#combat-and-skills
1 messages · Page 18 of 1
What 1H sword you recommend that really looks like a sword? (No light needed)
have you found the gold double flame sword ?
yes
I will try it
they are the most sword looking sword I had to choose
yes, I have one of this "Drak swords" at the moment, but the design is too ugly
I use the stamina recovery one because I bounce around like a 90s gummy bear cartoon character
I use currents in my "fireball staff of clearing bullshit"
What's a good site for updated Enshrouded builds?
you can import the characters file directly on this
instead of having to manually select the skills one by one
Thanks!
I'm not sure... There's an option to share your build, so......maybe?
no, that one's made by me, i'm saying that you can import characters file directly
it currently has a bug where you have multiple characters, i'm working on that by adding character picker
oh, my bad. I didn't look at your link
Does eternal frost arrow scale with int or dex?
Everywhere I check its int, but seem to not scale up.
It scales with Dex and any Frost damage increases
Kick is so fun to use holy heck
Kick them all
I have a question about the healer in multiplayer
- Is it a bug or intended that you can block healing from friends?
- More controversial: Is it a bug or intended that the item used to block healing from friends gets damaged (lowers the durability)?
In a classic MMORPG setup, where the healer stands to the side of the boss, it’s possible that the healer keeps damaging the tank player’s shield – I can’t imagine that’s how it’s meant to be 🙂
I still haven't played in multiplayer with a healer so I don't know for sure but it seams like a bug
I’d rather ask a few players first and get a bit of feedback on what they think about it before I go and submit another bug report 😄
I need skillpoints. Is the Focus/Special attack for 2H really useful?
always nice to have
the greatsword is not the same as the other 2h
for the focused skill
the sword is a bleybleyde
the other is a leap
too many skills with "nice to have" 😉
2H Greatsword is useful
Blatantly. It offers utility the rest of the moveset doesn't have.
Axe and Hammer is... Nice damage
The 2h weapons feel reeeeally good compared to all other melee options imo
I like that 1h feels straightforward and adaptable but I wish it had the alternate attacks that dagger and 2her do. I feel like with 2H I actually kinda think and/or make choices
I asked about build sites yesterday but only got to look at those links today. Thank you for the builders—however—I’m looking for builds others have made, specifically focusing on ranger with dagger backup.
If anyone has any sites that list others builds, I’d be very interested!
Not saying that there's 20,000 fathoms of depth to combat mechanics but I do like that I get the semblances of catharsis/flow/skill-expression from 2h
Are there that many unique apporaches to daggerbow?
I have no idea. I’m terrible with builds.
I don’t enjoy trying to figure them out. Generally just like a build guide that explains where to put things and why.
I have been playing around with it and, unless you have a specific goal to role-play combat wise, I think the general advice would be "basically all the bow nodes are worth it/useful/powerful" and "only take the stealth nodes in dagger if you reeeeally wanna RP stealth"
daggerbow is best written as daggerbow if you catch my drift
Stealth?
aw darn no gifs
I keep forgetting 
hey man, there is a stealth mechanic! I'm not gonna tell someone not to use it if they wanna
I have used the stealth mechanic, lol
It's certainly not... ooooptimal. but it's cool! I'm glad it's there
it could be better still... there's a lot of potential in the systems they added with the most recent combat update, but also a lot of bugs were introduced ||(a particular boss de-agro-ing and resetting all of its health..)|| and stealth feels... off still, lol
I play custom with a couple of the combat options set to the +1 tick hard difficulty and I find daggers reeeeally challenging to use
I wish the heavy attack could hit more than one thing though 
the de-agro-ing is brutal I have shed many an under-the-breath swear over it
the new "focus attacks" or "specializations" are really good though
but heavy attacks are half baked and needs more time in the oven...
I think for 1h it makes sense for heavy to hit one guy, I do kinda wish 2h heavy hit whatever it hit. At least with hammers if not all 2hers!
you can hit corpses
you can sure hit wooden pallisades on the floor
I have used the 1H heavy attack, and hit the corpse at my feet instead of the enemy in front of me 
actually hitting an enemy with a heavy attack, is oddly hard because of the "only hits ONE thing" problem
I know, the hit...thing. Hit-targeting? Soft targeting? Hitbox? for the heavy attacks makes me dry heave like 60% of the time lol
It seems to be connected, yes, although I don't really have any insight to how the Enshrouded engine works
if the sword's heavy attack specifically, was a Stab then I would understand the "only hits one target"
but because 1H mace and 1H sword use the same heavy attack, a large, overhead broad swing downward... I'd prefer it just hits multiple targets.
as is, I find the heavy attack actually useless in combat. 
The soft locking definitely needs some work - it's a bit of a scuffed hybrid system they've got going right now, since it's basically a tab targeting system with an action combat
Which, I suppose no one does because it's proprietary! Which is cool but also, I expect, why combat was so doofy starting out and not-quite finished baking now. 3D action combat is friggin hard to code 😭
the thing is, if a normal attack can hit 1 target, and a heavy attack does x2 damage, longer animation, and hits 1 target...
heavy attack wins
but the normal attack can hit... 2 targets...
Actually a nit pick I have with "one handed melee weapons" is that they hit in almost a 360 circle around you on a basic attack haha
that is a fair complaint, lol
I expect that's the logic on why heavy only hits one
but that makes the heavy attack useless 
I do actually like the 2h heavy though...
You can use it to stun lock an enemy (when it targets properly)
What's weird is that the combat on default difficulty is a liiiiittle too fast and a liiiiittle too punishing (not factoring for life leech and all that jazz) for making heavy attacks a more deliberate risk/reward choice so I clock why they can't be multihits and have a tiny pushback- otherwise you would always use them or never use them
a normal attack can hit 2 enemies, even 3 enemies! so it instantly does more damage than a heavy attack does...
the heavy attack's balancing should be from animation or endlag ONLY not... only hitting one target...
2h are the most viable weapons in the game other than bow imo but I don't like using powergamer lingo cuz I am a design junkie
the italics of what you said there is what I'm addressing on my message right above yours, I agree, though I think the reason it isn't that way is because of the fundamental design of Enshrouded's combat as it stands
the fact the attack does x2 damage, but takes longer should honestly kinda make it a "wash" between what to use, more of a style thing... but heavy attack still leads you to potentially getting hit more.
It's in an awkward little spot
it very much feels "Half baked"
this combat-cake is not fluffy enough 
Right on, if it does 2x damage but takes 2x as long to throw, that's not an advantage. The pushback is the oooonly thing that makes it desirable imo
I wonder if heavy attacks are even affected by the "1H/2H swing weapon faster" perk...
It does but I try not to use sweeping statements cuz I like to be constructive and I play "armchair game designer" in my secret private moments at my study (lol)
I think the "half baked" feeling comes from the uncertain design ethos
The game wants to be zelda, GW2, skyrim, and bloodborne at the same time and, even though they're all good (except skyrim, which is ancient) 3d combat systems, and it's good to be influenced by them, combat can feel weird unless it has a strong central direction in its design.
If you're gonna rip a combat system completely off another game, there's nothing wrong with that imo and it's nice cuz you have the core design premises baked in. If you're gonna make you're own hybrid, struggling to provide a strong original design premise, or show it, would probably lead to that "half baked" awkward feeling.
Like I know it's hard to actually code 3d action combat but I think it's also easy to overlook how the small things add up at the top-down design level
I suspect Enshrouded's combat is a placeholder that is in too deep and that it would take a lot of dev time to make it less awkward- Update 8 helped though, the new little features, skilltree rework, and like... numbers adjustments, I suppose, all did a good job hiding that awkwardness. innnn my opinion
Feel free to disagree with me hard ofc I just talk a lot, don't necessarily know what I'm talking about and I love discussion :)
This is how I feel, not about combat as a whole, but about 1H melee in particular.
None of 1H melee exactly feels how those weapons should feel, imo. They all have the same moveset and no delayed attacks, which makes me get a sense of "we need a moveset for these weapons because they need to have a moveset" but didn't get any farther in concept
Can someone give me the most busted build so i can just get that and have an easy time? Not really trying to get into the whole build aspect of the game, just wanna farm and chill
There isn't one - just adjust your world settings to give yourself loads of extra stats and make the enemies super weak
Just wanna play on standard settings, but the "best" build so i dont struggle with forced combat
Surely there is something really broken or multiple things that are all alot better than the rest right?
Not really, no.
2H is probably one of the easier routes, with a bow or staff for some ranged
But everything is fairly similar, and there's definitely not a "this is OP broken" build
It's pretty much 'cozy combat'. I don't really think they are going for anything super serious.
If you want super serious, super in depth move sets for every weapon, you should look at No Rest for the Wicked. They have innnnsaannne move sets, and they actually matter since combat is more 'souls-like' (in that it's super dangerous.) (They are preparing for a final big move into having classes, so there will be even more big changes in the next few months.)
My issue with 2hd is that it just feels super slow compared to 1hd. My issue with 1hd is that there really isn't anything going on to make 1hd/shield super compelling (though I default to paladin-like with this kind of game.)
I don't really need anything more crazy than what we have, I'm actually a big fan of the combat. But I do think every melee weapon class should have a delayed attack, and if Greatswords are going to be different than 2h axes/hammers, so should 1h swords be different than 1h axe/mace. That's just to bring things in line and give 1h/2h the same button press options across the board
I've been saying for like 2 years it really feels like they need about 20% more nodes for the passive tree overall. Right now you are kind of too forced to branch into areas outside of your 'class'. Having more options for a specific branch/area would reduce that need.
(Like for people who want to focus 1hd/shield, some nodes that increase damage blocked, reduce stamina cost on block (I've literally seen like 75 stamina knocked off me while blocking), further boost to speed, etc. More passive aura for paladin types. Like if you look at magic you can't really spec into a specific type other than the '+30% damage node'. (No cost reduction options, nothing like for Ice allowing a stacking "Freeze" debuff that, you know, actually freezes after a point, etc.) The ability to build into more of pretty much any stat without going across the tree, etc.)
Really if they spent some time looking at what Path of Exile is doing, especially now that there are gems in the game, they'd probably get a ton of ideas there. (Or maybe even games with smaller trees like Diablo, etc.)
Not that I'm super poo pooing it. 🙂 It's cozy fun and nice to have a game like that. It's just that I could see it being potentially way more interesting and involved.
call me silly, but I have somehow a problem simple with the weapon design too.
And overall.... skills, weapons, weapon perks, gems, rings, now skills from equipment, a lot of movements... ... ... individual gameplay and adjustment, yes, but "I don't understand" and "that's too complex" too.
Is it normal that all staves except one have no durability whatsoever? They are literally unbreakable. One of them, the "root staff" stands out though, and it does have durability. Is that one a bug, or are they intending on adding durability on all of them eventually?
Thats weird and probably an unintended thing, especially since bows have durability and they're the physical equivalent to staves
I don't like Health Leech, makes game easy mode.
Unless you meant to reply to the person actually asking about an OP build lol
A build i would say is busted is actually pretty easy to make. Get a 2hand axe or sword with health leach and cutting damage on it. Socket it with gem of bleeding
Put on rings with health leech.
Stack health and crit chance and get all nodes that heal you for X% of your total health when you crit.
You’ll almost never die unless your one shot. Even then the bleed will resurrect you. You’ll be nearly unkillable
Yes sorry
I was going to say pretty much the same, the closest thing the game has to an OP build is just one that's really good at not dying 😅
🙁 glider boost is so useless now - it was my favorite thing ever, cause you could make quick weird jumps to get to hard to reach places..
skill update was the worst thing yet for the game 🙁
Why do you think so?
You used to be able to use it instantly at full power - so you could jump, fly, boost, all almost instantly, and by interupting the flight quickly too, gain height quickly in tight spaces. It was a fun skill to learn and master, and made exploring faster and comfortable.. Now the boost takes several seconds of flight to charge, making it useless for those purposes - now it will only extend your flight by a few seconds IF you've already flew for a while.. just makes it a bit more boring xD
since the latest big updates is it possible to enhance the elemental damage of a melee weapon via mage talents?
I find Uplift still very nice for getting up little places and getting some height advantage getting around. I suspect the instant use change was entirely to stop people from making quick, weird jumps to bypass certain puzzles and exploration aspects.
I still get stuck in the block and sent back in the past
by past I mean the respawn beacon
but it can take time to get back your progress
I think my question to the idea that it’s supposed to be simple easy to pick up combat with a low skill floor, “cozy,”… whyyyy is taking damage so punishing on default difficulty settings? Why have the default combat circumstances be so intense?
I don’t think the implementation as it stands communicates clearly in either direction, cozy or serious. I think serious fits the tone of the world better, and that’s what they should commit to, but that’s my preference- my criticism is that the “awkwardness” a fair number of people talk about probably comes from that foggy clarity
I think it’s fine! Like I said, update 8 was full of great changes
How viable is a board+blade/wand hybrid build?
I was thinking about switching to a Magen Build from Bow ..
any informations on that ?
how does it play, how does it feel, whats better: Wand vs Staff?
i kinda wana heal my GF and Electro cute enemies xD
but the Cast time feels soooo extremely Long (early game)
does that Change ?
hi people, is there a way to have the "Context Action" and use of the "Balance-Break-Attack"(playing on different language) on different keybinds? So often i loot a corpse instead of taking the opportunity attack...
It’s “cozy” in the same way old Zelda games are. You really just have two attacks, mostly you spam attack, and the majority of hits just boop a small amount off you and aren’t a super huge threat, especially if you are careful.
The thing is you’d still be split Strength / Intelligence.
I’ve played the Zelda games, and I see their influence and even sited them in my initial assertion but I disagree that the intensity of combat is on a similar level, intensity-wise, at least in my experience with both games
Of course maybe when I played Zelda I was just younger and had better reaction time so it felt less intense haha, that’s certainly an option
In either case, I think even if Enshrouded is going for that, it’s not necessarily clear to everyone the way it feels clear in, say, BotW
Anyone else feel like a lot of bosses do not respond to range damage well. And they moved so slowly that they can never close the gap.
Especially The, big slug, monster thing. The beetle, queen I’m not sure of it’s actual name.
if you're saying that enshrouded fights seem to be on the more intense side, I'd say this revolves a lot around how effective armor and lifesteal% are - having enough of both makes a huge difference regardless of build
Very late response, but you cant craft scrolls. If you mean the consumable spell charges, those are better than eternal at certain points of progression for certain spells. Some spells do not have an Eternal version at all
Yes, i did mean the spell charges sorry :p
Frost does work. The speed reduction is only blatantly obvious if the enemies are a med-long distance away. It's helpful as a passive kiting assist, and can help you kite while channeling a bit better
Heal Channel was fixed in Patch 8 and should now always correctly target the caster too
Heal Channel's targeting was fixed in Patch 8
Paladin is quite viable, as Heal Channel is the best healing spell atm and healing doesnt require much skill point investment to scale well. Mainly just have to surrender armor slots to it.
Acid Bite hasnt been worth using for a loooooong time
Healing requires very little investment. If you cant afford speccing into Int for damage, Ice Bolt and Lightning Channel spells are still useful esp with Terror and Bloodletting for the latter spell
Just it them with an AoE, and prioritize them in combat. Wisps are very easy to deal with
My current wand mage build. leme know what u think.
https://enshrouded-skill-tree.com/?shortCode=6a0746f4f1999f1ebac41daa
Technically not all magic is based on Int, because Int doesnt affect the strength of healing spells at all.
Just inlay thin lines of glowing blocks on the floor
Decidedly staves still. The special gauge builds regardless of the weapon you're using. Use a staff in your long range slot, and use your hotbar for wands. Makes using the wand special seamless
That's exactly right, though the movement speed drop is closer to 25% from my informal observation. Frost is mostly a passive to keep you from having to use Ice Bolt to slow. It's very helpful when using Channel spells.
It's one bar. Also, as long as you have any special unlocked, any weapon will add to the bar.
Depends. Its opportunity cost is less valuable now because Water Ballons more reliably apply Soaked to enemies.
oh nooo not the ten days later. Yeah kinda figured it all out. But thanks, choom ❤️
From a quick glance, I'd scrap Radiant Aura for literally anything else, as it's really bad. I'd also swap the shoes for something else. Probably healer shoes since youve invested into Water Aura. Not completely sure what gem you're using for the gem. If it's Currents, I'd swap to Soul Reaping and just use Water Balloons, but that's more personal preference cause I dont mind the extra UX overhead in exchange for the power bump.
As an aside, staves are stronger than wands. I don't really recommend specializing in just wands and ignoring staff investment entirely.
Agreed. Lifesteal changes everything in terms of difficulty- it even feels kiiiinda mandatory to flatten the spikes in the punishments, but it's everywhere and easy to get so that kinda solves that.
Actually the flow of action + lifesteal reminds me of diablo 3 sometimes haha
Yeah I posted an update to this later. It seems like "Frost" is a single rank of debuff, and Ice Shot causes the same debuff. So if I'd hit them with Ice Shot, then when they got to me in melee range they'd already be debuffed. The big thing is that "Freeze" is an inacurate description of what happens. That's apparently just what they are calling a 'slow' debuff, which is maybe 15% melee and movement speed.
Where I'm kinda blasting through, getting chunked, lifestealing back up, etc etc
Yep that's exactly it. Been doing a lot of overtime at work lately, otherwise I coulda saved you the trouble of testing haha
It depends on what you call viable. To me the auras need to be, well, more than just Retribution, Frost, and Water aura. Damage with a staff with no equipment, but yes like +20% magic damage food, looks like less than half of a single basic melee attack. Really not worth the time unless I absolutely don't want to be in melee with something.
I mostly say viable because CC and Heal strength dont really require much investment into the mage trees, so your skill points dont get spread too thinly. Just have to sacrifice a couple of gear slots, mainly hat and chest
If you're hell-bent on your magic as a primary offensive tool too, then that advantage dissolves
in the general vein of strenth + magic builds, is desert stomach veryelpful/useful for those, or not, in general?
It didn't really used to get cut as badly as it seems to now. (At least from what I'm seeing in the 40+ range.) It used to be you could mix your build between melee, 'battlemage' and a bit of mage, and be more paladin-like. (The bubble generator used to be down in battlemage.) Then, split pretty evenly, you could do pretty soild ranged damage and finish them off in melee. Now, with how things are spread in the mage area, you have to spend a lot more points and I honestly wonder how valuable it is because that hard of a split puts both damage sources pretty low.
Yeah. Even if you go pure mage, the skill point economy is brutal now
I've not used it before very recently and my feeling on it is most of the time I'm only ever running 2, maybe 3 foods. It'd be like a boss fight or special deep dungeon dive where I'd actually use all 4. Soooo... I guess it depends on how far you are reaching to add it. If it's just one or two extra nodes I'd say go for it. If it's like you need to push hard, probably not as worth it.
I still think they need like 20% or more nodes to all trees to be viable 'pure' anything.
Like I was thinking of specalizing into a bit of Ice, but really there's the +Ice damage, Frost, and that's it. That ends the Ice specalization.
thanks you!
what u guys think of this? cast time gets crazy short on spells lol. are the cast rings stronger than any other?
I had that thought recently too! The RP element of character builds and specialization doesn't get very specific as far as the tree is concerned
I have noticed a slight action delay using the staff? So there might be an upper limit to how much charge reduction is actually practically useful compared to that action delay? I'm not sure if the delay is factored into "cast time" or if it's real tho 🫣
That's some serious min/maxing there.
Nah the node quantity isn't the issue. Its the skill point cost
On the subject of desert stomach/hybrid builf attempts, I was wondering if it could make up for some of the damage lost by splitting your skillpoints between different "classes" of the trees
I have totally noticed a difference between 3 and 5. Not sure with more. (I go melee build so that was pretty much just to test it.)
I disagree Azareis! I think Rabb1t has a point that if you want to be a "frost mage" there's not that much to invest yourself in
if you just reduced/increased the points given to the player across the board, it wouldn't necessarily increase class identity
"Pure" and "subspecialist" are two different things
I would say that's splitting hairs, the feeling of a decision matters more than the technical identity
Disagree. Where is the +% block increase for shield? Stamina reduction for blocking? Things like 'based on Strength' instead of Intelligence node. Or for the Ice specialzation you only have +damage and Frost on melee hit. Where is an increasing debuff that actually freezes? Reduction on cast cost for Ice? etc.
"Pure mage" = investing in skills with the focus squarely in magic trees. You dont end up specializing in an element
Yes, we're saying that's a weakness
I dont disagree with that. It is not what I was talking about, though.
Sure, but I'm pretty sure there aren't enough nodes to burn through all your points.
Also, you are still based on stamina for things like blink dodge.
Magic does not otherwise use stamina.
Unless you panic-blink all the time you're not going to run out, especially with Bloodletting and Good Metabolism
Tbc, it isn't splitting hairs. It's standard terminology. In any game if someone says "Pure mage", they don't mean "Pure ice mage" or "Pure fire mage"
Well, some might
But "Pure generalist mage" is definitely not something people specify lmao
There definitely are, btw.
Prior to patch 8, no. After patch 8, yes
Does this feel like there's not enough points in every tree, or specifically mages?
I cant speak to other trees, but for mages the point economy is definitely felt. You now have to make hard sacrifices to get essential things like survivability from other trees
If you had to give an estimate, how many more points (or less cost) would make it feel well balanced? Like a percentage. 20%?
Also some obviously desirable skills like the staff damage node are locked behind big point sinks that are themselves pretty useless
Is the think emoji because you didn't understand my question? lol
Nah cause I had to thinm
Think*
Ive been working 12+ hour days as well as weekends for a few weeks, so, brain is toast + its been a while since I had time to play
But around 20% sounds like a reasonable estimate. Maybe a bit on the conservative side?
Though tbh I think the bigger issue is skill placement in most cases
Burning through points for specialist nodes you cant benefit from to reach a relevant generalist node is rough
Does it feel worse after the rework than it was before? I think we hoped that only having to put a single point into travel nodes would make them feel not as bad
For mages, it definitely does. Both in terms of point economy and skill nerfs
this might be the biggest example but this node that nobody really cares about (i tihnk) is necessary for the staff dmg at the end of trickster
it's 5 points
@glass ferry I havent had time to experiment with different armor choices since they got bumped up, though. But the general consensus I've seen is that the dependency on armor for skills + their skill benefits not applying if the relevant skill hasnt been unlocked makes armor less up to player choice and more prescribed by their playstyle
As someone doing a spellsword with GS. I don’t find the amount of points lacking. You just have to specialize in damage type. I’m still able to get everything I want talent wise, anything else would just be gravy. I found certain talents still underwhelming, the big offenders are the Str/Dex/Int multiplied for bonus health. They’re just so points inefficient in contrast to equal points of Con. I also think with how readily available durability is to fix or ignore, that those talents are wasted design space imo.
I really think it’s hard to evaluate mages until they get their additional content. I think the mayor elements Fire/Cold/Shock and Shroud should have atleast 4 spells each. And I know I’ve mentioned it before, but buff spells for weapons that add scaling element and potentially even the “magical weapon” key word would open up waaay more hybrid support. Or a talent node off from dark arts to overcome the shroud immunity of fell enemies so it could even be used
Yeah thats the one I was referring to earlier. Atm the mana economy overly favors Mana Leech and makes Spirit a wasted stat
yea i just skipped some dmg+%
The healing spells do need a serious rework in terms of their function
And things like Rightous Fire should trigger off any of your healing spells/abilities
So health orbs
Etc
One of the problems with playing mage, though, is that elemental resistances vary greatly. Branching into 2 elements at minimum is pretty mandatory to avoid resistance, but you need as many elements as possible to leverage weaknesses (which you kinda need to if you want to burst things down as a fragile mage)
Spellsword gets damage type variability innately even if you pick only one magic element. Physical resistances dont vary as consistently/significantly as elemental resistances, as well
I don’t think you need that much diversity of damage. Frost is almost on par with Shock with how much bonus damage it can stack with the gem of currents
The only thing holding it back is the the fact that it has 1 spell
Shock is also basically unresisted by any enemy
"Only" is an understatement, but you're right that the limited spell choice within each element is a significant problem.
I also think things like Fire aura should affect all enemies
Yes, though Chain Lightning is a generally bad spell, and Lightning Channel heavily depends on Terror/Bloodletting/GoodMet. So to use shock you at least have to either spec for those, or for wands to consistently use Shock.
I disagree about chain lighting
On what basis?
On high density of enemies it can wipe an entire group of enemies in two casts
It’s also very quick to cast
So can Ice Bolt and Fireball. It also has slow projectile travel speed, short range, jank targeting, and a small chain radius.
the bandit/wolf mix means one of fire/ice is resisted
They have the same dps, assumingly an extremely tightly packed group. Fireball/Ice Bolt have dramatically longer range and AoE. Ice Bolt has comparable cast speed to Chain Lightning after baseline Quick Cast investment.
Shock wisp was also a force of nature before the nerf
hm i think if it's an extremely tightly packed group ice would top the charts, i was just thinking single target lol
Believe me, I tried hard to find a good use for Chain Lightning for a long time. But it really does just fall short of other spells in the vast majority of cases
idk if i wasn't wand also i think CL would be the best at cleaning up at the end or in general just single target dmg
Single target, it's still the same. Chain Lightning does nearly the same damage per cast, but Ice Bolt can be cast from a safe distance while also CCing more effectively
ice is resisted pretty often
Even without factoring in CL's targeting issues, in practice it's easier to continually cast Ice Bolt against the same target.
Dont forget how much the shock spells fill the stun bar
As a pure mage you don’t get to enjoy all the free merciless attacks you get
That it is. Even when it's resisted, Ice Bolt is still a very strong choice due to its other properties
That's a solid point, but it again gets overshadowed by Lightning Channel w/ Terror.
Terror is significantly weaker now
Or in 1v1, Bone Channel & Shroud Beam Channel with Terror.
I am aware, yes.
I would be fine with adjusting the jump range for chain lighting
If its targeting, range, chain distance, and projectile speed were all improved, it'd be a great spell.
and in general range pls 🥲 can we hit the dragon with an unresisted wand/staff attack pls
But I just don’t find the inability to free aim it that much of an issue
I still carry ice Bolt too
From my experience, it whiffs often enough to be noticable. And since you have to be so close, that really hurts when you're a squishy mage
Meanwhile Ice Bolt and Fireball are extremely reliable
Lightning Channel as well, as the jank targeting is felt less due to it being channeled
I havent gotten to try HH since the patch, but my go-to for soloing Kindlewastes for Bone Channel materials was combing Fireball - Ice Bolt -> Lightning Channel.
lol for me it's either ice bolt and straight backward kiting or if there isn't enough room it's a wild running/jumping around fireballing to leech life back
i play on i think it's max enemies and w/e the default hard dmg/hp is
HH is cool because can't rely on cheesy ledges to jump up to
and just safely fireball everything down lol
With the combo I described, enemy count hardly matters tbh. Though probably would more now cause of the Terror nerfs
yea past a certain point it's a buff for AoE+leech
but can be detrimental if there's literally too many to effectively run around/jumpthrough
I just kite backwards
there are some places they make you jump down into a pit or something, don't always have a corridor back
or just mix a little bit of arrogance 🥲
Fireball aoe size aggros pretty much everything at once. Ice Bolt cloud lingers, so you fire it at a choke point. Lightning Channel + Terror/Frost holds the group with minimal kiting required. If enemies break through, dash through any gaps in the group through the Bloodlust orb field, then repeat starting at Ice Bolt
The "kiting" that I do is mostly just walking speed
Doesn't require much room at all
Honestly Mana max seems kind of pointless since you can just chain drink potions to recover.
I'd bet cast speed is not affected. From the description it would be the difference of...
<--charge time--> <cast animation>
vs.
<--------charge time--------> <cast animation>
You can really notice this on no quick charge. The casting animation time seems the same. It's the 'how long do you stand there holding the staff to the side with it going ffffwwwwooo' that changes.
"ffffwwwwooo" is now the technical term for that time period
Awesome! Good to know thank you
In theory. I haven't like filmed it and counted frames, heh.
Hahah but it stands to reason. If I collect a buncha charge time reduce stuff I might take a peek. Tho it’s not like it’s necessary to optimize that hard haha
More than that, the cost of spells is so high and the Mana Leech return so good that you just need Leech on your staff and you suddenly rarely use potions. Even more so if you get Bloodletting + Good Metabolism
Cast speed only impacts the wind up of the spell (the casting gauge filling). It'd be nice if it at least partially influenced the usage animation, but alas
I think with 90% bloodletting, a mage doesn’t even need health/mana leech
Obviously good metabolism
I thought the soaked build was dead with the terror changes, but it’s not and I think it’s the stronger build choice.
With the correct gear, lightning channel is a high win button against single targets. Chain lightning against groups. But you have to have the bonus to lightning crit chance and bonus to terror gear. You are squishy. But it doesn’t really matter because of the stun lock.
The downsides of the soaked build were pretty much eliminated. Wet dog talents are worth it and there are just enough talent points to get all of the tank tree defenses, all of the good points in battle, mage one and trickster trees. Including the extra staff damage notes, locked behind the stupid spirit notes. Good metabolism, and the extra chance in range. And all of the good defense skills in the tank tree I don’t remember his name. And of course you can make yourself wet with much more reliability than before (Hum wording)
Worse imo. A big part of it is that there aren't really many "travel" nodes in the mage trees after patch 8 (which is good from an organizational perspective of course), and a number of skill nodes in the mage trees actually cost more points to invest in just to maintain the same (or even nerfed) bonuses compared to what they were before patch 8 which adds up across a build.
Also, I agree with others that the staff damage bonus being put behind two Spirit attribute nodes (one of which is pricy point-wise) really hurts. Until Spirit becomes a viable attribute, spending points on any related skill nodes just feels like a waste even if there are desirable skills behind them.
Before you have all that gear though. I think wand mage is by far the best with rings and gems that give you health absorption. You don’t die and spam your wand triggering mass destruction.
Doesn’t do a lot, but being able to jump tight and The quick charge gear that’s available throughout all levels, it lets you spam the ice bolt or fireball until they are in wand range. Thanks to the faster, casting , Shroud meteor is viable when you get it, but falls off, shroud beam, kind of replaces it. And light burst is a useful tool that’s accessible now with the hot change. But staff don’t really bring the damage.
Other than that, wand + blink kiting with absorption gear is about as unkillable as the two handed health absorption build. Health leach is just OP. viable.
yeah
Hey. I don’t know if it’s being solicited right now, but some boss creatures in the game don’t feel very interactive for range combat players. The critter queen, scavenger, matron, and fell thunder brute. Are all too immobile. I never feel like I never need to respect their attacks because they can’t hit me.
I’m not asking for those bosses to be harder. I’m just asking for their more of their attacks to be able to pressure arranged player or for them to have more mobility. so I can feel like I’m actually doing something to defeat those creatures instead of just exploiting their AI
Being able to cast while jumping, I think more than makes up for it. You’re practically moving at the same speed as running while you are jumping. And there’s something going on with the AI that makes it harder for them to attack you while you are jumping. The kind of attack the place you jumped from rather than at where you currently are in the air.
I just tried to clear a shroud root with a bow :
- It is a slow process
- I sniped all the enemy from at least 15 meters
- I used the daggers only when the fast one manage to come close
- I used the ice arrow level 2 with 2 ring of ice
I found it quite easy to do but slow, it took 7 min of positioning and repositioning to clear it. I think the problem with the bow is its speed to kill a group of enemy. Either you go like the american play with explosive arrows and get a lot of damage or you play it safe but slow.
For context, my character isn't max level but as the most dexterity possible as well as the best bow possible in level
theres any way to respec the Heavy Atack Command from meele users?
Possible bow/ranged damage calculation bug
Bow body-shot damage appears >30% lower than pre-Update 8 testing, without a clear patch note or character sheet explanation.
The following tests were all done using this already-reduced body-shot damage as the baseline.
ungeared characters with basic bow (10 damage +wood +arrows) behavior works correctly:
- 24 body
- 36 crit
- 48 headshot
- 60 headshot+crit
So base crit/headshot rules are functioning normally.
However, once gear/skills are added, bow crit/headshot/backstab bonuses no longer scale from full body-shot damage.
Full build character using basic bow + wooden arrows:
- Body: 63
- Crit: 108
- Headshot: 150
- Headshot+Crit: 195
The results fit:
Final Damage = D + E × bonus modifiers
instead of bonuses scaling from full damage.
Using crit data:
108 = 63 + E × 0.89
E ≈ 50.6
Which predicts the headshot/headshot+crit values almost exactly.
So only about:
50.6 / 63 ≈ 80%
of bow damage is actually receiving crit/headshot/backstab scaling.
Meanwhile, two-handed weapons appear to receive the full displayed character sheet scaling normally (effectively E ≈ D), making the difference very noticeable between bows and melee weapons.
This appears to be either:
- a bow/ranged damage calculation bug,
- a hidden scaling mechanic,
- or a mismatch between displayed stats and actual formulas.
With elemental/attribute damage involved, the measured E ratio appears even lower.
Is it possible to get ancient drak wand from cromville manor chests? I’m trying to build a shock wand build
well that took almost 4 hours lol
@finite bough #combat-and-skills message
I know people generally mean offense when they say this, but I truly mean no offense here; that was almost a month ago, AND he heard you out and listened... you just spent what I am assuming was the 4 hours you were referring to above making a long post about the conversation so much later... That does sound a bit more upset than any of that warranted - the skill or the conversation.
Noticing a goalpost shift from you questioning if this happened at all but okay.
Let's say I'm upset that the community manager told me my very balanced feedback was me just being "emotional".
What's the problem?
Does the negate anything in the entire post?
I asked you where it happened, you showed me where it happened. What am I supposed to do, tell you it didn't happen again, of course the conversation shifted. 🙄
"Sorry, but where exactly did you have this conversation with a CM?"
Don't gaslight me. That is questioning if it even happened.
Edit: If actually cared to see the conversation, you'd have asked "Can you tell me where the conversation happened, I can't find it". It's unbelievable how slippery you're being here and so clearly not interested in listening to what I have to say. But go ahead, butt out of a difficult conversation you started as soon as you felt called out.
You didn't even acknolwedge that I showed you either, happy to sweep that one under the rug.
Yes it was, and you showed me. That isn't gaslighting, dude. that's asking where it happened and you telling me. If I was gaslighting you, I would tell you it didn't happen and I didn't do that, did I?
I hold my ground on that, but whatever, so, does that change anything in the post?
Or is it a cheap way of discrediting me
Hold your ground on what exactly?
Are you interested in a conversation here or do you want to keep fighting over something we fundamentally disagree with that is tangential to everything here
Nevermind. I don't have the patience for this tonight.
That's what I thought
Yes
There's also the Recent Drak Wand which is basically identical but very slightly worse stats and isn't a multishot
some people are just born to be arseholes....
If that's directed at me, it didn't start here, it started: https://www.reddit.com/r/Enshrouded/s/lPct7CuMvu
Didn't ask, don't care.
Then why are you making a comment at all
this community is, truly a thing, that exists
is it me or the heavy attacks just only connect to 1 entety, i mean when i do heavy attack most of the time it hits a small peble infront of the enemy and just ignorse the enemey damage all together even tho u can see the weapon going through it
If you have a problem with my comment, you have options...
Unfortunately they do only hit a single target - and the targeting is incredibly bad without using the lock-on
i hope it gets patch, then again wasnt heavy attack only recently were added?
Yeah heavy just came out with the recent combat patch
yes
also idk how long this has been in the game and tbh idk if its a bug or not but ive notice that when u do merciless attack on lock-on and theres another enemy behind one ur characker just flings towards the 2nd enemy which can be very annoying
It would be nice to be able to control the multi shot to put it on and off as well as make it more accurate
cuz I don't need to use 3 arrows on a low health enemy
that and long bow too for better penetration damage and even collateral with the right arrows
anyone tried pure dagger build? is it bad as they say?
No
Provided you utilize the tools of the whole tree
So picking up the durability from the tank tree, crash down and jump attack. Blood rage and the cutting/piercing boosts
Etc
And then gearing correctly as well
The bloodfeather gloves are a huge damage boost just by themselves
I’m not sure if anyone’s found it yet cause it’s not on the wiki but I found an eternal ice bolt iii and I have no idea where I found it
Is there an eternal fireball iii?
The wiki itself is out of date
The latest round of eternal spells are all from the Glimpse of Eternity questline
I think the glimpse of eternity questline gives level 2 icebolt not 3
theres any way to respec the Heavy Atack Command from meele users?
i have that so it must have been from the questline, and no fireball iii
This rng… I haven’t gotten a single shock wand yet in veilwater basin…
Why 2h? Is there some interaction between leech and 2h? as opposed to 1h or ranged (dont know if ranged can proc leech)
Everything procs leech and 2h swings hard and wide. The more you hit with bleeds the more probability they are gonna keep you alive. (Plus faster weapons like daggers and 1h lose durability faster
And there is only one perk that restores health on critical hits right?
Im looking through the perk tree but im only finding battle heal
correct
It's complicated because something which hits say 10 times over a period of time while another only hits 7, the thing that hits 10 times is going to have more chances to crit, but if it crits for a lower amount it may even out.
Though people likely also favor 2hd for the Relentless node, which increases chance to crit by 8% with a 2hd after a crit.
.
Question: Has anyone 'run the numbers' on the backstab node "Backstab mastery"?
I'll probably go into maxing elemental boosts to boost elemental weapons, but I'm wondering overall if just maxing backstab might give a similar gain since I'm heavily melee based. (Note though I'm solo, so the majority of the time I don't see backstab, but sometimes I see it quite a bit.)
No? I don't know what "that build" is referencing.
2h build for crit/bleed/leech
Oh woops, my math is wrong. "Battle heal" is based on health max, not damage done.
Sooo... yeah... then the only possible reason 2hd would be better would be fore "Relentless", which increases crit chance.
(removing wrong math from above
)
But again, that gets complex because also 2hd is better at hitting more enemies, which increases chances of rolling a crit, vs. 1hd which hits slightly faster, which also increases chances of crits.
Am I using a build someone did? No. Am I getting as much crit as I can, yeeeeeeesss? I'm not doing the +1/+1/+1 node though in most of my testing because it's a massive investment just for +3% chance and +15% damage since I'm not normally building into that area.
And I greatly prefer 1hd, so if I use 2hd currently it's just to swap to throw an ultimate then swap back. Though it really looks like in almost every case 1hd vs 2hd ults do about the same damage, so it seems more a difference of how you are doing that damage than '2hd has higher damage numbers, so does a bigger ult'.
Re-installed Enshrouded. Begone, does it still not count as melee or magic damage? If so, that means it can't proc Bloodletting or Battle Heal, right?
Yeah thatll be the part that fills up your health bar the most. Then find as much crit chance as you can
"Bloodletting" technically says "spells", which it's not a spell. "Battle heal" says "critical strikes with melee weapons", and it's not a weapon. Sooo... text as written it could not proc either.
Was hoping something changed with Begone in the year away from the game, but it's not meant to be. Thanks for the answer. Appreciate it!
Your previous version said "leech", and on that topic afaik your math was right. "Battle Heal" on the other hand, isn't really "leech" and therefore would mostly favour high hp / fast attacks.
I find it very effective on daggers, but i'ld say it depends on context :
- soloing a target ? far superior on dagger
- bullying a pack ? far superior on cleaves (1H > 2H i guess)
Oh that is confusing. Checking my ring the "leech" IS % based of damage done.
Sooo yeah, bigger crits on 2hd would relate to bigger healing for that. But not battle heal, since I guess that is based on total HP.
Daggers I think would be super tough, since that's one of those 'you have more chances due to faster attack speed, but it's hitting for less.' Really dagger seems based around a 'dot ticks' mentality. (I've only tried it like twice and quickly noped out. I'm not a dot guy, especially since poison based is the only dot it does.)
Also, though I didn't have all the points to build with, it seemed like I had far less overall Dex to boost base damage compared to my Str builds. Mostly these days with Str based melee builds I'm pushing 22-23 strength, and I think I had only about 16 with trying to swap to Dex, which was like 'wut?'
(Also I just wasn't impressed with the attack patterns on dagger compared to 1hd. It was like 'really I'm just poking forward for single target hits?')
I've had a blast playing direct damage dagger
Yeah with the 2h/bleed/leech your doing 2 schools of healing in a sense. The %damage as health you get off rings and weapons will proc off all damage. So thats where the bleed damage comes in to play from any cutting damage from your weapons. You can die and the bleed heals you for a tick and revives you.
The life on crit just heals the crap out of you. And you get more crit from 2handers and its skill tree
But imho, more to the point, daggers are superior, strictly, when it comes to battle heal imho
First, the attack speed difference, while not that big on numbers, is actually quite noticable because of animations/lack of cancels.
Second, the fact you hit for less is irrelevant to battle heal.
To be fair, considering how few nodes there is to actually boost daggers, i find them quite strong for the investment, especially since tree revamp.
edit:
added a second imho, before getting bashed down xD
Obviously, once you factor in the leech effects, cleave capacity for aoe, big numbers and all the custom nodes on tree, you mostly can relinquish daggers to the weapon closet :p
Personally I wasn't impressed with the bigger AE on 2d. The big crit numbers can't be denied, but I don't know, something about the longer animation lock and slower speed (even though the numbers say it's only .1 slower than 1hd) just feels so much slower than 1hd/shield.
Agreed, though i do like the special attack from GS :p
I really will only flip away from 1hd ult to the blunt because it's like big targeted boom point. (Super situational though)
Ive been playing with daggers recently and specing into the poison damage for my dot damage instead of cutting. Then picking up the “heavy handed” node and socking a stamina drain gem. You get to stun the mob super fast then dodge roll behind them and backstab/merciless hit the crap out of them
I'm really not a big fan of merciless atk with daggers
you could literraly have a big 2H on the side, and swap it in before procing the merciless atk for far faaaaaaaaaaaaar more damage
no poison then
but it would be logical to be able to use the stealthy attack on them when they are stun
I found that i did much more sustained damage when i focused doing the old "special" dual attack for the daggers than doing dagger merciless atk
wdym?
Once your in the fight, i dont think sneak attack is usable
but it would be nice if we could
the poison doesn't last long, using the mercilles can add more time on it
I agree they should make sneak attack usable on stunned mobs. It would imediatly bring daggers in line with 2h builds
like it should be normal to do so
the enemy is stunned and doesn't look at you
so WHY NOT ?
I dont use poison for the damage i use it for the ticks and life streal. To revive me when i get murdered
yeah but it does some damage on low health target
but that 's all about it yeah
should do some bleeding damage too
and lower the stamina of the enemy to buff the daggers up a bit
The community culture will come round to bite itself
I need the ability to dump all of my mana in a single spell
(total side note) I've never been a fan of Merciless (or Sneak Attack) needing to stop what you are doing, get to a certain range, then press a different button is all WAY too much of a side-step for my brain since I tend to attack in chains. (2-4 attacks based on what the enemy is doing.) Yes, you could say 'get better at checking the bar before commiting to chains', but it's just soooo much easier for me to not take Merciless and not need to worry about breaking chain patterns.
If it were totally automatic on regular attack button press... mayyyybee... if it were a much faster animation and you were like invulnerable for half a second on top of that... then with those 2 things I'd probably use it. Otherwise I'll just do so much more damage staying commited to my chain.
Q: Which does "Healer" effect?
- Water Aura (I'm assuming yes)
- Battle Heal (I'm thinking yes)
- Leech effects (I hope yes, but am unsure)
Yes to all
I believe merciless attacks now give full invulnerability
Any good ranger focused with a side of one-handed sword build to suggest, fellow Enshroudeds?
Does someone have a link to a video or skill tree planner for the soaked melee build that seems to be going around?
I think I have something similar, but I can't seem to find anything on this build (I'm returning player from Update 5, so I missed a lot of the Water things)
Hey, i have a question. Despite playing this game from before the first launch i never managed to grasp how "evasion attack" is supposed to work.
I never really used it because the "warping" when attacking distant enemies was enough to close the distance but now that it's been nerfed to the ground (and i'm playing with a 2hander friend) i find myself in dire need of some gap-closer or often i can"t even hit the mobs with my 1h sword cause the 2h attacks continually pushes them away. I tried to take evasion attack once again and once again didn't notice any change in behaviour during combat. My character will just swing in the empty air rather than "rush towards the enemy" or whatever the description of the skill claims it does 🤷🏼♂️
I'm playing in french and the description simply states i can use evasion attack with left-click (the same as a regular attack). Is that true or is it an error in the localisation? Is there a specific key to use it, a specific condition for it to trigger, or does the skill simply not work at all?
Dodge then immediately attack, your character will do a cool little anime jump and close the distance to your enemy if you have one targeted. You can tell if it's working by the special animation with a glowing trail effect.
I find it quite useful paired with the "Strategic Maneuver" skill for quick backstabs with a two-handed weapon. It does a bit more damage than a regular light swing, as far as I can tell.
Huh, the description for sure doesn't tell that i need to dodge first 🤔 Also when you say "targeted" do you mean i should look towards an enemy or i need to have a target locked, cause i never target lock, best way to get killed 🙄
Yeah, even in English I think the description is misleading. The clue for me is that it says "evade" which is the terminology used for dodging.
And no, you don't need a target lock. You can free target the attack direction.
This is it in English:
And the corresponding combat control button
Yeah, pretty much the exact same description as in french. I'll have to test it further and see if i can have it working. Thanks 🙂
Scavenger wolves are OP and need nerfing. Prove me wrong.
You haven't proved you're right, so why does anyone need to prove you wrong? 😛
Damn, that's a sound argument blinks
New phrasing: Scav wolves are OP dmg scaled for the level you encounter them, especially so as they have run speed, an auto-aim leap and no way to telegraph for dodge... Am i wrong?
No, you're not actually wrong, i've personally already had proof and given it to the devs ^^
Wolves have the easiest attack animations to manipulate in the game. They either insta lunge at a distance that is easy to Parry, or they bite 2 inches from their face and you can take 1 step to avoid it
You're not wrong, they are damn annoying and almost impossible to parry (so are the "cats") althought you can block them (one of the few times block is actually good). They don't deal tha much damage thought so usually they tend to be a nuisance more than a real threat but if they are accompanied by some hard hitting scavs that's a different story.
I don't have that kind of autism :/
Everything in the game can be relatively 'easily' dodged, that doesn't stop something being disproportionately strong.
You just have to Parry early. The lunge animation is so fast and the Parry window is like half a second
Don't wait for the eye glow
The disproportionate point comes in when you compare them to normal wolves, which do next to no dmg in comparison. The scavenger wolves specifically do a ton of dmg.
But many enemies seem to have a function that tracks your movement too. I've seen it with brutes and blink does sweet FA
There's absolutely no sign that they are bout to lunge and when they start lunging, even if you parry long before they are close to you they still hit you and stun you.
Once youre used to it they will 100% always lunge at the same time when walking at you. There's no visual sign but the lunge attack for them and cats is an extremely obvious AI call and can be manipulated easily, just like being able to walk circles around their close range bites.
Its entirely to do with how far you are
My friend has exactly the same problem with wolves and complains every time but I even showed him against 4 scavenger wolves at once and he still doesn't believe me
He plays controller and Im on M&K though so that might matter?
Button/wireless controller input delay maybe
Ah i see you because you're a combat god we should all be
I will say controller optimization may play a crucial role here as dodge does not interrupt attack most of the time
Still, if i hit the parry button the moment they start running, and i have the shield raised before they contact with me, i shouldn't take the full blow. It should be a parry or at worst a block.
Im not dodging at all; I use blink and evade attack generally and while it works fine its too much to bother with on small packs of wolves usually
Shockwave helps against packs to keep them from lunging in chains
The same is true the other way around BTW. If i parry when those slow fell start moving their sword i shouldn't be able to parry and stun them even thought their real attack didn't begin yet (their sword was still moving backwards, what did i "parry"? i just flapped my shield in the air).
Parry windows need to be made more consistent and more logical across enemies.
It is pretty logical - generally speaking there's a blue or yellow flash or a colored aura around projectiles. If the startup frames of the block overlap with that, it parries no matter where either animation is
I've been relying on Parry pretty much my entire time in the game since I started a week and a half ago
Parry means you're deflecting an incoming hit. If no hit is incoming (slow fell moving their sword behind them) there's no parry, if a dog is running at you and you throw your shield in their face that's a parry. I don't care about flashes of light, i'm not deflecting incoming blaster shots with my lightsaber 🤪
I mean yeah, diegetically speaking that's how you would be thinking but it is a video game, and if you're not going for a parry just hold the block the whole time.
question about sneak attack. I like it, but I wonder if the 3*+100% damage are useful.("Cutthroat")
A short clip showing what I mean directly - springlands wolves that I vastly overlevel but just showing their AI, how to block and parry their lunge, and how their close range attacks are very easy to strafe. Spoilered because I'm wearing some cosmetics and have some consumables from Albaneve.
The wolves all act the same way so I just used the weak ones near our base to make the recording quicker
does more damage fill more stunbar on enemies? looking for a fast way to fill stunbars
stun damage appears to be it's own value for each blocked attack and separate effect and when parrying it is affected by your total parry power - I can't say for certain but I do also know that kick seems to scale with dex according to its description
Correct
Another one worth looking out for if you're going to use a one handed weapon and Parry/Stun/Merciless build.
ah nice, thanks. yea i was making a merciless build. i was wondering if you compared these skills that fill double stunbar too the parrying with shield. is shield way better too build stunbar or can these skills keep up?
Crash down is....ok. Evasion is a gimmick, it's pretty much worthless IMO. Kick is very good tho. If you're going for a Merciless build and can afford the points to grab it, do it. there is one thing with the kick tho, it doesn't proc the extra damage on stun like a Parry does. best to use it to fill up the bar to almost full, then parry to finish the stun bar off. that way you'll get the extra damage against the stunned target.
alrighty thanks. so do you mean kick doesnt proc breach?
Yes. It won't count towards the extra damage if stunned with the kick.
gotcha. but kick stun does allow for merciless right?
It does. you just won't get that extra damage if the kick was the last attack used to actually stun them. thats why I said to use it to fill the bar, but Parry on the last attack that will stunn them, that way you will get that extra damage.
thanks for clarifying
This one is also a must have for that build 
yup, i think ill try out max merciless damage 1st
i wonder how good shockwave can fill a group of stunbars. maybe with enemy stamina and attack frequency on max i can get lots of parries off
I couldn't say, I never actually tried it. sounds like another gimmicky skill, but it might be worth testing.
This is the setup I use. It's not complete here. I use points in the Ranger tree too, but that's the basic warrior setup side of it. combined with weapons/armour it's pretty much unkillable.
thanks
shockwave mainly feels useful for clearing pressure off you as you parry individual hits, depending on how rabid the enemies are configured for the server; it does provide a fair amount of stun though just not nearly as much as focusing on one guy and hammering their block and parrying them
Remember dear players - when the game gives you "How many enemies" slider, Yes can be the wrong answer...
Dude
1 big spired is 5-6 strings
I've killed 2 - one give me 5 and one give me 6 strings
That's 11
Small spiders give 2 strings per spider
I have 247 strings after looting the fight area ._.
Quick question: physical armor and physical resistance, which is the cart and which is the horse? Just curious how the damage reduction works here
Iirc first one reduces physical damage that get you, the later mitigates slashing, piercing and bludgeoning.
Both have they own uses
I believe resistance triggers and then armor subtract from whatever is left after resistance calculations
Been a minute since I've actually looked at armor values tbh
Hi! Just wanna ask which part of the game the wands are viable to use?
Fair. Working on my permadeath run and am just back to the drawing board for my priorities on my skill tree
STAFF vs Wand ?
And what element is the best Overall ? :3
staff, electric + soaked debuff on enemy. or fireballs for long range.
how do i get them to be soaked ?
water baloons
And this is why I use stealth
Me too, but I was like "Wonder how many are there"
I not really get it, what I must do for the skill "kick"?
IS Fire for magic worth it for overall gameplay?
In the magic tree almost all the "bonus" skill talents like the fell aoe "aura" etc. are fire
hold block and attack
What steroids did they feed the Fell Sicklyscythe with the update? In update 7 they were annoying but managable, right now they seem to be more often than not an absolute killer.
I manage to get a 278 damage on my fire aura somehow and the firaball is nice to use on group of enemy and destroying the barels for example
someone use the skill "Cutthroat"? 3* +100% sneack attack damage?
The fire aura states per second .. but hwat about he water aura ?
same but it's healing you
instead of damaging the enemy
the fire aura get the bonus from the fire affinity and the fell weakness to fire
while there is none for the healing aura
but it is still one of the most useful skill
Thanks alot .. i think i will switch to Fire build + healing :3
what build?
If that’s what I’m thinking of it would be more accurate to call it a “charge attack”. Since attacks only go ‘forward’ from the angle you are aiming, I think this is something I used to use where I’d blink dash towards an enemy while holding attack and it would boop them at the end of the dash.
Calling Kick very good but Evasion attack pretty worthless is an opinion for sure lol
Kick is one of the most worthless things they've added to the game imho
Evasion Attack?? it's Meh.
Begone is everything Kick wishes it could be
Fire Magic damage is solid, fire ball is you main spell used for most of the game, although it's damage relative to enemy HP falls off at max level. But by max level fire wand damage is solid.
I am not a fan of Fire Aura, it only works against fell, so 3/4th of the enemies in the game take no damge from it.
Kick has it's place. one good thing I like about it, it dosent cost anything to use... low on stamina...Kick.
Evasion Attack being animation-cancellable makes it really good for burst damage imo
Plus gem of agility
But it's damage is soooo weak.
I only use Kick for filling up the Stun bar. does a good job at that
Works well on Bosses too
I use kick mainly as a way to A: add stun to big foes that can't be parried easily and B: as a follow up to a parry that doesn't break them to close distance and add more stun
Water aura is fine. It lets you not need HP regen on you gear letting you pick better gear options. And on Normal damage difficulty it heals enough to out heal the weaker enemies attacks, However on Hard. it is NOT going to heal you though incoming damage alone.
I love water aura for that, plus coop off-battle healing for my wife
im playing on easy xD
healing gear really supercharges water aura though
one of our players is built super heavy into healing and has full gear for it and he just stands around and doesn't take damage even from big bosses
Then, water aura + commander's ring witch has 5% Health leach on damage is enough to heal through most fights alone. (on easy settings, B/c of the way armor works.) Also, Tank/warrior chest pices will make you near immortal again do to the way damage and armor works in the game.
I'm currently running around with water aura and two commanders rings in a tank build and normal settings and I'm basically unkillable
Use one of these, you'll never die lol
Good to know thanks :3
Healing from Health Leech on damage is OP. How good water aura is depends on world settings and if you are solo or MP.
Even solo it is worth the 1 point and worth the points to upgrade, to be able to ignore HP regen food/ gear.
Yea if you are a "healer" with a party they it is rather good. but I would skip the fire aura. Not b/c it is Bad vs Fell, but b/c points are kind a tight.
he went afk on ||fell dragon youngling|| for like 15 minutes last night on our first attempt to make dinner and only died because he eventually got pushed off to the deadly shroud by accident
Water Aura + Waters of Life. you don't even need to put points into Intellect, especally when using a Health Leech weapon or ring.
Both combined is OP. Makes tanking easy
2x Health Leech weapons need a nerf really
they probably do - I've had them for almost 20 levels and just can't justify replacing them (the rings)
I mean, yeah lmao. but it's funnnnn.
Admittedly, they are only level 25, but it's still OP.
WTF ??? xD
this game can be so wonky and funny xD
Why do you carry 2 bows ? xD
They have different gems on them. one is for normal killing and one for in the Shroud, for getting extra time.
I carry 5 greatswords... and I don't even have a Shroud timer one 🤣
Might have to add another...
I love exploring in the Shroud, so more time is amazing. Even more so since the last update and we get less time in there than we used to. As long as there's something to kill, I have no time issues at all.
I was the opposite until like max level 😅
Hated exploring the shroud, it's too damn foggy - now I just have super sprint speed and zoom through it
I was kinda intimidated by it at first, but the more I explored, the more I wanted to find everything. It's amazing the things you find that are hidden away in there.
I think Umber Hollow and the Nomad's in general just killed my vibe 🤣
The 🤬 verticality in there did my head in 🙃
I have gone back and explored more of the shroud since hitting max level - missed a ton of stuff in the Summits because I was just gliding my entire way where possible
Umber Hollow is kinda confusing. Very big and easy to get lost in. I like most of the other areas tho, and I love the Shroud lairs.
love to waste 100+ stun arrows on the ||fell dragon youngling|| then have it reset to full. dreadful design
It's buggy as hell since the update.
quick question - do "one handed specialization" "warriors path" or "swift blades" work with daggers at all?
Anything melee works for Daggers. I'm not in game ATM so I can't remember what's what. One handed would be a no.
all three of those specify "one handed"
If it say "one handed" in the description, then it won't work for Daggers. If it says melee, it'll count.
lol, literally the next attempt after you posted this, ||it got stuck clipped into the terrain at 100% stun (but not completing the animation) so I just wailed on it until it went down. ||awful fight, no shame in cheesing imo
What's done is done lol. Take the win and move forward 👍
ok another question - does dagger damage scale with both dex and strength?
Hes fun aint he? 😄
Strength adds to it, yes, but I'm not sure how much.
strength says 5% melee damage per point, dex says 5% bow and dagger damager per point... just wanted to make sure both would apply.
Double dip where you can. If you're playing Daggers you'll need all the damage you can get.
yeah ive heard daggers aren't the best... trying to make a build that makes sense tho
I'm currently on a dagger playthrough. I'm about level 30. It's been a struggle. I don't play the stealth daggers tho so it's mainly come down to parry/counter attack. They lack some basic skills and I was very disappointed with the charged attack, I don't use it now. It's very unreliable. IMO one handed and shield is far superior.
Maybe once I max out and dig into poison it'll be better, that's my hope anyway.
I use the bow charged attack usually for that. unless you're doing purely daggers no range
I carry a bow with this build, but it's only for grabbing an enemies attention usually. I love the bow charged attack tho, they did a great job with that one. And the one handed is also awesome. That's why I am so disappointed with the Dagger charged attack, when compared to those it's garbage.
it's more of a disengage tool than a finisher, good if you get cornered. but the dagger build I think is supposed to lean into sneak attack and have a strong opener and not so much a grand finale so I think it's undertuned on purpose. but I do agree that it's easily the "worst" one. wand is probably the best, love it so much
I like the daggers on a single target, even bosses it copes well with, but this game has WAY too many enemies all over the map that can overwhelm you. It's just not built to deal with that kinda combat.
It is a challenge but with being able to make fell pheremone bombs and the snare traps it's a lot easier to kite. and explosive arrows off to the side to make the enemies go investigate can be a fun and rewarding way to play solo.
I'm still enjoying the play through. I think it's been a lot harder because I've already done two other characters to max and I know how effective they are. Ranger and Tank are just world's better in comparison. But I'll stick with it.
i say we need more trowable bombs. some that deal raw damage of each type, and a smoke bomb which makes enemie search for us.
skilltree looks ready for it
If I could pick skills for the Assassin tree, I'd want a Vanash skill and a Hamstring skill.
I've played a bit and found the tank and barbarian's abilities very effective in combat. What the game lacks, however, are some combos. The charged attack and special attack are fine, but some key combinations would be really useful. 3 combos would be enough, the classic ones—(normal attack - charged attack)... (normal attack - normal attack - charged attack)... (normal attack - normal attack - normal attack - charged attack). This would diversify the gameplay a bit. Do you happen to know if something like this is in development?
Unlikely - but who knows. Things like focus attacks (charged) and heavy attacks were only very recently added in...
Am I missing out on something, or are 1h weapons just better than 2h weapons?
Yea you can miss a lot of content by not following the roads around in the shroud and elsewhere.
Lowering exp gains made me explore more to level. which means I find more gear before blowing past a zone too.
I use settings of, mining exp to 0%, and Exploration exp to 75%, combat exp to 25% b/c I play with more enemies, If I played with standard enemies I would use 50%
Not much, you're only missing :
- 8% crit skill node that's exclusive to 2H
- the fact that you need to invest in 2H only skills to get the str/flame level skill
- the fact that you need to invest in 2H only skills to get blood rage's very strong melee damage boost
- the special whirlwing attack that's 2h only
- extra range with 2h giving larger sweeps to hit more mobs
- higher damage on 2h leading to more leach, far outclassing whatever survivability increase you might get from your shield
- better support for 2h damage on melee fighters armour
😜
I'm playing 1-h purely for the style and because my fighter-mage does most of her damage with fireballs anyway
higher damage on 2h leading to more leach, far outclassing whatever survivability increase you might get from your shield
Agree, the parry shockwave is super unreliable, bosses cannot be parried and block is worthless against groups of mobs because you stamina is instantly empty.
But:
8% crit skill node that's exclusive to 2H
This gives you a negligible damage boost for 5 skills points. With 100% crit damage and 50% crit chance, that would be still only 4% more damage in average.
the fact that you need to invest in 2H only skills to get the str/flame level skill
This is 5 skill points for 4 str max, or am I misunderstanding anything? Stacking str also has diminishing return, there are way more effective skills to pick from.
extra range with 2h giving larger sweeps to hit more mobs
I don't see this at all, 2H attacks are mostly vertical. With 1h attacks I hit way more mobs.
the special whirlwing attack that's 2h only
It drains you entire stamina, for extra AoE but not extra damage. When fighting a pack of wolves with it and you don't insta-kill them, they insta-kill you back because you cannot dodge them.
better support for 2h damage on melee fighters armour
The tank armour had the highest impact for me until now, reducing the damage received by a lot more than the barbarian armour provides extra damage
The attack speed boost on 1h is also higher, and I feel like the DPS especially when fighting multiple enemies is much higher with 1h
Only thing I found better with 2h, when grappling banshees you mostly hit below them with 1h weapons.
1h was also better at staggering enemies
Excuse me, I'd like to ask something. Does having a shield allow me to stun enemies more easily with a parry than with a parry with a two-handed weapon?
Yes, their parry value is higher and this value determines how much "stun damage" you inflict.
I understand. However, I notice that the ability to throw a kick inflicts stun too effectively. I mean, kicking seems more effective than blocking.
It just has no shockwave and no double damage debuff on the enemy, but yeah parry feels kinda weak compared to kick.
General enemies are stunned with one kick. The toughest ones I've encountered only do two kicks. (Aside from special enemies) Maybe parrying is more effective against special shield enemies?
No parry is just lackluster and kick kinda op compared to it. Parry could be good, if the shockwave weren't that unreliable. When trying to parry a group of enemies, a pack of wolves for example, even if you successfully parry the first wolf and trigger a shockwave, the damage of the other wolves still connects most of the time.
So, two-handed weapons, lots of kicks, and very powerful execution blows (the execution damage of one-handed weapons or daggers is lower). Also, when you use a special attack with a two-handed weapon, a blunt weapon, all enemies are knocked away and take a lot of damage. I don't understand why you would play with a shield and a one-handed weapon.
Better staggering from higher attack speed and more horizontal hits
also you aren't locked into animations for so long as with 2h weapons
but most of the melee skills very unappealing, like shockwave, whirlwind crescendo or crash down, compared to stuff like multi shot or spells
Parrying is better if you don't invest in dex
Kick stagger damage scales with dex so it's useless if you don't spec into Dex
I will say, Fell Cyclopse are only hard to fight, not because they're genuinely difficult, but you CANNOT hit them if you're using daggers.
What all counts a ranged enemy for counter battery? just Scavenger Scrapgun, Fell Ranger, Vukah Ranger, Drak Skirmisher? or do the banshees and Sporehead, Vukah Shaman, Depthdweller, and Scavenger Matron all count a ranged too??
I hate to tell you, but I haven't invested anything in Dexterity. I only unlocked the kick skill. For the rest, I invested all the points in the Barbarian Tank. And my kicks still stun generic enemies on hit, while stronger enemies take 2 kicks. (Except for special enemies with shields.)
This was my experience too. It can trivialise some tricky generic enemies (and is also just really fun to use!)
Tbh my main issue with going two-handed is the lack of guaranteed spawn lore weapons when compared to one hand; there seems to be one or more one handers in every zone which can help offset bad luck with rng spawns, I've found two total for two hand
Guys, I need help setting the game's difficulty. I've been playing for 54 hours with a friend. I'm a tank barbarian, and he's a mage. We've set the maximum number of enemies (disappointing, because the game's gameplay isn't designed for that many enemies). We've slightly increased the enemy attack frequency and set ourselves 200% maximum health. Now we're thinking of setting the standard number of enemies (to make the game more of a skill game), and increasing the enemy attack frequency to the maximum. Do you think we should also increase enemy health? Or is it better to play with even fewer enemies, the minimum, and make them extremely strong in everything?
Definitely odd, I'll have to go back and try it again, but I definitely remember it being pretty bad. I specifically remember kicking during an attack animation and having the enemy recover fast enough that they can throw out another attack before my 2H can hit them
Parry stuns generic enemies in a single parry as well, so I personally rather just wail on them until they attack, if they even get that chance. I've definitely never had Kick "trivialize" anything more than Begone! or just attacking them.
I think there are like 5 2H lore weapons and 3 of them are in Veilwater Basin
Actually getting so sick of getting stunlocked and gangkd by basic mobs. I've got settings on max enemy count, which is great for high health leech but just one skeleman hits me and they ALL hit me and i die instantly. Especially when those OP ass ice bolts hit me.
I shouldn't get stunned from every basic attack and if i do, my attacks should do to. Especially if I'm wielding 2h
So in response to this I'd say high health lower enemy numbers as it seems to be slightly more fair.
But i think it depends entirely on what you're comfortable with.
Maybe we've been playing two different video games. I can instantly stun common enemies with a single kick, and tougher enemies like Vukah with two kicks. I only have trouble with enemies with huge shields.
I think we just have a different definition of "common enemy." At level 45, it takes multiple Kicks with no Dex investment to stun enemies of equal level
At least all variations of Drak, and Fell
One parry and 3 Kicks to fill a Drak warrior's stun bar, specifically
Honestly I've never invested in the kick yet because i heard it for single enemies and i need mob control tactics. I'm on AoE health leach tank atm and I'm level 20 odd still.
For solo enemies i just take advantage of their anim locks andtry get behind them for backstab + dmg. But they mostly have aimbot so it's not a perfect solution
I think the hitbox for Kick is wide enough to hit multiple enemies, but they have to really be stacked up on eachother
There’s hyper armor on your attacks, depending on where in the animation it is
Is there any skills that offer i-frames as i reckon I've been hit and/or killed during every anim I've performed at least once
there is? i'm assuming this is only for melee weapons and excluding daggers right?
Daggers heavy attack has I-frames on the backflip. But otherwise no, there’s not any sources of I-frames that I’m aware of
There’s plenty of hyperarmor with the new special attacks
dagger special also has i-frames in the air i believe, though not sure if it's simply jumping over attacks like you would with double jump
It’s the later
Enemies hitboxes are actually pretty tight, and you can jump over post horizontal moves
what am i missing here, somethings not right with the numbers?
Wtf? 😂
I had a set of rare daggers that were lower quality and lower level and still did more damage then their legendary counterparts 🤷♂️ I think there must be a few clerical errors in and around.
Turn on visible hit numbers and see how much damage it's actually doing in combat, i guess. But yeh that's really weird.
can you give us another screenshot showing weapon perks?
I'm dipping out for the evening but I'll see your message tomorrow 
these are the perks
i have also a gem slotted in there, but it "should" not effect it
Guessing that 40 blunt is meant to be a 20
...10% of base damage...
the perks would be for both blunt and ice added together, so yeah, 20 each to add to 40 would make sense.
otherwise they should be +6 damage, not +4 damage
does anyone find a bloodfeather set in legendary?
Question about the changes in this release ... do you get the benefit of the "plus 1" even if you haven't gotten the node?
nope, you have to get the node to get the +1
Well frankly that is dumb since we cannot control what we get to put stats like that on a weapon that most likely would use that part of the tree. 🙁
2 bits so far
Except if you aren't investing in that node already, getting a +1 probably really wouldn't do you much good.
these are kinda rare hmmm and some of the vielwater set are also low at drops rates dang
been farming level 45 zones vielwater armor set legendary barely drop but the radiant , eagle eye and elder set drops more wtf
Yeah those 3 are definitely more common drops - but I also think the RNG is weighted towards your non-combat style, I drop way more Mage and Rogue gear than I do Warrior (as a warrior build)
Could be total 🐄💩 - but my drops seem heavily inclined that way
I'm struggling levelling with Greatswords 😕 i've always done Bows or 1h+shield. Level 18 and its a slog. Is this normal?
2handed builds want 2 Life Leach perks on their weapon. 2handed ax was better last I knew due to move set, but that may have changed.
2H is a lot worse at lower levels - it improves a lot with skills unlocked
1H and Shield is basically the best starter weapon choice for early - mid levels, just by it's design
Quick question: if you upgrade an item in the cosmetic slot, do you get the upgrades or is it from "equipped" armor only?
equipped armor only
thank you
does anyone understand how the attack patterns work for melee weapons? feels random but I'm guessing there's a trick to it. for example sometimes with a dagger I do stabs over and over, and sometimes it does the double dagger attack (not the one you do when holding the button)
The double dagger attack is a "delayed attack"
Should just be a standard chain, but I basically haven't tried daggers at all
Greatsword is a set chain, but if you take a longer pause you can make it not activate certain chain abilities like Whirlwind
With 2H weapons and daggers, if you attack, then pause for a half second or second before hitting attack again, you'll do a delayed attack
I thought it might have to do with the timing of pressing the button but it seems inconsistent
I think it might only be doable at certain points during the chain
It can be. Greatsword has a delayed attack after the delayed attack that can be triggered even after the animation has finished playing
Oh nice, the wiki has the updated combat tree
Dagger can be triggered after each of the 4 regular attacks
yeah I think you're right, with a bit of practice I'm able to do the double attack at each point during the combo, thanks
I don't think I've ever seen a game like this that does attack combos this way
bit strange
does anyone know if daggers were buffed a lot recently? I keep reading daggers are trash and have barely any nodes in the skill tree, but when I look at it in-game it seems to be about as many as the other weapons
The delayed attacks are a bit odd to get used to, but once practiced I think they fit really well into a combat flow
1H melee also doesn't have delayed attacks, so keep that in mind should you try it with them
I don't have a 1h melee to test with rn but it seems 2h melee kind of has the same thing
at least with a 2h axe
if I delay it does a downward chop over and over
Yeah. 2H axes and hammers have the same delayed attack, 2H Greatsword has an upward swing that knocks enemies into the air and then an overhead chop
good to know, thanks
do you know if daggers got buffed recently? idk why everyone says they have no nodes, they seem to have plenty
Haven't seen anyone complain about nodes, but seen issues with crowd control, overall damage, and boss targeting (which is janky all around to be fair, especially things like cyclops)
idk just seems like a lot of people complaining about them, I think they redid some combat stuff and the skill tree recently so was thinking maybe they got buffed but idk
I specifically want to do a melee parry build and daggers have a node or two relating to parrying so was thinking of doing them
I don't know if they've been buffed, honestly. I know some people who get great results out of them, but they do seem like a tough weapon to use
I think they're just the type of weapon/playstyle that works better with a group with how Enshrouded combat plays
😢
sorry one more question, do you know why I can't upgrade my daggers at the blacksmith? its lvl 3/9
it doesn't show up as an option
check the hunter - they changed it to all 3 npcs now
it's class specific
gotcha, thanks
I'm level 21 and my partner is level 22. Yesterday we tried setting the number of enemies to default (it was previously set to maximum), but we increased the damage and health of the enemies by 50% (the minimum available). In general, the game was fine, but as soon as we encountered the level 20 berserk vukah, the damage we took was unacceptable. Too much damage. And I've built the entire tank branch. I think they should introduce a separate parameter for elite enemies, like they did with bosses.
Are Greatswords better then aother 2handed cause of the special greatsword damage Talents ?
Or it that to balance it with higher merciless rate against blunt weapons ?
They don't actually stack - has been reported, but potentially intentional as GS was designed/added as an entirely separate weapon from the rest of 2H
Bit of a bad design if it is intentional though, as the regular 2H damage skill is in the base node of the same line of skills
Aaaah WTF?
The game overall is good ... but sometimes i
stuff like this makes me think they should talk to some "actual" game dev as some kind of Advisor
There's room for improvements to be sure 😅
GS does get unique gauntlets though, and I feel like there's potentially better variety for them at max
This is basic shit .. even a non gamer could tell you
The combat patch was a step in the right direction overall - but yeah, there's definitely several layers of polish needed.
I don't get too worked up about it though - the general vibe seems that this was a smaller, more basic game that just blew up - and they're now working to try and meet that new expectation
Will have to see what 1.0 brings to the table
Do the great sword atleast count for all the other 2handed perks ????
if not ima ditch build
like "Heavy Hitter"
All the other stuff should count, though I haven't personally tested every node to be 100% sure
but all the skills like whirlwind crescendo etc definitely do
But I tested Barbarian's Path and it definitely doesn't stack with Titan Edge - which others confirmed as having tested
Whats the diff between hammers and sword ? do hammer make more stun stuff? .. or is it all the same ?
cause IG i wil lswitch to hammer then
NGL feels like mid game the old Team abandonded ship and then a new team stepped in and they got no clue what the team before did and are just trying to work with it ... all of this feels clunky wonkey and makes barely any sense
It's mostly damage types and attack chains - GS has a different attack chain
I think GS also has a much higher parry power - although not sure if that's my gear or base
pretty sure it's base
but whats the diff. between blunt and cutting?
When i think of (any other game i know of) Cut is somehow bleed or "more" dmg related and Blunt is stunning etc.
Is it just a diff type of damage with mobs resisting diff things ?
Yeah it's different mob resistances
Like the hollow take more damage from blunt, armoured enemies take more from piercing etc
sadge
I've found piercing to be pretty effective just all around - been running a Silvernight Greatsword with a piercing gem in it a lot lately - also best at breaking crates and pots etc
axes and picks break scenery, including crates and pots (wood, ceramic, metal, etc) in one shot usually; it's also worth noting that all the two-handed weapons have two movesets; if you tap slowly with the greatsword you'll do an uppercut for example
Does Evasion Attack work with Blink?
yes
though it has some buggy behavior where it will do some funny things with momentum where you'll shoot around like 40-50 meters at a time; especially on ice
I use it a lot, it's very good particularly since the pulse from the blink damage is big enough to get value from it then spring the evasion attack for backstab damage
Guys question, weapons that have 10% of bla bla is done as fire damage, for example Sunbeam or Nova, can i slot those with gem of burning?
Will it trigger the gem?
That's funny haha, thank you very much
Man, what the heck, lol
Yeah - I use an ignited bow with gem of burning
Yeahhhh... basically makes headgear skills for warriors useless if using Greatswords
Mhmm sounds even better than having to rely on crit chance to trigger bleeding
I guess bleeding lasts longer than burning though
Maybe thats why i hear so many people go for the bleeding route
Just reading through the perks i dont really see that many ways to increase my crit chance though, so i feel it would be unreliable with sword/greatswords
Depends on the build, but you can get a good crit rate with greatswords
I don't know if burning crits or not, I've heard bleeding can - which then activates the healing
But with leech burning also heals anyway
Without needing any crits
Just wondering about crit with swords as opposed to greatswords
Yeah - just depends on the build
I run double ancestor rings, so I'm all in on crit rather than leech - although 2 of my GSs have a leech node
I haven't really looked at 1H much yet - I'm GS/Bow main
Gem of soul reaping is absolutely peak for fighting mobs though - don't really need to worry about leech unless you get stunned and insta-mobbed
Better than bleed and burn?
2550 heal burst - every enemy killed drops a flask than you can then shatter to proc the heal burst
also procs kill effects, so you can stay buffed
you also only need to mark the enemy then get the kill, don't need to stay on the weapon
But does it revive you when you die?
No - but you don't need to main it
I don't use it as my main weapon, it's my secondary - all I need to do is land a hit to get a mark - then every kill drops a healing flask that functions as an enemy
If you're fighting mobs you'll never die as long as you keep getting kills - the healing is too strong
also, because it's an enemy - it actually procs effects like heal on crit as you're killing it to heal 🤣
But you need to land a hit on every single mob right?
Then you swap to main with crit or burning leech?
baseline the mark lasts like a minute so it's pretty good, even for a healer that rarely directly attacks lol
I usually just do a Slam into the group - that's enough to mark most, then I'm currently mostly running a piercing greatsword with a piercing gem - but anything works
Literally every build should carry a gem of reaping on a secondary weapon
🤣
Is there a good build for a primarily melee tank that uses a staff for ranged?
Don't know if they are "good"...
Elemental Knight (1hd, max elemental boosts) - https://enshrouded-skill-tree.com/?shortCode=6a0c994f2fe60dfc4e284b63
Frost Knight (bonus backstab, 1 or 2hd) - https://enshrouded-skill-tree.com/?shortCode=6a0c9aba2fe60dfc4e284b65
I'm in the 45+ area and the thing I'm questioning is that staff does ooookkk damage, but it takes a bit to kill, and you are lucky if you actually can before needing to chain mana pots. (I've started experimenting with swapping to a mage hat when I stay at range. That's the real issue with hybrid builds; equipment is split between melee, ranged, and magic. There really aren't high end armor/equipment from what I've found that hybirds well. Like there is a melee hat that's like 15% crit chance and 15% crit damage, same for magic, but where is the hybrid hat that splits it 7 and 7 for each?)
It's almost like it's not even worth trying to kill with staff unless you absolutely need to stay at range (like a boss that does a bunch of AE or a flier that is annoying as hell to get close to)
I figure if I keep going to max I may experiment more with things like pulling back a bit on the tankiness to put more into Int to even it out a bit more. (Back with the previous passive tree it was easier to go with a more even Melee/Staff split. The issue there though was you'd have to always fight 50/50, like if you charged in and just melee'd you'd have a harder time than softening them up first with staff.)
.
Q: Has anyone given a hardcore look at greatsword?
I just recently got one and it feels slow as hell. I don't know if it's an animation time, but compared to the other 2hds it feels like it's got a longer animation lock and slower swing (even though it claims the same swing time on the info.)
The staff I use is Staff of the Moors I believe, it has health, stamina, and mana leech so I have infinite mana and stamina. I just throw out whatever spell is most damage.
Helps to have a gem of currents as well. Throw water balloon on self, always do 1k+ no matter the target, blink dodge backwards and wind up the next cast.
Wand special to group up enemies.
I do use 4 different wands and staves given the situation though. The storm lightning gem with light burst was always funny in a group of fell in a shroud lair.
Me farming the dragon youngling for trophy.
He got stuck but planting my feet and just holding down lightning channel with the wet debuff still did enough damage with mana leech to go infinite even with his resistance up
Should also note that when he wasnt stuck i could just face tank his fire breath infinitely. Water aura, 5% health leech, wet condition lowering fire damage and shared misery was enough to cut through his damage.
very nice! thanks for sharing this
I know people have often asked how to make Daggers good. This is a build I’ve tested and would recommend
And this is a Dagger focused build, not as just a sidearm to bows
And if you don’t want to sneak/sneak attack at all, you can easily just trim that for your own personal tastes
Hey, On Void Caller (wand) is it's ethereal duplication and mutishot features redundant text or stacking effects?
stacking effects, sorry for late reply
Hi everyone, I posted a suggestion on this site (do you think any of the game's programmers read it? Or is it just posted to give the community a vent?) https://enshrouded.featureupvote.com/suggestions/712558/be-able-to-set-the-damage-of-elite-enemies
The devs do read the feature upvote page, but not everything on there will be added
Hey guys, I’m looking for some help with my build. I’ve been playing bow and using the daggers but just feel like the damage is really lacking. I primarily use bow but switch to dagger if I’m getting over ran or need to fight close quarters. I know daggers scale off dex so I assumed once I got higher lvl they’d be more effective but they just aren’t. Does anyone run 2h or 1h & shield with bow or am I just better off with sticking with daggers since I’m not speced into strength at all?
I actually posted a dedicated dagger build just a little further up
What are the chances they will add friendly fire/PvP eventually? I saw it on the upvote page but it doesn’t have nearly as much attention as it should/compared to other requests and I hope the devs really look into adding it if they aren’t already
I did see that but my goal isn’t to main hand the daggers. I enjoy the bow for my primary but just looking for a better option for my secondary
1H and Shield is generally pretty decent without too much investment - 2H needs a bunch of skills to really be useful so it's more of a main weapon with bow as backup
When the game first released I ran bow with 1h as my back up and it was enjoyable. Just wasn’t sure if it made sense to do anymore with the release of daggers. I just need something other than explosive arrows to help manage big swarms
We were talking about it last night, daggers for most people is just going to be significantly better with a group
1H n Shield is way more user friendly - get some heal on crit etc, don't need to go too crazy if it's just a backup for close combat
Whats the max dmg on Staffes and Wands ?
I cant find a Staf above 50.4 dmg and no wand over 72.8
The base damages should always be the same, just potentially split amongst different types of damage - any extra is from the perks on the weapon, so just depends on the weapons
okay thanks alot :3
I typically play with a small group but when I am we essentially have a tank and I can just focus using my bow and rarely touch the daggers. However when I’m solo I notice when I get a large swarm my only option is just jump and throw explosive arrows. The main situations I get in trouble are bugs and skellies.
Yeah probably easier to go just go 1h n shield - get something with health leech on, go for a blunt mace if skellies are the main issue, bugs will die just as easy
slap a gem of soul reaping in there, mobs won't be a problem anymore
I appreciate it, I’ll spec out of the dagger nodes and pick up some 1h nodes and give it a shot!
There's also Heavy/Shiny Plates and Tower/Warden in that tree, if you really want to build up some defense - but Battle Heal is the main thing to go for if you're keeping the points investment low - it's just free healing
I noticed some wands do special stuff ..but staffs .. just ARE .. right ?
Nothing different about them except the dmg and perks right ?
Yeah staff is just a delivery system for spells - only the perks matter
Clearwater/Crystalwater is a top tier staff for all mage builds, double regen, double mana leech
I was using torchlight cause of the higher dmg xD
i never have mana problems
I haven't actually done a mage yet, been holding off
I know the best mage build is the soaked lightning, presumably with Violet Storm, although I've seen people using Moor
Was thinking of a fireball spam build with the Rapacity quick charge stack
yeah i dont like having to throw waterbaloonsfirst ..i paly on easy and castign 2 firebals to kill smth is more effective then throwing a waterbaloon -> Lightning xD
Yeah, Soaked Shock build with Violet Storm is super strong
You can use the portable water pump to ricochet the water off basically any wall to hit yourself
Boom instant gem of currents 100% uptime
i think i will stick to fire xD
Fire is strong, but shock and frost can hit 100% bonus damage
Frost is good ? i tried a frost archer and got resisted ALL THE TIME
Well 90%
I've got such an aversion to "Set it up" builds, it's problematic 🤣
Yeah i dislike setup stuff sooo much xD
And yes, two rings of frost. Frozen gauntlets and gem of currents
Frosts only issue is a lack of options
For both arrows (specifically explosive) and spells beyond frost bolt
Fire will also be strong once it gets more options, and especially if Fire Aura is changed to affect all enemies
Yeah i have the flaming and frost gauntlets and 2 rigns each
i have 3/3+3 Arsonist xD
u using the iceman boots?
Which boots are you referring to?
Is there no longer a way to quick attack with a bow? It used to be that the right trigger would do a quick fire auto aim, but since the last major update it doesn't seem to work anymore and I can't figure out how to do it with them constantly changing the controls in the game
these mage boots, they boost ice dmg 10%
Oh yes, I do
nice
In a soaked build where my Staff already has Currents, what is the next best gem for my 2H Greatsword?
Honestly, Currents again
It’s still a great damage proc as well
That’s my Greatsword spellsword build
<@&1059853133188169910>
Got another one
How does that scam even work..... I don't see any normal scam methods on it
They are relentless
Or is it the URL?
Either way.... I got my first magic floating ring put in:
Looks pretty cool
Just 5 more to go.... on that level.... 3 more levels to go
I might just do 2 levels, and one big ring above that little square in the middle
Depends on how tedious these other rings are
i love how everyone chose to build their most massive project around the pillars of creation
Because it's a blank canvas, offers a lot of room, and a mega base in a location that lets you just jump off and fly to nearly half the map.......
I mean there are a few reasons lol
I know but it's not the ONLY place. on my server someone chose to build the biggest treehouse in the blackmire and my partner chose albaneve. But I did claim the pillars early on X3
Pillars just happens to be litterally the center of the map
it is what makes it one of the best locations for mega bases in general
I think I need them at different levels.....
It will definitely look a bit more dynamic
I'll move this to the base build channel... but these rings are looking better and better
These are hands down my favorite pants on every build I don't even bother swapping back when I land or finish running half the time.
SAME
I’m pretty new to the game, what’s the point of perks like Athlete? It seems like you’d need an absurd number of stats for it to be worthwhile with how much it costs
Unless I’m miscalculating or missing something
You are correct, it's not much, but it's also enough to make or break you as well
I have 12 STR so at max (4/3 with armor) I get 48 extra health. With all other CON nodes taken though, it's the only way to increase my health further
I do think they should be balanced more since taking 1 CON gets you 50 health
I see, so diminishing returns on further stat increases if you don’t have any more interesting perks you want
Something like that... Though I do think it should be closer to 5x not 1x per level. This would make it closer to just taking constitution nodes without completely overtaking it
There is something to be said for hybrid build. I rather enjoy dipping into the other trees in ways you haven't considered. Like how Arsonist boosts ALL fire damage, even from swords
and I have a fun caster paladin build where I had quick charge for light burst with that chain lightning gem and cold composure on a staff for self healing
but counter strike and arsonist are pretty fun on beefy tanks.
I run them with Eagle eye boots for another +2 to runner. Honestly don't know how I'm going to play any other build, it's going to feel so slowwwww
Once I get them (in gold) that is also my plan. Though I'm more shock based mage/barbarian
Hi, hope you're all fine. Question for healers: how does Righteous Fire work? Why doesn't it trigger on Heal Chain ????
It already feels unfair that Heal Chain doesn't heal yourself... So, if, in addition, it doesn't trigger Righteous Fire either, then this spell probably deserves a rework, or better explanations.
Like, players should be able to trust the skill's descriptions without fearing some effects only apply for some spells (with the list not even behind displayed). Ultimately, I can tolerate (and understand why) Chain Heal is excluded from this effect, but if it was designed this way on purpose, just make it clearer in the description please 🥲
Magic didn't get an overhaul with the combat patch, they've stated more tuning for magic will come likely with the 1.0 full release
At first, I thought it was a french translation mistake (there are a few of them), but it seems not to be... I read the english description, and it says "Healing any target with a spell triggers..."
Okay, thank you @mossy ridge . No matter what they choose to do, I just hope descriptions will be clearer, because I felt a little betrayed and that affected my game experience / overall trust of in-game texts.. Which is bad 🙁
There's a lot of fine-tuning and polishing hopefully to come, but we most likely won't know what that looks like until 1.0 it seems - I don't think there's any more updates planned until then
You can always bug report from the ingame menu, or use the feature upvote site to look for similar complaints/issues, or create a new one if it doesn't exist
There will be more additions to combat at 1.0
We know at the very least magic will get some changes
I'm hoping for more weapons and skills personally - since several already exist within the game, but who knows 🤷♂️
I have seen a lot of people saying this. Might want fill out a bug report
Done! 🙂
Went in a solo game and found out it’s sometimes triggered by Water Aura. Going to try more later (maybe the aoe center is not the healed but the healer)
Note that it says fel enemies. Soooo... probably that?
How does the life leech mechanic work? I see two conflicting sources of information.
One says 10% life leech leeches 10% of damage dealt on each hit.
The other says 10% life leech is a 10% chance to leech 50% of damage dealt.
Which is correct?
It also doesn't work... afaik. Fixing it is a known issue
Which weapon tags many enemies all at once from range?
Or is putting it on GS my only option
Could try Bow with explosive arrows or staff with fireball
But gem of soul reaping works with anything, just need a hit to mark them - 1h works just as well as 2h for marking multiple targets with aoe hits
What foods or consumables do i get for the best damage buffs? or stamina buffs either one. You be losing stamina WAY too damn fast
Anyone having an issue with skill points NOT saving??
yes bro 😭 😭
Any one have a pair of legendary gloom monarch trousers that they dont care about? Been looking for that for some time and cant get the luck it seems
I believe awesome armory depot server has that full set in legendary
I find these games always are gonna ‘tweak’ every release to keep us coming back. So magic this release, range next, oops now we fix melee. Why isn’t it balanced across the board for types?
Honestly, I don't think that's the case with this game - though I know that practice for sure
I think this game just got WAYYY bigger than they ever thought it was going to - and they've been trying to match that response
@barren tartan should probably talk builds here 😅
The Soaked build (far as I know) uses the Megalodon greatsword combined with the gem of currents and then deliberately inflicting soaked debuff on yourself to proc the gem of currents - it's a greatsword lightning hybrid build
alright
you add in gear like circlet and thundersnow for more lightning damage - then you can backbar a staff with lightning spells and a staff like Violent Storm (one of the main soaked mage build)
On second thought, Maybe i dont wanna do setup builds either, looks painful 😭
Yeahhhh... I haven't bothered myself, though for mage I might
So instead what would you say is a good all around general build? I dont wanna switch my stuff around just so its a little easier in a different location
What you've got isn't bad, I'd just definitely swap out the boots for something else
Definitely grab Blink and Emergency Blink - they're absolutely top tier
So its good to follow the build, just change some of the stuff around?
well what boots then?
Drakian boots could be a good option if you don't want to go for runner
I'm thinking to use the bow ur using as well as the gem, and also the gaurd of the north with bleeding gem
My bow stuff is pretty minimal, but I went up to the extra crit into the bow skills - but yeah, ignited with burning or the Forsaken with burning both decent
or you could go avalanche starter for extra crit - but I dropped it in favour of ignited for just ease of use
I only really use bow for the things i cant get to, like cant grapple or m1
so just whatever does the job i guess
Forsaken has literally like every damage type on it - so it's kind of the "works for everything" option
I went ignited because I pretty much only use the bow for the jellyfish things (when I'm not just messing about anyway) - they're the only enemy I really NEED it for
Meh I only use the bow for the same reason and to keep aggro
i just like minmaxing everything
So should i still use the same stat tree as in the video?
I get you - that's usually how I roll. There just isn't enough gear curently to really get into it IMO
let me take another look
I see. idk how new this game is, my friends just wanted me to play with them so they got it for me, idk much about the history and stuff i just grind to grind
(as you can tell i have NO life once so ever 🥀 😭 )
So he's wasted 2 points in barbarians path, so those can go straight away
what ones?
i mean you could just take a screenshot of the stat tree, and highlight what to get and leave what not to get unhighlighted
if thats easier for you
I've got the skill planner on the wiki open at the moment
Barbarians path is the 5% to two-handed melee damage - it doesn't work on greatswords, so no point maxing it out
Athlete - # x STR = health is also a waste of points in my opinion
"Barbarians path is the 5% to two-handed melee damage - it doesn't work on greatswords, so no point maxing it out" Wait so your telling me a TWO HANDED Greatsword isnt effected by 5% to TWO HANDED melee dmg?
thats some bullll
Yeppppp... only Titan Edge works for greatsword damage 🙃
Wish i could cuss rn, that makes no damn sense
especially as barb path sits in the tree before titan edge, so you either have to take it, or come way across from the side to get to it 🙃
the full skill tree is available on the wiki page to plan builds with
oh thats sick
So are you sending a screenshot of what i should do when your done?
https://enshrouded-skill-tree.com/?shortCode=6a0fecb65d80420fb967ed83
This is just what I'm currently running - what you want for your build is going to depend on your playstyle and your world settings - for instance I don't play with durability anymore because it's just a time sink and I'm a solo at max lvl
I personally don't bother much with parry and I don't use merciless at all - I found it too niche, and the targeting can send you shooting off edges to your death so I ditched it
I dont bother with dura either, in this game unlike most you dont need matierals to repair so theres no point, and my internet is so buns i dont bother with parries either
I basically just went all in on crit chance, stamina+regen, and mobility
Paladin/Sunpiercer Head and Chest (I use paladin for the frost resist, but sunpiercer is slightly higher crit etc), Greatsword Gauntlets, Wayfarer Pants, and Eagle Eye Boots
Double Ring of the Ancients
Why crit chance instead of like base damage if i may ask?
Are my current choice of swords, for piercing and shroud damage - but bleed is a good call, especially if you go for leech rings instead of crit rings
I dont care much for mobility but I would love that stamina so i might just copy the armour
You could go with Drakian Boots instead of Eagle Eye
I run Wayfarer for the speed with the eagle eye boots, so if you're not going that route then go for the Bulwark
Runner is in the skill line for the Dessert Stomach extra food slot, so it pairs well for me for 6/3 Runner + 12% speed
I suppose i should get SOME mobility, its not like im running tank or somthing 😭
42% extra sprint speed is very nice to have...
is that 42% from both or just the pants and stat tree?
pants+boots+3/3 runner
what would you say your damage is though? avragely
I've got a bunch of custom settings, since I juiced everything up when I hit max level ('cos why not...)
but I definitely have damage 🤣
and i dont mean without crit i mean like what do you do a normal basis with the typical amount of crit u get
I dont even have my own server lmao, i just play with friends
do you still get good life leech? I just find life leech very convenient since you can tank a little more when you have life leech if you deal good dmg
I still get a decent amount of the crit healing, since my crit is high - but I use an extra sword with a Gem of Soul Reaping for situations where I can get a kill and really need healing
does that say 2k? nice
thats pretty good yea, wharts ur crit rate>
oh, and that's with just meat for HP and water - no bonus damage foods
I think it's 44-50% Base rate with gear - then extra 8% from Relentless
Hmm okay
Yeah 44% with Silver or Forked, 50% with Guard of the North
So if im just going for the highest possible dmg output without the setup build you mentioned, what should i follow?
I switched some stuff around already but what else
like the boots i mean
I mean that's pretty much it
Your other options are a parry build, or a soaked lightning build
That setup or similar only misses 1 STR node that's locked behind wasted 1H skills
With the extra food slot you can run more regen/damage foods - so things like Black Coffee and Fried Rice can give you another 27% melee damage
I still need to look at food stuff properly - I've just ignored farming entirely, so I'm missing loads of milk stuff
So, sun periver helmet/chest, (havent decicded on pants yet) eagle eye boots, the two swords you sword me with bleeding, my two commander rings and the horned sword still (the stamina leech is just so nice) then follow the skill tree you showed me?
if you go bleeding you can go with Guard of the North, since it has double crit
you can also run 2 ultimate health rings for more crit and healing on crit as an alternative to Commander
It dosent say anything with crit tho
Got Veteran and Battle Heal - so you'd get 4% extra crit and 5% (3+2%) HP heal on crit with 2 of them
It's a lot of extra health, so it's a tanky alternative to Commander - trading a bigger health pool for a healing chance on crit instead of guaranteed leech
Ohhhh
lot of 1Hers go for them, but it works just as well on 2H
what does 1h and 2h mean
one-handed = 1H
two-handed = 2H
so should i still use bleeding gem or crit
bleeding gem will work for whatever setup you go for, you'll get more obvious use out of it if you run the Commanders ring, since the leech will proc off the bleed
Bleed still works perfectly there
Okay, I think using the crit would benefit my damage and heals more though right?
or KIND of my dmg at least
since of this
Not sure what you mean? There's not a gem for crit
Oh i misunderstood smth you said earlier nvm lol
All good - I run that silvernight sword with a gem of piercing - because it has piercing damage on it already
But a Guard of the North sword with a bleed gem pairs well, because it has double crit chance on it
Hm okay
I dont think i have any pericing gems at hand anyway so that just works out
god i cant spell
I switch gems and stuff around a lot - I just settled on these 2 recently - but I've done things like bleeding, agility, swiftness
Having a battle mania Greatsword for big boss fights is always a good shout - just have to be careful of losing the buff
Noted
Crazy regeneration values, as long as you can get the hits in
Thats why i have a separate sword for heals lol, one for damage, one for easy heals and then the other one for stamina regen
horned greatsword my goat fr
also absolutely insane - but only works at night
I aint trynna be a seasonal fighter lmao
I carry those 2 around, just for when the situation calls 😅
Hm ill do that i suppose
Jeez youve been helping me for a little over 3h now
Bro you have the patience of a saint ty gng 😭
Haha you're all good
I got half a nights sleep, so I've had time to waste 🙃
Lmao fr
i have insomnia, i didnt even sleep lastniht and its 1 am rn
partly why i cant spell todaty, im a wee woozy
just coming up to 8am now... been awake since around 4am 🙃
I don't miss those days
Here's hoping you can crash out at some point 😅
fr
speaking of... I'm gonna need another cup of tea
Lol, Ive been eating a ice cream thing from dq
smores blizzard
Im lowk waiting on a depo server to reset, im not grinding stuff rn bro im way too tired
Honestly with the way essences are setup, it's not worth the hassle... most of the gems barely make a difference, but you have to grind like crazy just to find that out if you play full legit