeletons surrounding them.
Stuff like that is why I wish they'd rework the healing spells.
And yeah, Fire Aura would be a great skill to have if it worked on everything.
ooo consecration aura/area-over-time healing
with the Hollow Halls as a "get your party and go on a raid" kind of thing, even a "effects hollow too" would be a good start
that it does not damage wild beasts or vukah, okay, but why not literal undead D:
I just want to avoid the : I'm going here so I need to respec : route
If it's good enough to work on something it should work on everything. Bosses are kind of the only thing that is outside the view for me
ye i honestly am not much of a fan of the different elemental types dmg+% because of similar rationale :x
but that's probably gotta stay
which would be okay, if we could have perk loadouts, i don't care for the cost and it is okay to switch for different parts of the map, but why do i have to do it manually evertime 🙁
I like the healing spell change idea overall, I'm just leery of doing it baseline insteadcof through the tree so the tree encourages actual definition and change rather than just : number go up
Loadouts would help for sure
I think in the earlier editions of the game it wasn't a big deal but...we gots a lotta skill points now
The problem is the tree builds off of those spells. So what I've been saying is as long as those spells themselves remain bad the tree can't really build anything good off of them.
Fix the spells, and then the tree can do cool stuff.
If the spells remain bad then the tree kind of stays bad by extension.
A healing spell that targets whoever it wants instead of whoever actually needs it, and a healing spell that you can literally out walk are objectively bad healing spells.
Well, in fairness, I think having base healing spells isn't, in itself bad. I think they do serve a purpose. I don't think they're amazing but without speccing into something, I think they (should) work well on their own provided that, you know, the interactions work how they're supposed to lol.
So I think it depends on the idea of fixing a spell. I just would strongly hesitate to have the line be just making the numbers higher and feel like changing their interactions and layering effects onro them would make the tree itself feel good. But I do feel where you're coming from too. I think it's probably a lot of column A and B right now and is so undefined in general that it just comes off like a sincere mess in general
The spells are bad. The passives modifying them are bad. So it's just...all bad right now lol
🙏 mage rework plans news soon
but i get the point, even IF the Heal tree were the most amazing thing we have, if i don't want to put a healing spell in my backpack because it objectively ..does things but not the one i want (like shooting random heal orbs everywhere but on the target i want) , i would still not skill anything in that amazing tree
Right now fixing spells in the context I want means actually making them reliable in the first place.
An AoE burst, and a lobbed HoT would both be leagues better over the current healing spells which have janky targeting and can't keep up with an active player.
Absolutely 100%. The base functionality has got to get improved.
Any potential number adjustments can be done after that consistency is reached.
Here's hoping. Spells were among the promised upcoming changes. So hopefully fixes to underperforming spells are included.
Yeah. I think there's a number of ways you could tackle that but I know a lot of this is also just the general area of combat as a caster. That scroll wheel is just a super bad design to me
haha yeah, i HATE swapping spells around mid combat
The scroll wheel is kind of why I just want healer to be passive so there's not yet -more- junk in this setup if they plan to keep it this way
Yeah, the scroll wheel isn't great. I actually need to try out the number key addition they added to it.
i like to play around 1 thing, usually it's like wand+heal if "active" in outside where i can jump to some cheesy place away from enemies or ice bolt in HH
I think staff load outs would be a good fix to that but I know changing it in any way would be a huge project.
I can't say I have the "right" solution I just hate the idea of options actually punishing you lol
Already feels bad enough on bows, and magic is a whole other world in comparison
Honestly, I wish the scroll wheel was turned into a "ghost" hotbar above your normal hotbars when active, and give me a spellbook so I can fill that hotbar rather than it pulling spells from my inventory.
Yeah that's kind of what I mean by staff load outs. Fire buffing staff : fill with 3 or 4 fire spells. Justifies holding lots of staves and lets you feel like they all do something
The trouble with healer and wizard and casters as a whole is that options equate to time and that's a really bad gimmick in combat
what's the number key addition?
It was in the patch notes, but when you're selecting spells and arrows on the staff and wand there are now number key icons next to them.
you can just put spells on your hotbar and press the button before pressing q and you have the right spell selected, or not?
Just hit the 3 button on your controller EZ
I'm pretty sure that's an option, but my hotbars don't have the space for it.
yea this works on mk
I think the hot bar that comes up from casting should be the load out you've assigned for casting. That can either be just a generic spell selection or for that staff specifically,,but removing it from the shared space of the general hot bar area would be amazing
Yeah, take a note a from Elden Rings Heal from Afar. It’s a ranged AoE heal with a fairly quick animation. And with a higher skill expression by free aiming it at the ground to heal yourself quickly if needed
Quick and dirty photoshop.
so basically just a third hotbar, because this already works, but slots are sometimes too precious
Pretty much. Plus being able to see the spell icons would help with swap speed because the brain recognizes images faster than text.
Would also keep spell clutter down in general because only the spells placed inside the spellbook would show up on the hotbar instead of every spell in your inventory.
Actually, on that note I wonder how the new number selection handles having more than 10 spells in your inventory.
Answer: The numbers apparently stop at 8. So it basically already follows hotbar logic.
So close
it is also sorted in the order in which you have the spells sorted in your backpack
Yeah, that's nice. Though I noticed when testing if you have some spells on a hotbar and some spells in your inventory the inventory spells will take priority on the numbered list.
That sounds super messy lol
yeah, the hotbar is basically your 8th/9th inventory row in regard of spell/ammo quick select order, and it is sorted from upper left to lower right
Necromancer skulls block you from placing alters.
Not surprising. Animals and players do the same thing.
... I'm beginning to think there isn't a version of the Undergrowth staff in the Veilwater chest loot pool. Haven't found one myself, and didn't see it in the Shroud Depot either when I checked.
Which is a shame because it would be the perfect staff for my build.
I’ve yet to see it
However, they added a bunch of new weapons in general
There’s the new Shroud Greatsword
For example
Yeah, I saw, but it's the only staff with fire damage, mana leech and health leech all at once. Which for my melee mage build would be amazing.
unless they changed it, the Elder's Staff is identical to the undergrowth staff
is the +dmg on staves a big deal at all?
It's modified by elemental damage skills, so it can be when used against enemies with a weakness to a particular type.
And of course Fell enemies are immune to any shroud bonus weapon damage.
As someone playing a 2h spellblade
Checked the wiki and indeed it is. Unfortunately also checked Shroud Depot just now and it also is not in stock which leads me to believe it also is not in Veilwater's loot pool.
With bloodletting at 90%, you don’t need the leech

Then I just lean on Violet Storm
You definitely have more +Bloodletting gear than me then. Mine's only 60%.
Ah, yeah I have one ring and sprint speed pants.
I do Circlet of Storms, Sunpircer chestplate, Sunpiercer gloves, Tidecaller pants and Waveborne ritualist boots
I suppose my staff is technically better (Staff of the Moor) with all three leech types and shroud bonus damage, but I really do not vibe with the aesthetic style of it.
Weapon transmogs plz.
Then Megalodon Greatsword and Violet Storm
With Gems of currents obviously
And god yes please weapon transmog
I hate braining people with a giant slab with teeth
I also don’t know why it’s the case, but Guard of the North Sword still has no parry power
I know it was one handed originally
Gear is definitely different than mine. I have the tidecaller helmet for the increased general critical chance since I use more than just lightning spells, Golden Bulwark Chest for the slightly higher armor and health regen, Tidecaller Gloves since I use my staff more than my sword, Quetzal Hunter Pants for the sprint speed (though I'm thinking of swapping), and Bloodfeather Shoes for the mana and stamina regens.
I use ice bolt and magic shield too
Light Burst is the main reason I prefer general crit from the mage hat over the lightning only crit from the crown. Not only is that spell my main source of Bloodletting orbs, but it was my main form of crowd control via Terror before it was gutted.
I created a new character over the weekend to be a dedicated group healer, open for any pointers and tips for a solid healer build
Lots of Intelligence points to pump up Water Aura, Life Burst to heal your group when you kill stuff with a staff or wand, and be prepared for the actual healing spells to heal anyone but the person you're actually trying to heal.
Also, there are dedicated healing armor sets that will be good for further pumping up Water Aura's healing.
ive had about 50% success rate in actually healing the person i intended to heal 😂
Building for the Bloodletting skill in the Trickster tree would also be an option. Like Life Burst it's a bit more offensive oriented healing, but the orbs it generates spawn for everyone.
Ironically healing in this game boils down into: use every other option except the actual healing spells because they're kind of bad.
The best one is when you're trying to heal yourself with Heal Channel, but the orbs want to fly towards anyone but you.
yeah especially right after getting revived, frantically trying to self heal only to get almost no orbs before getting one shotted and being down again
anyone know if health regeneration is affected by healing+%?
Reasons why I wish one spell was a burst centered on me, and one was a lobbed HoT. They'd be so much better than the spells we have now.
I don't think it is, but it's not something I've really tested either.
hm yeah kind of a tough test
ok i tested like this:
in shroud depot's settings
each bar is 500health
so if healing% worked healing 500 health would take ~14s
if healing% didn't it would take ~39sec
so rip that idea 🙂
Healing doesn't work on Regen or Life Leach
ah life leech is another one i would have liked to test, thanks ❤️
Healing% I think is for "Healing Spells" and supposedly Water Aura counts too
It does
yea water aura for sure counts
it's more about how much you can heal others in a way
But there is a way to get 410 HP Regen, that is better then any Life Leach imo
410 health regen the stat? or consider water aura w/ healing% translated into equivalent health regen
is it foods? i don't think ive even read all the warrior/ranger skill nodes lol
gear looks pretty sparse, i got to 63 with just the lv45 head/feet/legs
Ultimate Health Rings also help
ahhhh yeah
But the main Regen is Gem of Battle Frenzy
Gives 320 Regen for 3s as long as you attack
ah that'll do it
is the negative effect only referring to natural regen and still allows for like water aura and leech effects?
Only natural regen
But if you hit an enemy mid debuff it goes away and you get the buff again
oh wow that's crazy good haha
well, you don't need to do anything special, just play and hit 1-9 (8?) keys 🙂 It predictably works.
What doesn't work at all is ordering: yes, the order is as in the backpack. But any re-order of course breaks on inventory sorting. And I CAN'T NOT sort inventory. So the ability to reorder doesn't matter, it's completely useless.
I've been trying a few things since I got annoyed with chest RNG... that is the result so far.
(I also want to know the legendary values for each item)
-# sorry for german text though
How long does "Fell Curse" last?
If I remember correctly its infinite until you get a cure.
You should speak to Balthasar (the Alchemist) about it
I've already cured it..but that is ABSOLUTELY disgusting.
Its that curse that reduces time in the shroud, right?
The point of the shroud is to be 'scary' but you need and should 'want' to engage with it for materials/loot etc.. that makes me never ever EVER want to do anything in the shroud unless I absolutely have to.
Every time I 'forget' and decide "meh who cares I can take some hits from these crazy charging zombies.." I remember why I 'have' to stay super terrified of them at ALL times.
After you drank that potion you should have an immunity for 1 or 2 hours so you don't get that curse again.
Doesn't matter..that's not how the flow of my game time works, now I have to make 'sure' I kill those overland camps at night instead of avoiding them so I have a built up buffer of more of the cure crap. ? That is not good design imo. That stuff wasn't there when the game launched.
And one cure is two of the overland night spawns of mobs.
Thank you for the answer none the less 🙂
you can also turn off the curse chance if you want, in the world settings
I turned it off cause it wasn't always in the game, think it was added in.. Thralls Of Twilight (my least favorite update)
2h feel much worse than what is on paper (should be only 0.1s slower than 1h). And the reason is that they added a longer recovery animation after the hit. Especially after the 3rd hit in a sequence you are looking at more than 1 second to complete the hit.
Am I doing something wrong or is there only one heavy attack for 1h weapons and the greatsword?
With the 2h hammer/axe I can do two heavy attacks after another.
I did it chat! I upgraded common armor to legendary!
It even got proper stats, despite we probably never see that in the wild (as this doesn't spawn in chests)
How did you do that? Teach me master!
I used cheat engine for changing some bytes. I upgraded items until I found out in which arrays bytes change and after a while of trial and error (and crashing the game a few times) I found the right values.
Theres a value for the starting level of the item, quality level, upgrade level and so on.
Any chance you can make a table for that? I would love to play around, plus it would save me from grinding chests (im a collector of sorts)
I have no idea how I do that sadly.
I don't even know how to set pointers so you get to your inventory items each time you open the game, without repeating the process of finding the item_id and then going from there.
Right now I do that manually for each item.
At the moment its somewhere in the 300807xxxxx (but I suspect that this is changing each time you restart the game...)
The marked value is the one setting quality.
01 is common, 05 is legendary
Wow, ok, so you can change the level and the quality of the items? And how do you find which item you are changing? Does it somehow pop up when you equip it? or when you put it in your inventory?
Can you also manually add or spawn in items? Or just change the values of what you find?
First I put a weapon on a quickslot. Then I search for the current durability in cheat engine. After that first scan you smash something and scan again with the now reduced durability.
In the end a few values remain and from there I found stuff like the Item_ID.
When I then put an armor piece into that quickslot, two values that represent the quickslot then change, which means I got the armor's Item_ID and with that one I can look for the array, to find the rest.
How do you see durability numbers though? I only see a green bar.
Do you just start with unknown value and then go for decreasing value?
So..you can craft different quality tiers of items? When does this happen?
You can't craft different quality gear - but craftable gear can drop as loot in higher tiers - you can only upgrade gear
Craftable gear can essentially serve as temporary gear now until you can find better
I get a number for durability.
Question for you guys. Can skills over level with equipment? Let's take Necromancy for example. If you have it maxed out with 3 points, can you use equipment to over level it and increase it's effectiveness?
yes - that's basically the idea behind the new armour system
Awesome, thanks for the confirmation. I figured that might be how it worked.
Note that if you don't have at least one rank in the skill, you will not get the bonus from armor.
Which is honestly a bit disappointing.
Agreed. I think it would be better if you got the benefit.
That's good information to know. Wasn't aware of that, thanks
What? Aw I'm sad now
yes, you can overlevel it, but keep in mind you have to have a skill unlocked to benefit from the bonus. I had that issue yesterday with stuff that gave me extra armor, but I hadn't gotten that far in the tree yet.
Inner fires in the skill tree is broken only adding 0:02 to the shroud timer when it's suppose to be 2:00 minutes per level.
Known bug.
The One-Handed weapon special attack is the same across all weapon types (hammer, axe, sword)?
Two-Handed has at least some variety with Greatsword vs Hammer/Axe
is there a way to make eternal arrows and spells stronger like gold legendary rating?
anyone made a mod to make updraft charge faster, I know the flying cheats exist but I don't like using that.
you get stronger versions, but some of the best spells takes crafting.
i was worried about that, i did ranger my first play through and now im doing sword and board and was thinking ill try magic for my next playthrough ^^ so wanted to use eternal spells but they seem to be all blue rating no legendary rating ones
is lighting as fun as it looks
crafting spells is a a bit easier this time around. They also take up less space in the inventory by stacking higher,
You can change the settings slider for resources dropped to 150 or 200% to make crafting them easer,
And if you Just hate crafting them, go shopping on the Shroud depot resource server and don't worry about it.
Hello, do u have a picture of how the new ultimate health ring looks like? I cant see the new update stats on the wiki
thanks
wanted to ask what the light helmet is called, been struggling with all the dark areas and something mention a helmet that makes it easy
I mean I've seen other endgame gear mentioned here without spoiler tags so I don't really know where we draw the line
im just funning
i did earnestly not want to see that but im in no way upset bout it 😛
one of the very few items i havent found yet in legendary
I would go back and mark it as one if I could 
the best way to play this game
lol
server admin for most of my life i see the world from presenting content to inspire
that's just the only elixir well I remember having that many enemies, lol
Is that skill still there or not anymore?
yes, I just recorded that
did u do like 3 spins?
it's the "Focus/Specialization" move for 2H weapons
oh yea thats the r key i forgot, i havent tried it, thanks
Oh shit, the 2h axe one is cool
I wish there was a gemstone to convert my fifty fifty shroud damage axe into any other element, altho preferably fire
Merciless needs to be a HARD lock when you use it. 7/10 times it misses
Hi all, I was looking at the Shell Shock skill and was wondering what counted as ranged explosives. Is it just those little throwable bombs?
Explosive arrows too I'm guessing
Not sure if there's anything else
I was hoping this would be the case!
I never checked myself tho, lemme know if you test it 🫡
The Spectral Magic Shield doesn't seem to work correctly with its bonus Eternal Spark skill.
can anyone recommend a good food to make thats not to tideus to make, just been drinking water
What do you want to use the food for?
well in this playthrough im greatsword and sword and board, so like stamina, and would also like to glide for longer
Stamina for melee combat is pretty easy. Gliding uses Mana tho. keep that in mind... what level are you, like what do you have access to, what Biom?
mana is only for updraft skill not the actual glide glid is stamia
more stamia the longer you can stay up i tend to build ramps in high places
for ease of access
higher then the quick transfer places
Correct. so just for Stamina? what biom are you up to?
Is goat milk still a good early one?
i just finished pike, but ive been going all over the place for materials to upgrade the flame
fae deer milk once cooked iirc is okay, roibois tea is a good early one (kindlewastes)
i did get some of the leaves when i was going for lapis and sulfur so can do the tea
I was going to suggest Roibois tea.. it's probabley the easiest to collect and make
Once you get to the Kindlewastes you'll be able to make Spiced Tea.. that'll up your regen a little more.. Also keep your eyes open for Sugar cane or Yucca Fruit.. cooking them will give you good regen too and they will stack with the tea
omg there is a chest bigger then huge... just spent all my materials making huge
With shroud exploration being the main point of the game. After 500 hours in the game and starting a new journey after update 8 this is a NEW issue for me. You commenting it's a known issue doesn't do a thing, but thanks for nothing
My comment was only meant to inform you that they know about it... If it can't be "fixed" yet, what can anyone do? bujt thx for your input, I'll put it with the rest
It got merged into a 2 year old post 😐:
https://enshrouded.featureupvote.com/suggestions/528273/comment/778400#comment778400
My comment was only meant to help players check their shroud times, and ditto
https://enshrouded.featureupvote.com/suggestions/707978/comment/778426#comment778426
If anyone likes my idea for a beast master, assassin, and adding a dedicated Ranger skill tree like my comment so it can get noticed maybe it'll give them something to work around 😅
do skill points on items go byond the 3/3 limit wich most skills got on the skill tree?
I had mine go right through the monster and skip him entirety 🙄
How is everyone else feeling about the new skilltree? better or worse than ebfore?
Definitely better but still really far from perfect
50/50
I feel like it's just bigger for the sake of being bigger now XD more reading, and pretty much no difference in actual gameplay
Feels much better from a 'fresh character levelling up' POV, for sure
Much faster to track through to what feel like big abilities
hm I could see that
has any website updated the skill tree planner? I can't seem to find one updated
Layout is better
But they nerfed its strength in general
Also less armor build flexibility because of it
I ended up being ~20% stronger in offence but ~50% weaker in defense as a mage
My ranger definitely feels the weaker, not sure about 50% but it's for sure noticeable. I'd say maybe about 30% and about the same for offence. overall a big hit in the soft parts -_-
On the other hand the Warrior feels almost unkillable ... It's a LOT of fun at the moment.
Probably isn't done yet. The old one got updates slowly. There's a guy in this channel that made the more recent changes to the skill tree who might be interested in updating it to the new version. Can't remember their name offhand
I also haven't had a chance to update my guide, for that matter.
Layout is mostly better, but skill cost shot up overall and that + armor changes further the divide between the 3 archetypes. Mages in particular got hit hard here
Ah, it was @split osprey
Any chance you're working on an update to the skill planner's Patch 8 changes?
The owner of the site ( @pseudo gale ) started working on the update, he mentionned yesterday that he spent 1h30 getting about 20% through it.
I mostly worked on visuals and quality of life features, I'll also work on french translations when he's done updating the tree itself (I am not super familiar how he built it).
I did some testing and I feel like all classes feel distinctly weaker
Fair enough! Thanks for both of your effort on this
I've heard that melee got tankier, but archery got weaker overall and now more heavily favors skill shots. I'd guess that's a rough deal given that enemies can now dodge projectiles
Can confirm that mages definitely got weaker, especially from a survivability standpoint
I want to say GOOD job devs on the fighting I like it better, but don't like how far out the camera zooms out in the I frames. I played with some settings to make it better but still not right. CAn you change it so it only zooms out when you fight with something? I think it's unnessacary to happen as you run by.
yep, that's counting only the time reading each skill in-game and adding the metadata I need for the tool 🥲
hopefully I can finish by EOW, but finding the free time to do is not very easy in week days
hopefully enshroud support reply to my ticket to make this update process easier and faster
is it just me or is there no endgame armor for sword and board? i feel like one handed swords and shield was a decent damage option in update seven but with new armor perks, skills, and weapon updates its just not as good anymore. Am I wrong or have others noticed this too?
THe game isn't complete so there won't be any yet.
It's early access ther's alot of the game we havent seen.
yea I know that, I was strictly talking about the difference between updates 7 and 8
I’d love to see more legendary stuff like the Guard of the north set/Circlet of Storms/Greatsword gauntlets
Like genuine hybrid special armor
Or other very cool legendary pieces that reinforce a style
I agree with earlier sentiments that we need more diversity in how wands work.
Need items for your new build, or resources to craft or fight that boss? Look no further than The Shroud Depot, a community run server that resets every hour on the hour.
Shroud Depot Resource World
In-game server IP: enshrouded.gv80.me:15639
I found a pair of great sword Guanlets
I feel like there should be a tier of equipment above legendary that's only boss loot or boss craftable, that adds weird and unique perks
Like a sword that has a specific special attack animation or a solo one off mechanic
A mage staff that increases your damage the less mana you gave
A bow that has higher damage the further away you shoot from
Or even pure elemental melee weapons
Maybe yeah, I want a pure poison dagger
A glove, for dramatic pointing?
IDK if there is a channel to give feed back or suggestions to DEVS. That being said my playstyle on one of my toons was 1h and shield but did not focus on defense but as much damage output I could do. This update has taken that away as all the gear that focuses on damage is all 2h. Not talking about main stats on gear but as you rank up gear and get those bonus skill boosts are all 2h for damage. Can we get a set that provides 1h and shield builds damage.
I'm a mage (level 42) and I'm in a server with a friend (tank/2h dps). I put a lot of points into the tank tree, but I still basically get insta killed by so many drak or when getting mobbed at all.
I know mages are always kinda squishy, but I die so much. I'm dodging combat, slinging spells, then an enemy comes up behind me and one shots me. It's getting very old.
Is there are viable "battlemage" setup in the game where I can be using some tank armour or something you reckon? It's just so hard because already I'm always running out of mana even with an endgame build lol. Using staffs is just too fun lol
I’d highly suggest as a mage not wearing all mage armor
I’d suggest the warriors “tank” or bulwark chest to get more physical protection
The other key things are CC with things like terror
Yeah thank you, that's what I was thinking too. I managed it well in Albaneve but I feel like in veilwater I go down so frequently
CC?
And bloodletting is super important for sustainable casting and healing
Crowd control
Isn't bloodletting when you go low on mana you use hp to regen?
Yeah I have 3+3 bloodletting
Blood letting is whenever you crit with a spell, you have an X% chance to spawn two orbs
3+1 terror
17%
That’s going to make those things even stronger
+12% for magic
I was considering respecing some points to basically max out tank build too, do you think that's a good play?
You don’t need to do that
I'd say I have like the most useful perks in the tree
Yeah it's all fully upgraded, rings too
For full protection
Yeah I took just heavy plates because I feel like I don't struggle with the mage damage, it's the physical
Then if you’ve got even more points to spare, tower and warden
And defs earth aura
Yeha see I didn't take tower
That's what I was thinking about
But also maybe shiny plates + melee tank chest is a good play
It is
Thanks for your help and confirming things, appreciate it

With the new stuff too I've been debating how much I should put points into endurance too
I did a lot before because of running out of dodge but now if you even have a single point of stam I think you can blink?
Yeah
That's what I was thinking too. I think I'll just take what you get on the way to extra food slot
Yeah
Every build should take dessert stomach imo
Because food buffs will only continue to get stronger
Good point
That’s the other half of the sustain equation
Wands are pretty sick now too I'll be honest. I was full staff before the change but now with the whole focus situation and longer range...
I take one point to get over to the flame intelligence node
Since now you can get to it without wand talents
Cool that's what I did too
Except I did it just to get to earth aura
I also don't take any of the elemental resistances, do you?
No
Resistances seem way too niche for the points.
anyone here who played the GS and liked it the way it was before the update ?
I loved greatsword - haven't tried it yet after update though
So I figured out how to have multiple wolves. At the moment I'm showing them off in a shroud depot. So to be clear, a beastmaster isn't officially limited to a single pet, you just have to be a true master to be able to have more. PM if you want to come see the pack
Yes, but I much prefer it now
I'm a big fan of the resistance nodes
They're all worth a point
I maxed shroud resistance tho...
Being resistant to accidentally walking on lava is funny
I dunno. The only one I might take is shroud because there are a few enemies who use that type of attack.
Otherwise there's just so few enemies that use elemental attacks and even those that do can be easily avoided usually or just don't do enough damage to be worth the points.
Some of the fire damage you take from Scavengers is significant
poison
Though I only had the points for 1 level (I get armour buffs too though)
Now I want a higher level ring of burning light...
It wouldn't even do anything...
You can dodge roll to remove the burning though, so they don't actually do any damage really.
Oh yeah they do fire those explosive arrows occasionally, but again, can just step or dodge out of those before they explode.
When is the skill Inner Fires getting fixed?
March 39th. At 12:04 pm
Hey guys, i was thinking about working towards this one, is it possible to have more than 1 food buff that gives extra hp?
yo ucan only have one food type, so if vegies and meat add health then yes
Kind of? You can have fish and meat that both grant HP.
Or a meat and a grain that both grant HP.
Options are limited, but they do exist. Key is seperate food types.
Thanks, this is what i was looking for, i basically just buff with meat, water and something else that allows me to, like some vegetable
Personally, I find the 4th slot incredibly useful anyways. It's just simply that many more buffs you can stack.
I usually run Meat + Grain + Fruit + Boiled Eggs.
HP + Melee Damage + 2x Health & Stamina Regen
yes but i was focusing on thinking about my build
question, does health regen works during combat?
Yes. Definitely yes.
is it the same % ? or is it decreased because of being in combat?
That piece of gear that reduces the delay, Im assuming thats 0.1 seconds after being hit
Huh. Yeah, that would be post-hit then.
Yes, thats what i meant to say, so i got it right then
Is there a bug with lifesteal? My friend currently has no life leech stat on, and no matter what weapon he uses he still has loads of life steal per attack
I have this too
I'm healing for SOOO much hp per attack
I was just coming to ask this, I have a total of 20% life steal but I am healing more like 105%-110%. Something is definitely wrong with life steal.
Does anyone have a good early game build since update 8?
All build videos I've found are all endgame builds after the rework... plus I'm a returning player from update 4, so treat like I'm new.
Best update yet... First chest looted lol
I don't really get the point of this "focus bar" 😐 can someone explain me this?
You can unlock focus special attacks in the skill tree for different weapons - when you fill the bar you can press the keybind to use the special attack
For instance 2H GSword will do a spinning AoE, or Bow will shoot a charged shot
but the bar fills up, and I am not aware that I setup a weapon skill for it.
they are awesome too
bar might fill up even if you don't have one unlocked - haven't tried
Either way, look through your skill tree and you'll see them to unlock
okay, I will search for this in the skill tree.
I am skeptical about the fight for the assassin with daggers in solo (in survival mode). My goal is not to die even once. Do you think this is possible? I put my game (for testing) in god mode (I lowered all enemy stats and increased all mine to the maximum: the mobs have 25% life and I have 400% life,...). And even then some mobs take a long time to kill I find, and I died several times so I can't even imagine it being difficult...
the skill tree confuse me. Can someone tell me one skill with a special attack for the focus bar?
thankd
It also fills up for tool specializations as well
yeap, found it for tools too.
Yeah I did that with one handed weapons. Getting Focus up and then switch to a bow and hit an entire group with just one shot and kill everything.
Holy orbs Ra-man lol. nicely done.
Yeah, that’s what happens when you have bloodletting at 90% 
looks like fun...
Ya.. I'm going to have to specialize more. My lightning channels are ticking for only 180ish, with the same staff, and nearly the same armor. But I'm split with a frost ring, and frost gloves.
What does Parry Power even do?
how much the stun bar fills when you parry
Oh
Yeah that makes sense.
Good to know, thanks.
I think I should parry more often. I played Mage, I play the Ranger (atm) and as the Barbarian I was like: "Try to hit the Scavenger before it can it you. If it hits you first... well just try not get hit first."
It may need more people to turn in tickets for it. It should be an easy fix, just a number change.
I think the inner fires skill was fixed today, at least according to the patch notes, lol
I keep trying to get into the game but it's just so brutally difficult, even on default. Losing all of your buffs when you die... I've tried mage, ranger and survivalist and investing into constitution but am I missing something?
this is like my fourth playthrough trying and it just feels like I'm dying so much that it isn't fun and I'm just failing.
Like all survival games, best to stick to low level areas to learn how to play a class, gear up, skill up and then move to the next level. Sprinkle your skill points to increases in standard things (con, int, dex) - but focus on one for the moment so you don't waste points. Then pick special skills related to your playstyle. I found it tougher in the beginning trying to sprinkle skills around the different classes, and just focusing on one.
Wow meanwhile I'm on Survival difficulty and the only real times where I die is when I forgot to eat while exploring or in my base.
And these two Acid Cleaver guys.... they kill me too. Everything else is manageable.
But beware I've never gone much more than into the Nomad Highlands (keeping stuff for 1.0)
classes I've been playing have been a little brutal cause enemies are so agressive. acid cleavers and boars are the worst.
how do you have so much health or is it that you don;t get hit?
might want to use heavy/tank armor and melee then to learn to dodge and if you use a shield to block
I usually block, parry or dodge out of the way.
And as mage I put two points into constitution, as every point gives me 37 more HP which means I survive one hit.
and also get potions made - which requires gathering, crafting, etc.
double-jump is your friend too in tight spots, but it's 4 points
dodge roll doesn't give i frames does it? I know, it just sucks when I go out of my way to make 20 healing pots and get 1-shot anyways
if you are getting one shot you are in an area you should wait to tackle
I've never even used double jump. Seen a friend skip puzzles with it and I'm like: "No I wanna do the whole thing, with no option to skip" so I didn't take that.
It's tough, cuz you want to explore - there is nothing stopping you from wandering into higher level zones.
I took Updraft though.
1v1 is actually pretty good, I do that well, but anything more and it's hopeless
You can always get double-jump and not use it for puzzles. It helps out in areas with ridges too high for one jump when you want to get away from mobs swarming you
i do enjoy climbing cliffs with a pickaxe a little too much lol
use arrows to pull some enemies away?
even if it doesnt do much damage
yeah, i've been in a lot of spots where i had to dig my way out 😄
No I can't the moment I get that talent, I will be using it to skip puzzles I know myself!
Which is why I don't take it.
It makes stuff harder, but I play slowly and methodical, so I never run into groups without having a plan beforehand.
I’m playing on a custom setting with max enemy density, and stronger enemies. But also higher xp gains
how do you handle crowds, parry gets you killed if you try outside a 1v1
Oh, and if you don't mind, there is a resource server where you can get everything you need to have good armor, consumables, etc. I play too many survival games and I've gotten spent on grinding mats - i just want to kill things lOL
You need AoE options
As a greatsword spellblade, I’ve got Greatsword AoE and my shock spells
That one parry shockwave thingy is nice. That pushed enemies a bit back on update 7 when I used it last time.
Otherwise mage has easy access to AoE later on, and Hunter just does hit & run.
I think I saw that the Hunter NPC also now offers traps.
hmm, i know fireball, the bomb is kinda weak though. bomb arrow is gotten start of revelwood and I slept on it this time.
Really sounds like you did what I did, just go wherever. I learned a harsh lesson then.
Do things to get XP to invest in skill points is probably a good first start.
Bow can also kite and float in the air shooting arrows
I think some of my mistakes have been wanting to go full staff but also doing wand. I'll try being more focused. is beastmaster a viable tree? XD or genuinely focus a combat class first?
I don’t recommend beast master
this latest one I did all the tool stuff wanting to do sedentary home stuff, did not end well
I’d focus on one thing at a time
Then get some durability nodes from the tank tree
ooh I also turbo do not reccomend trickster XD
I think beastmaster needs something more interesting. Even if you take one wolf or vukah with you they die in like 2-3 hits (at least on harder difficulties) and getting something new takes time and is tedious. There nothing more than cannon fodder at this point, not really a help.
Oh and if you hit your ally - even just by accident - it will be hostile.
welp, I'll probably restart my game and try again, just archery this time.
Just respec at the flame
i know i can, i do a lot just died like 50 times this playthrough, feels like garbo and maybe a better base would be nice.
has anyone had an issue with merciless attack prompt not popping up when the enemy is stunned? I parry them and they get the little stun swirly over their head, but it doesn't pop up any prompts and spamming E doesn't activate it either. (Restarting the game fixes the problem, I cant figure out repro steps to trigger it again yet)
mage-only player, i just backpedal away while spamming the ice spell, enemies slowed by it are kitable so long as you have room to run backwards and what happens a lot of the time is the enemies behind who aren't slowed have to bump into and run around the slowed guys which gives enough time for 2nd ice spell to hit
in tighter corridors gotta do a lot of jump-casting to avoid hits while going back into the crowd but still will get hit sometimes
ideally tho just b-lining straight to a high vertical vantage point and just rain fireballs down safely 🙂
also hp leech + big crowd = full heals basically when hitting several people with spells
and just 1 mana leech vs a crowd will give enough mana back that it isn't an issue
I like beastmaster just for the time it saves. I don't have to fight through vukah or past vultures to get my exploring done
Yeah, this is one of my favorites
Sometimes I don't want to deal with 600 vultures
Plus I can get shots like this
I found them like that I swear
I'm really confused with farming.
Can someone explain how to do it beyond the seedbed?
- Use seedbed to make seeds
- Place fertile soil
- Plant seeds in fertile soil
- Wait
Technically things grow in regular soil, but it takes waaaaaay longer. And some seeds require the rich soil or water as well
What are the top three DPS plays? A buddy and I are trying to sort out if Ranger playstyle can compare to warrior dps
I play a ranger build and started playing with a friend of mine who plays warrior. I was one-shotting the enemy before he could even get up to them to kill them. Oh yes. Ranger spanks the baddies. 🙂
Tell me more. How does it fare against groups? We're playing against "many"
Rangers can use their flurry of arrows on eternal frost arrows, which use mana
When combined with gem of currents, and the bonus shock and thunder damage perks
Rings of frost
You can absolutely melt enemies
So more end-game then, with that build.
They do also have explosive arrows
But the good things about the eternal frost arrows is the lack of crafting
Is the toxic spell still broken af or it got patched?
dagger damage scales on both dex and strength right? It's not excluded from "melee"
It scales from Dex only
ok but why
so its psudo melee
very odd, i already feel like its worse than 1 handed and 2 handed, excluding its scalling seems like a bad idea
If built around as the focus, as opposed to being just a backup for bow
They’re quite competent
And I’d argue stronger then 1h
anything special to build besides the damage percents? The new special move feels bad to use, but also the buildup of special moves in general kinda keeps them irrelevant. In combat it feels like i have no AOE with daggers, even with ground slam because they have such weak base stats the AOE scaling is terrible
unless you think the special move is good, im honestly thinking of unspecing it
I think that all the special moves are worth it
If I was in front of my PC I’d build something for you
thats alright, how would i deal with mobbing tho?
the special moves are fun, however would recommend swapping it from "R" to middle click
I've just switched weapons for now, but if i want to focus daggers thats not great
You want all the poison based talents, the bonus to piercing damage. Shiny/heavy plates and earth aura/thick skin. As much Con as you can fit in, as well as veteran and battle heal
You can also get blood rage if you want
tank daggers is not something I would have tried, ok thanks for the recommendation
It’s not a “tank” so much as durability and sustainability
yeah brawler, but i was planning to just ignore the guardian tree
i need a poison dagger for the perks to work? I'm not using one rn
it's so useless ive forgotten it exists 🥲
Im finding dagger/bow mostly useless in hard mode groups
idk how anyone even bothers with anything besides melee dps or mage, and mage was also useless for damage last time I was in a group
but at least it had ways to recover fast, orbs, tons of aoe
In my current setup
I always found the bow is OP because of how much DPS it does. At least in a 2 player group, the guy with the bow would get to such damage levels, that he would oneshot enemies. They would be dead, before I - the barbarian - could even smack them with my hammer.
I have 20 INT, and with all my food buffs
A chain lightning can easily hit for well over 2k
Waaay more on a crit
Yeah ranged classes just kill everything before a warrior even has a chance to hit something.
The special skill of the bow ends whole armies of scavangers with one hit on Survival.
Lure them a bit, so they all stand in a group, shoot, and everyone is dead. You can do that from level 5 in the Springlands.
Yeah
I disagree that bow is weaker now
I love my spellsword build
It just needs weapon spell buffs
And it’s perfect
I wish for a second ranged weapon. We have bows, these Scavengers have Crossbows. I want stuff that I don't have, so where's my Crossbow. Why can't I take one for my collection and shoot enemies with it.
crossbows of the patriots!
you gotta have nanomachines in your blood to use them
I liked Outwards magic. You'd drop a wind sigil, and shoot a pistol to get a lightning infused bullet. That felt epic.
There were only a handful combinations possible for each type of magic, but you could combine still quite some stuff.
Mages should be able to put magic buffs to the group down or something.
Put an ice effect on our weapon for like 120 seconds to help in a bossfight.
Something to make a spellsword a real thing.
Don’t say never, atleast not yet
Mages are getting a dedicated patch before release
Nope. Still casts forever, only horizontally, short area from you, low slow damage and lots of immune enemies
Thanks god i went for 2h sword instead lol. I ran toxic mage on my first character and toxic spell was broken AF. You could one shot everything
Which is better to favor for a bow, skillshot buff or crit buff? Looking for a leveling build.
Crit buffs are incredibly powerful
Skill shot too
But that only applies to a specific mechanic
So when choosing between, Crit tends to see better return of value?
Does it cap at a certain %?
So crit is king. Simple. 👌
I have 44% melee crit chance against soaked enemies, and 46% for magical
Then melee can also trigger merciless
So over 50% there
Criticals are not only tied to many talents
But a massive damage increase
Woah thats a lot of crit chance.
Meanwhile me at level 6 has just 9%
Circlet of Storms

NO CHANGES TO VEILED VIGOR BOO
Heavy attacks don't feel great if you're fighting near any sort of debris or trees.
The damage instance just gets eaten by it even if the weapon visibly connects with a mob.
heavy attacks only being able to hit 1 target is... really lame 
are wand specials bugged? their hitbox seems to miss a lot
if i start equipping a shield will the +1 power parry level it gives apply to my dagger parries?
I don't think so but you can check by equipping the daggers and look at the skill tree to see if the bonus is listed there
And then equip a 1 handed weapon and check again. I think with daggers equipped the bonus is gone.
oh good shout, i was used to the armor skills being present no matter what. But you are right, the +1 disappears when i swap to daggers
Does anyone have a screenshot of a witcher build? I'm level 13.
Sorry what game are u playing?
U mean wizard or actual witcher?
Combat wizard
I can make one for you but what weapons are u intending on using, cause having half magic half melee will make u a bit shitty in both fields. Just a heads up. Also ur armor will be only viable towards one part of the build. Either melee or magic.
Enshrouded doesnt really work well with hybrid builds in my opinion.
So you recommend focusing only on magic then? I wanted a wand and staff but I'm lost in the skill tree.
The skill trees don't really have a ton of interactions with themselves. For example, there's nothing that makes intelligence truly valuable to a melee character and very limited interactions that are much more supplemental than build defining to be found within the caster section.
That isn't to say that the caster section is something to avoid, but you're mostly looking for passives there or ways to augment damage from, say, a fire sword by getting more fire damage. Or a healing aura, etc. there's plenty of stuff within the branches that makes it useful but there won't be something that truly changes your playstyle for your weapon choice if you go melee outside the melee sections
Yeah, Enshrouded has never really done hybrids well and the recent patch made it worse tbqh
I haven't updated my guide yet for the patch changes, but the skills still mostly function the same. You'll want to mostly stick to the mage trees
If you want to hybrid melee/magic, your best bet is for your magic to be focused on healing and CC, since those depend far less on Intelligence and skill nodes
Imo, that's part of what Begone should do
or like... have begone let us cast spells but only at PB range when unarmed.
something silly liek that.
There's a bug where enemies like the Fell Wispwyvern don't get targeted properly, causing you to easily create the orb behind them, but otherwise no.
The hit box is just way smaller than you'd expect. It's pretty much just the orb in the middle. The huge flowing VFX around it is mostly for show, but does very slightly pull other enemies towards the hitbox. Needs to have a much stronger pull
Imo, Begone should fire a med range projectile if you have the MP, akin to Way of the Sun Soul Monks in 5e D&D. If you don't have the MP, then it should just do the current behavior.
Yeah the regular need to invest more point for equal or sometimes slightly worse result from what it was before reoccurring over the course of multiple nodes eats up a deceptive amount of points really fast
I am allready a fan of running the AOE radiant blast spell with trickster procs when mobs of enemies are around. Plus witht he lightning proc it is silly fun, even if not massive damage. Being able to put this onto a stunning punch would be even better in my book.
I agree that would be neat, but the existing control scheme doesn't really support that. It would also add balance complications in regard to cast time limitations
For mages, its definitely more than slightly worse. But otherwise yeah
True, mages got hit with that harder.
wand and staff is just mage yes
Anything that says "magic weapon" means wand or staff. Anything that says "spell" means just staff. Intelligence and magic damage increases both affect wands and staves, but nothing else.
In practice, wands primarily function as a fallback option when you're needing to play defensively or have run out of MP/spell charges. They're also handy for cleaning up mobs.
If you aren't in one of those circumstances, you should be casting spells with a staff.
Magic weapon is probably one of the most confusing entries I've seen to describe something in an RPG lol
Yeah its a source of constant confusion here cause people naturally wonder if weapons that deal elemental damage are considered magic weapons. That daggers are considered melee weapons by skill nodes only adds to the confusion
Yeah. I would say it's super common in RPG culture to refer to, say, a flaming sword as a magic weapon
Sword & Board Immortal Tank build
Wayfarer Pants/Quetzal Boots hotswap for speed and travel
Will likely swap the gloves to the Wolf Fang Gloves when max level acquired
They need to clarify their weapon groups and fix scaling with a lot of things. Something like: Martial Weapons - Swords, Axes, Hammers. Finesse Weapons - Bows, Daggers. Magic Weapons - Wands, Staves. And mark each weapon in their tooltips. And then rename bonus damage and crits chance for weapon groups to match. Ranged Crit to Finesse Crit. I think that would help with a lot of confusion.
Yeah I submitted similar feedback in the beta. Along with a suggestion for weapon traits that allow them to be treated as an additional category for skill interaction. E.g., having weapons like the Rune Master's Sword count as both a "Melee Weapon (Sword)" and a "Magic Weapon (General)".
We do need better hybrid equipment and skills.
This is the mage build i run. The frozen gauntlets i put on ym action bar to quickly swap between them and the other gloves because one is for wands and the other for staffs
Does anybody know what the skill combat healing does? its bugged
its not bugged it only heals on crits
i assume u mean this skill
I think its because i have the game in spanish
yes that one, thanks
Thannnk u bro
u can definetly min max this better. there is alot in there thats personal preference for example the dabble into the tank tree. if u want to put those points elsewhere u can definetly do that
same for the runner points
however i do recommend to get the good metabolism togetehr with bloodletting. Its a huuuge staying power boost that also helps ur team if u play multiplayer. witha 60% chance to drop either orb with crit that gives 30% rather than 10%.
lock-on on wizard seem to be still an problem without free aim, right?
sticks not to the closest enemies, often aims for an enemy way behind
if combat receives another update (since this new version was also an good update) game will be more nice
yes the wand targeting is still shit
Wand target selection is still strange, yes. Wands did get increased range and projectile speed, as well as massively reduced endlag though.
also one more thing, if u want to go healer or staff heavy. if you find a ring of rapacity, keep it. it looks like shit but the 3rd upgrade gives u quickcharge, u can max it to have spells on staff charge 90% faster.
The exact data in my guide is not yet updated to include the patch, but it's still approximately accurate for most individual skill mechanics, if you're on the fence about anything. The only major change in individual mage skill mechanics is that Terror got heavily nerfed. It's still definitely worth taking, but you can't fully rely on it for survivability now. ~~Now you just get to die, instead
~~
the 60% chance is still pretty good. if u have channelling spells or multi shot wands. BUT YEAH IT WAS DEFINETLY NERFED
I gotta say dev team the combat feels SOOOO freaking GOOOD I love it
Yeah of course. It's still a very good choice, but mostly only if you use Lightning Channel, Bone Channel, or Shroud Beam Channel. You should be using these anyway cause LC is the best support spell in the game, while BC and SBC are your BBEG destroyers.
Also, Terror doesn't proc with wands. It's exclusive to spells.
oh, i hadent noticed, well i use staffs mostly anyway but yeh thats too bad then. SO if u wanan go wand heavy its a waste of points
I mean, if you want to go wand heavy you're also kneecapping yourself for no reason, even before factoring in Terror. With the current gameplay balance, wands are primarily useful as a fallback option
I'm glad you're liking it! We still have a lot of changes planned
TELL ME NOOOW
is that song lyrics or a request
are we gonna get spell gems to put give staves a spells that works like infinite spells?
are we gonna see more spell veriaty?
man im thirsting for more magic gameplay
why not both? 😏
Yeah mage reworks are still coming they weren't ready for update 8
yeah im excited for more mage updates ^^
In my head I read your comment like this https://youtu.be/qnkuBUAwfe0?si=Y2pnZjvKC8GvJ105&t=106
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Sweet! I have always felt mage was lacking a bit but unfortunately I couldn't formulate good suggestions.
Warrior and ranger I have enjoyed though! And this combat update makes hit connections feel so substantial and satisfying
i definetly said it liek that
Tell me your secrets almighty loaf

Short question here... am i right in the assumption that daggers do not scale with melee damage (PS: from strength) but are in fact affected by melee crit chance?
damage wise they only scale with dexterity as they are a finesse weapon, not with strength
melee crit and melee damage type like melee pierce or cut however DO work with daggers
Alright, that is what i figured. Thanks for the confirmation.
I am guessing swift blade isn't working either meaning daggers don't count as melee one-handed?
Yeah, some of the recent changes are a bit odd and probably should've had the skill tree worded better
Yeah the wording is a bit misleading.
In short tho: Daggers are melee/dex weapons and do notcount to neither one-handed or two-handed.
Correct?
Correct, it’s a 2 handed weapon. That just happens to have one weapon in each hand
So the two-handed skills would work?
Alright so we basically got three melee classes:
- One-handed (Strength scaling)
- Two-handed (Strength scaling)
- Daggers (Dexterity scaling)
That information i can work with 🙂
Thanks everyone. 
Yeah. Kinda hope they revise the skill tree to not screw the daggers as badly as they do with melee buffing
Or add str to their scaling
Does Relentless work with greatswords?
I know 'two-handed' is considered a separate thing for damage bonuses (which is...kinda dumb, but w/e), but I'm not sure if the same thing applies to Relentless.
why bloodrage doesnt proc on mele kills?
I would personally love to see Blood Rage swapped with the two handed crit skill, but thats likely a cost-balance choice huh?
I think im going to refund the points for pick and axe specializations. I feel like it just doesnt do enough to be worth that many points investments. 6 points
@hearty nymph Heres my Spellsword build, and for anyone else who's interested. On the mage tree there should be one less healer node taken. And ive been testing what has a higher output, GS gauntlets or Sunpiercer
I'm also quite happy with my drip
@glass ferry Curios what you think as well 
I wish The skills on the GS gauntlets were better
Obviously Titans edge is the real prize
But the Athlete points are a cruel joke next to the massive health at lvl4 from Sunpiercer
And Vigorous deflection is a sad little 15 stamina, when our pools number in the serveral hundreds
What do they do?
Lets you fill the focus bar for the special attack with the pick or felling axe
Uh, that...||already exists||...
wait what, which ones? i neeed these lol
uh no, they dont?
Eternal spells have been in the game for quite a while now.
Like, years.
gems that have a spell in them that u can slot into staffs doesnt exist
How is that any different from the existing systems
as signature spell that u always ahve with you where the spell level is the gem level
Also, technically that's incorrect because gem slots and etc
You already do this with eternal spells. That's literally what they're for lol
uh no. that is not what we have right now.
Just because it comes with inventory tax doesn't mean it's not otherwise identical to what you're asking for
look, i genuinly dotn see how hard it is to understand but it also doesnt matter that much. it was mostly a fun idea. There is no reason to really spam this channel over that so you know what? Youa re right.
i see what you mean Alish haha
And as a gameplay developer for over a decade, I genuinely don't understand how your suggestion is functionally any different than what already exists.
you are right
i would expand say that these "gems" could provide some cool effect, like if slotted into a gem slot on a staff, adds additional effects to existing spells or if slotted onto a sword or bow adds "elemental" effects
I feel like I'm going insane. Please tell me you two haven't tried the existing gem system.
the existing gem system is actually really limited and alot of gems arent fun
well there are some but they are mostly situational
That's because it's the system's first incarnation. The balance is all over the place. That doesn't mean it's not exactly what's being described here.
so whats wrong with me proposing a fun gem idea? i know its the firs titteration so aare we not allowed to say its limited? are we not allowed to critisize it?
the gems are "weak" but they do exactly "add additional effect to existing spells or if slotted onto a sword or bow adds 'elemental' effects" lol
yeah but imagine if a gem thats adds range projectiles to sword at full health *cough cough i see u Link
try the gem of aerobics
u need to jump for ti but it might work havent tried it though
There's nothing wrong with suggesting new ideas. I'm just baffled how you think the particular suggestion you gave adds anything new.
yeah thats is pretty cool, but i recall the damage limited? ~ unless its been increased since the new update
Oh my god thank you
yea it's all about the damage
those are actually the most boring ones
Yeah it would be nice if gems were more significant, more varied, and less grindy.
not what i mean
but yeah
Hopefully we see that happen in future patches
just look, jack suggested a mastery sword effect, you said gem of aerobics, and he said "yeah cool but the damage sucks"
lol
lets hope they do interestign things with it
They were being sarcastic
Atm the most useful gems are pretty much all utility
yeh ir ealize that as he says it was a reply to another
And Soul Reaping is way overtuned
Like jfc absolutely nobody needs that much healing
Still one of the best staff gems though
u should see some people they actually do xD
gems that change attack patterns on weapons would be cool like stances
Literally how??? You know how much that gem heals, right?
The tooltip fully lies about it
yes i know. certain dagger users get really agro and get killed really quick. it is funny to see.
Ok fair lmao
i do agree the healign is overtuned
Still, even with a lower amount it would be just as useful for players like that
It also doubles Bloodletting procs lmao. Even more stamina and MP orbs
sh*t ur right
Same for Necromancy, sans the 1hko bug
I use Soul Reaping on all of my weapons now (full mage). Used to use Currents on a few select ones, but with the Water Balloon changes I've ditched it entirely
Way too squishy to tolerate being Wet now. Need to be able to gtfo
the curtrent ones when it was bugged was funny, iut applied the soaked status and it was very funny to use. tbh a gem that just puts the status efects on enemies on hit would also be good
I...don't know what you're saying here. Currents' purpose is primarily to directly apply Soaked to enemies when you hit them
i have tried with liek a water cannon and then usign it but the swapping is just annoying xD
wait can u post aprintscreen of the gem? i mightr be thinking of the wrong one
I'm not at my PC. Currents literally says when you're Wet or Soaked and you hit an enemy it applies Soaked on them for a few seconds. Also they take a tiny extra bit of shock damage
Fair. Though realistically you only need 1 staff for most content so slapping that in your LR slot makes it much easier. That's what I do.
no i do have the right one. this doesnt apply the condition. it deals extra damage when they do have the condition. but it was bugged when released and applied the condition automtically fulfilling its own requirememnts for the extra damage
Any time I want a different staff, I know that'll be the case well in advance so I just swap them out in the LR slot
u need to be wet first
I...
sorry yeh
i miss read
miss remember
but yeah u didnt need to be wet in the beginnign for this condi to apply
Ok phew
Anyone have link to an updated skill planner? the one in the pinned comments is out dated
It's still being developed.
There isnt a web version yet but the Enshrouded Companion app has it updated.
@gleaming musk Just installed the update, wanted to know if u have an updated skill tree build
I do not, unfortunately, as I've been crunching at work. Most of the advice for individual skills is still approximately accurate, with the main outlier being that Terror was severely nerfed. It's still worth getting though -- just not as important to beeline for
You can mostly focus on getting the same nodes, but SP are way tighter and the order you get things has changed. Also seems no longer feasible to get both auras and also have decent range on them
You may also need to sacrifice some things for the sake of survivability. I didn't have a fully unlocked world file in the playest and was speedrunning the progression with my max level mage character using approximately the same skill choices. Started to feel a significant drop in survivability in the Kindlewastes while wearing unupgraded Albaneve gear
Also @sour rain worth noting is that Water Balloons' water block placement is now a sphere instead of a disk. They can now be used to reliably proc Soaked without relying on Gem of Currents or being Wet.
Though the crafting recipe did get borked
I didn't see in the final patch notes changes to either the pump or the watering can, so I admittedly didn't test those. Previously they were extremely unreliable for applying Soaked. Did they get changed as well?
Either way, you burn through water extremely quickly with the pump. I use the pump to keep my water ballon stock up in the field
It feels more reliable then last patch
You can bounce the water off even a small tree very easy
Oh, no. That isn't what I'm talking about
The previous water placement from Water Balloons prevented you from directly applying Soaked to many enemies without a wall next to or ceiling above them. Same for the pump and can. Otherwise the only way to do this was rapid-fire water balloons at enemies to quickly raise the water level high enough. This only worked on small, grounded enemies, and unreliably at that. It made all 3 tools highly impractical for direct application to enemies, and outright unusable for others. Meant that using Soaked offensively was only really an option when you used Gem of Currents and kept yourself Wet.
Now that Water Balloons place a sphere, you can reliably apply 30s Soaked even to flying enemies and bosses in open air (assuming you hit them anyway). No need to stay Wet.
The fact that being Wet is no longer practically a requirement to leverage Soaked means you dont have to waste points on Wet/Soaked Dog, can trade Currents for Soul Reaping, and you get more stamina to leverage the new dodge i-frames and reduced wand endlag. Helps offset the other reductions to survivability
Even if they did also modify water block placement for the pump/can (and I hope they did), the pump burns through water much more quickly than water balloons do. This wouldn't be an issue if water sources in most biomes weren't fairly uncommon. Using the pump to craft balloons in the field lets you stretch your water supply.
okay, how do strategic maneuver and blink work? Does Blink just overwrite SM? Or do you get sideways blinks?
Crazy thought, what if Righteous Fire triggered from any healing?
Pretty sure it says on SM that Blink overrides it
Blink completely overrides SM.
yeah, I checked, the wording was a little confusing and I hoped it'd be a sort of teleport advantage. Strategic Maneuver is a terrible "bridge" skill, but I guess it's only 1 wasted skill point to get across to Splash Dash
Even crazier thought: what if Righteous Fire triggered at all? 
That would help tho

Again, the issue is healing spells are butt
Yeah, but tbqh the effect from Righteous Fire should either be an innate feature of one of the spells or work on all enemy types. Maybe both.
Healing spells are incredibly one-dimensional atm. I wrote up a lot of feedback during the beta about the different ways they could be fixed
If it worked on all enemy types, and triggered off any healing. That'd be incredible
Honestly, if it worked on all enemy types, I'd want it to be slapped on Heal Channel as a core mechanic. And then to also be able to proc Terror and Bloodletting.
Leech effects are already very good. Making them stronger when they already overshadow healing spells is not really the best idea
Pick up little green ball, thermo nuclear explosion triggers
I could get behind orbs triggering it, though. Specifically orbs generated by the player who has Righteous Fire
For that matter, all orb types should also be able to crit if the person who made them has that Healer skill
And life burst
For that matter, that crit healing skill needs to actually work properly 
Life Burst would make sense too. At the very least any mage tree nodes that result in healing (except water Aura, probably) should proc any "on heal" effects from the same gd archetype 
Life Burst also could really stand to be modified by healing boosts. Atm its pretty garbage
And radiant aura...needs to not be garbage as well
Martyr is currently garbage too and the devs took that away from Healers as well for some reason lmao
Mechanically, its intent makes as much sense to give to Tank as it does to Healer. Conceptually, it makes more sense in Healer. It should really bridge the two trees
Battlemage and Healer should swap places
I have a lot of opinions
doubt a skill that only triggers on death is ever gonna be very liked
unless it was a cheat death
the mechanic could instead be like a "after taking 200% of your max health in dmg"
Nah, I proposed a fix for it. It has to be all of very powerful, not abusable, and facilitate resurrecting the person who died in order to play well.
which kind of plays into what a tank or healer could be doing
The suggestion's tl;dr was that it should massively increase ally defenses so long as they're within radius of the Martyr's corpse, to make up for the lost Healer/Tank.
Then a followup node would augment the effect to also amplify ally damage, and cause the Martyr to be partially revived for every bit of damage their allies dish out.
With that, it functions as a "last stand" kind of effect at base, then gets upgraded to a "enact revenge" effect for the party.
Right now it tries to be a "last stand" effect, but the buff is hardly noticeable
A UX element of the suggestion was also to produce a toast in allies' UI alerting them of the Martyr's death, & beacon to help them locate the corpse
🤷♂️ idk id be open to being wrong, i still think an on-death effect like that wont be very well received
On-death effects aren't really a new concept. Sometimes they get implemented well, but most of the time the designer is way too conservative with the effect.
In most games, dying is an extremely negative event that players try to avoid. Any effects that trigger on that need to reflect the severity of the trigger
Another on-death effect Enshrouded has that's poorly done is Last Meal. Unless you're dying at least once every 20ish minutes, it actively weakens you 😐
the on-death effect needs to be better than just respawning immediately too, so your friend/party needs to be nearby, and your respawn would need to be sufficiently far enough
FWIW, in extremely recent gaming history Clair Obscur: Expedition 33 is an example of well-liked on-death effects. Those effects are a fan favorite.
i actually haven't given that game a go 🫢
There's also some extremely ridiculous builds you can make with them
3-man, but there's 5 characters at any time
One of the available upgrades is literally just "Die at the start of combat" with no other effects lol
im just recalling my deaths in enshrouded (always play with 2) and i think like <10% of the time id care to wait for revive lol
That one is meant to be chained with other effects as well. One of the goofier builds out there shows how you can chain effects to nuke enemies as soon as combat starts, without taking any actions
That's largely due to revival being mostly useless
And slow
yea there's a game called Siralim Ultimate which is mostly about creating a party of perks/etc that synergizes to extreme heights
All too often it's an actively worse choice in combat than just ignoring the death and finishing off mobs, or the dead person just respawning
that immediate dying on fight start + some "on death" effects could chain for fun shenanigans
idk how it'd be geniunely useful in enshrouded tho
That's basically how Clair Obscur does its buildcraft as well
oh neat i never heard clair described like that, ill have to take another look
i enjoyed siralim a loooot
It wouldn't, as it stands. Base death mechanics need to be changed. Before anything else, you should only lose your buffs when you choose to respawn, not the moment you die 🙄
yea food saving would be nice
l
Hi, do anyone feel like wolfs are very overtune in hard mode?
it's come in pack. faster and hit harder than human enemy. lunging at you with very large hit box and rarely sit still for you to hit them back.
You did say "hard mode" , right?
I have heard that the "hostile wildlife"
wolves, hyenas, snow leopards... all seem to hit like a truck 
haha it's about the only thing i noticed goofing around in this update
Yea hard mode. I don't complain about it being hard as it's suppose to be.
but a pack of wild wolf shouldn't scarier than a pack of shrouded monster. the wolf hit harder than either bandit or fell enemy.
They also die a lot easier
Any advice for better understanding the combat better?
I am coming back to this game after a break, and I love so much about it except I am having such a hard time with the combat! I am about level 11 now, and getting 1 or 2 shotted by the two bosses that the game is leading me to fight: the Vukah Brawler quest and the Fell Wispwyvern. Both are destroying me while I barely do any damage to either.
I've upgraded the best gear I can find for my build (Archer), I'm eating before the battle, and yet still it is over in like 30 seconds.
Also: does the player generally take more damage now in this game? I swear I'm getting some pretty bad hits incurred from scrub enemies, like wolves or whatever. I can 1-shot them, but they still can take like 1/3 of my health or more in a single hit.
Combat has recently been "tweaked" in some cases it does feel a little overtuned... That being said, it will get easier as you progress and level up. You might have noticed gear now comes with Skills built into it, at least at higher quality levels. This will make a big difference in ease of play as you get and upgrade better gear. My best advise for you as a Ranger would be to unlock Blink asap... It'll make a world of difference to your survival. Being an archer/Ranger is all about avoiding damage, Blink is amazing for that. Stand back, pick your shots and keep moving.
If worse comes to worst you can always turn down the difficulty for the boss fight ,just to get past it. The games setting are extremally customisable.
Ok that's a bit validating to hear, it does feel turned up! Is playing a ranged build going to be more difficult in general now playing solo? Maybe I should respec to a warrior for the time being...
Also good advice on difficulty. I hadn't even peeked at those settings.
As far as setting go, have a look, there's a lot there that can be changed to make the game feel better for you to play... I have two characters, one is an outright Ranger, it took a hit with the last update, but once you work out the changes it's not too bad. Damage output is slightly lower but not really that much of an issue. Damage taken feels to be a lot more punishing tho. My other character is a Warrior type, he's more or less unkillable. I think for ease of use, this is probably the best "class" at the moment. The two handed skills got some nice buffs and overall fell very strong.
Yeah maybe I switch over to a warrior for now to keep things less crazy with all the new changes...
And I'm peeking at the difficulty settings now, and hate to say it but the Relaxed settings look really appealing, haha.
I don't like easy games necessarily but I'm getting frustrated with the exploration paired with some very unforgiving combat and encounters.
Once you gain a few skill points and are able to unlock more of the Ranger skilltree, you'll notice a big difference. Also keep you eye out for any Rangerloot/armour you might fine anlong the way if you are thinking of changing back, it'll halp out a fair bit.
And I guess I feel like my character isn't getting all that stronger. I do more damage but it seems like I take the same as I did low level.
Which tracks w/ what you pointed out about Archer / rangers anyway
This is a slow progression. You might feel this way again when you enter a new zone/biome, but you will gradually become stronger.
Ranger is also very challenging early game, when skill points are light. Melee and magic playstyles both have access to very powerful sustain options (water aura, life leech, battle heal etc. however there’s a very powerful ring you can get at the Moth grove called the Gemini ring. I would suggest you get yourself a couple. Then upgrade them to the life leech, this will also increase your damage vs the fell. So the wisp wyvern should be easier
Great advise with the ring, and pretty easy to get.
Great advice from both of you! Thanks @cursive citrus and @bronze hollow. Wish me luck 😉
what is the best dagger in the game currently? poison stuff on baroness with upgraded poison damage does quite well on early enemies
but i'm wondering if that changes, many already resist poison damage
idk if there is anything else with a higher damage output
Broodmother is also quite good
If you're ok with spoilers...
Has anyone tried a Shockwave/Kick build yet?
Just seeing if there are some tips for it, or if pioneering in the dark lol
This sounds like pain...
I mean it's fun so far, parry things and instant kick them, pushes everything back, then merciless attack for a health orb
That's my loop so far at least
But I'm likely missing something
will you be able to deal with flying enemies and Bosses like that??
Grapple
Battle Heal keeps me topped up as long as I don't just tank every hit
The only things I'm having issues with are enemies that I don't recognize the attack pattern yet
That and I'm still only level 20 so the build is only half done
Eventually I'll have 2H specialization too with the uppercut skill
More skills will defo help. I just wonder about killing a some bosses like that
The first boss was rough till I actually used the stun mechanic
the retaliation one seems meh, no?
This will help. I think you'll need it in some situations
I mean, the idea is to not get hit, right? but with them at least if you do....
yeah, usually you shouldn't miss parries with daggers i suppose
If you have a merciless build, it's good because you're locked into the animation
Lets you "return" some of that damage you can't avoid
that makes sense
Personally, I'd use the Ice coated daggers.
Get the Gem of Battle Frenzy and add HP and Stamina Regen to the build too, helps a lot with being topped off
I'll take a look
Hi all, when it comes to weapons does the level of the item like Rune Master's Sword stay at 28~ or can you find a weapon of the same type at lvl 50?
you can find same weapons with higher stats then upgrade them for even more power
I have a question for the developers. I don't understand something: why didn't they include a weapon similar to the staff, like a crossbow that enemies fire three arrows from? It would be incredible to have that in the game. I just can't understand why they didn't think of it. And the range of the wands is ridiculous; you can barely hit anyone beyond 3 meters.
Since the patch, in combat, it seems that I'm by default in the "target lock" mode that used to need you to hit TAB to engage it. Is it only me or is it the new normal ? I kinda hate it.
for wands, I hate it too
hey guys, so i have a few skills that are getting pooints from my gear. are those nodes "active" if i dont have any points in there at all?
No, only if you have a point in the skill
i just found a wand that can level to 52. i didn’t know that was possible.
does that mean there is equipment that can go to 55?
It's a glitch, apparently if you upgrade it drops back down
How good would you say is poison? Did it got buffed? In update 7 it felt like pointless to take poison weapons, because it barely did any damage and so many enemies were resistant to it.
It’s got ups and downs
Like you said
But if built properly, it’s a lot of bonus damage
what settings are you playing on? Did you pick up the 2 50 HP points in at the start of the warrior tree? they are my first 2 points on my mage buidls
also mixing gear is still better. Warrior HP chest is still better for mages and archers most of the time, even with the changes to armor.
So there are enemies that are weak against poison now? In update 7 poison barely did anything, most of the time it would just been better to do more damage. For mages fire always felt useful as there's many enemies weak against fire. Poison on the other hand, didn't do much. Like it was like half of the damage you did by hitting an enemy once and that took a few seconds of time to actually do that DoT.
It’s not so much that enemies are weak to it, but you can stack enough bonuses for it do pretty great damage
But if you stack damage bonuses, then wouldn't be a regular weapon with physical damage enough?
On the higher difficulty and enemy levels, it’s always worth having more damage
But if enemies are resistant to poison, then you're not doing more damage with a poison weapon, even if it has a tiny amount of DoT.
It’s free damage ticks that’s boosted by “enemies take more damage modifiers” and while the Hollow and Shroud enemies are resistant to it. The living enemies are not
Obviously if it’s a dedicated dagger build, you’re building for things like piercing damage/battle heal/veteran
But breach is actually very strong for daggers too
Tbh, poison is probably one of the better effects for bosses, since it prevents them from the issue of de aggro hp resets
I remember poison doing mostly nothing against Scavangers. Its like you shoot an arrow into them, they lose 60% health, and poison only did like 2%
by doing physical damage you would kill stuff faster than with poison.
I mean definitely yeah, it's just safer to poison and then block and dodge a lot
Personally I like to poison things fast and then disappear
Does this really work? Haven't really had bosses regenerate on de-aggro even when playing solo.
I could shoot them they run in my direction, give up the chase and I shoot them into their back.
I used it to prevent the big dragon from de-aggroing a couple days ago
Not sure about other bosses but it prevents the 10s windows from being too terrible
Huh okay that sounds useful...
Yup, made fighting it much less buggy with how the recent update has been
although skill tree also has that stuff for Poison Mastery but its for Daggers only.
Maybe I really have to try Daggers out...
I know that Daggers were pretty weak before.
Most of the time stuff on Survival difficulty is dead, before it can reach me though.
And most playtime was on update 7, didn't got that much in update 8 now.
Daggers hit hard and fast, it does encourage taking blink or the other changed dodge roll though
It makes them much more viable, still a little dodge heavy though
Why do I need the dodge roll talent? Currently I can just roll past the enemy, due to new i-frames, and hit them in the back.
That at least worked for backstab damage a couple times.
Its not necessary but it makes keeping up constant damage much easier
More so for normal enemies than bosses^
So it makes that dodge-past-them-and-backstab easier to do?
Pretty much yeah
Also not sure if it changed, but it makes dodging while locked onto enemies easier
Oh I never use the lock on
Then it probably wouldn't matter as much for you
I don't even know how to switch enemies while locking onto someone.
Thats how rarely I use it.
I rebound all of my controls immediately so I have no clue lol
I use middle mouse to do it personally
Problem I have with lock on in most games is, that its often to static. I then only hit guy x, but can't swing between two guys hitting both.
I only use lock on, when the terrain hinders me in seeing enemies that are below me, which happens sometimes if there's a bush, or high grass behind my character.
Yeah this game and Monster Hunter are the only games where I've used lock on features much, and it's mostly to locate things off screen faster
I wish we could lock onto items...
I was going to so many locations and I'm always amazed in how much stuff I actually miss.
I like legendary equipment, but I think I already have that in my collection.
@gleaming musk regarding one of myh previous questions about the gear for the || veilwater basin location, is dropped gear better than the crafted gear for any armor piece || ?
As of Patch 8, crafted armor is all at most Epic rarity and Legendary rarity only comes from drops. This is true across the board, for all armor
How does someone craft epic armor? If I craft stuff at the Blacksmith it comes out uncommon?
Does rarity increase with later armor?
Yes 👍
Edited my comment to clarify
Definitly better if drop at legendary rank : better rank (obvious), better stats and better passif (4th one)
Crafted gear is Rare... Epic and legendary are only from drops.
Are the eternal spells worth using ? I'm wondering if i should just craft spell scrolls instead
The eternal spells are superior in basically every way
well, they have a very little bit worse mana efficiency if I remember correctly
I have to say, whoever was in charge of the great sword revamp nailed it. I still think the skill trees need some love but they're incredibly satisfying now.
I still wish we could reroll item traits. That would be a much better use of the gem forges. Id use a lot more weapons if I could get 2x health leech on them
aight thks !
dagger heavy attack is disappointing, there's no reason to use it even for stagger
why lock myself in animation when i can parry into finesse kick, or just level up kick which scales way better with dex
Good for quick single target execution and thats about it tbh
Also pretty sure the backflip has i frames
In the case of the shock spells, yes they have a higher mana cost. However they do faaar more damage
I have this gem on this bow, but using another bow (no gem) to aim, and still can mark enemy. Is this just work like that or it a bug?
that's strange if true. I had the impression all spells are about the same on the damage/cost progression depending on levels, while eternal spells a bit less efficient maybe.
If you mean they do more damage because eternal spells are higher level, it could be true. Though some one-shot spells are higher level than some eternal and so do more damage.
But otherwise the ratio damage/cost should be mostly the same and specific numbers depend on levels of spells
wdym execution? feels like it also does very bad damage, the delayed dual hit when you delay input does a lot more damage
either spam basic attacks or do the delay input one is just better, i honestly fail to see any scenario where you would want to use it is the problem here
It's done more than high enough damage for non elite enemies, and even most elites, when I've used it, also the stun meter fill can prevent enemies from notifying other enemies of your presence
Aka if a sneak attack doesn't immediately kill, using that will either kill or stun enough for a kill
the only things ive seen it stun are small enemies, rats or wolves
it barely does 25% or so stagger on a humanoid enemy
can you provide small clips or more info? are you doing it on enemies same level? is it full end game gear with max stats?
I've stunned pretty much everything but bosses and elites so that may be a skill point difference if I had to guess
And yeah I can later. Im out of the house rn
aight, much appreciated
I can fill out a quick skill tree if there's a link to one that's updated for the current skill tree, but I basically have entirely invested in increasing stun and sneak attack/backstab damage on my current character
anyone have an extra decent bow and dagger around? i cant find any good ones in my game rn lol
Depends on what you search for. I started a new character and world, didn't really play that much the last few days, and I'm just in the Springlands, early Revelwood.
I have some legendary dagger + bow, as well as some scout armor pieces, but thats all early game equipment.
Im still in spring lands and revel wood too. Trying to move over to nomad
Iirc, there should be a good pair of daggers near where the farmer tells you to go for a side quest for the baroness daggers, legendary baroness daggers if I'm remembering right
Should be in northern revelwood
I think*
I heard about the quest. Not sure which one it is yet. I’ll have to find it
Should be near a bandit encampment that has a matron in a building in the back right from the entrance, the tower and pit that they're in should be on the left side
Ooh I think I know what your talking about thanks
is it a bug that I can be knocked out of using my special or am I just bad?
Been away for apparently 1.5 years, heh... some questions from a returning player...
Does the passive "Frost" (near the end of Wizard) not work? I'm certainly not seeing any "slowing" of melee enemies.
In games like this I tend to lean more Paladin. When I last played there was a very slow pulse heal, kind of shot up a 'green rain' and it would drip down onto you, but I can't seem to find ANY heals that affect me? The only thing that seems to heal me is Water Aura? Did they change staff based heals to only affect groupmates now?
Are there no online talent calculators that are up to date? It looks like the 2 I used to use are both outdated?
If the slow isn't working then that might be something that needs a bug report.
Heal Channel should heal you in addition to friendly targets, but the targeting likes to prioritize every nearby friendly except you if they're within a few meters (players, summoned skulls, etc). It's one of a number of reasons why the healing spells are in dire need of an overhaul.
I don't think there are any talent calculators up to date right now. There was a patch a week and a half ago that completely overhauled the skill tree, so I imagine they have a bit more work to do to bring the calculators up to date.
I mean, it could be, just not 'slow enough' for me to notice?
That's possible too. I haven't used the skill myself so I don't know if it could be working or not, but if it's too weak to notice then that could still warrant a report to buff it.
Yeah, Paladin seems not really possible due to lack of healing and most auras aren't really 'Paladin' style. (Current theory is calling it "Frost Knight" instead, since I basically just use Fire / Ice for staff, and Ice seems better in most cases since fire takes double the cast time.)
Hope I'm not interrupting, but question:
The the mage-one-shot-acid-shot thing still work after the tree rework?
If so, how is it built?
Unfortunately until the healing spells get reworked to be more consistent any healing build, paladin or otherwise, will be a bit lackluster.
the acid spell got nerfed a long time ago
idk what anyone is supposed to do with it atm
The Acid Bite spell has been a dead spell for a while after their attempt to nerf it swung it too far in the other direction. The best that can be hoped for is that it gets fixed along side the promised mage updates coming in a later patch.
it might, in the right spot, deal an ok amount of dmg vs dragon when he's incapacitated but meh lol
Hard nerffed, or is it still usable, just no longer one shotting?
Ah, that naswered that
hard nerf 🥲