#Leveling Acrobat

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woeful hull
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So, ShutUpIm22 did kind of beat me to this but I still put effort into this and it has enough differences I feel like I can still post this here and it mean something. He just did Acrobat in general, while I'm instead went through Acrobat levels 1-105, doing every raid and story quest (except for Feathers Fly and the Bob stuff), along with some dungeons, world events, and other miscellaneous activities such as Secret Discoveries and Mini-Quests to help fill the gaps.
As a quick disclaimer, this is not talking about endgame Acrobat very much; I did EO and AHC and a single successful TNA run at level 105. Everything else was done on-level.
I also limited my Aspect use. I have of my Aspects levelled significantly past what a new player would ever have at any level, so I only allowed myself 1 Aspect slot per unique raid completion, with an additional one unlocked right before I went in for TNA so that I could get the full 5.
For items, I have a habit of just using the same stuff then shopping around in-game shops and the Trade Market for an entire new build whenever I notice my gear is lagging behind, with 10 levels being the usual hard cutoff point for most items with a small handful of exceptions for items that I either found very strong for their level or had a Major Identification that I wanted to keep using.
This playthrough was not originally done with a feedback post in mind, but as time went on, I realized it would make a good post. The playthrough was originally for me to better learn Acrobat and to have fun with a self-imposed challenge that has become irrelevant as I dropped it before level 30.
As such, this is all very much off the cuff.

So, with that all out of the way, I think I should actually start talking about the playthrough.

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Very Early Game
-# The Emerald Trail, to Detlas
Not much to say. It's early game Assassin. Double Slice is actually good for damage surprisingly. Ripple, while lower damage than Bamboozle or Backstab offer while requiring more time and effort, is cheap for what it does and works as a great opener to a fight. Dashing upwards and casting Spin Attack as I was about to land was pretty fun, and Double Slice and Multihit were great for finishing the fight after landing.

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Later Early Game
-# Nemract, Savannah, Almuj, First of Ocean
Finally, Lacerate. Combos well with Hop to give you extra height to either make Ripple more consistent with its maximum damage or to skillfully shred foes from just above with the lower reaches of the hitbox before leaping up enough to finish the combo with a partial damage Ripple. So we already have actual combos, which I found very satisfying. We also get Wall of Smoke here, which... I guess exists. There is a tech I've known of for a while where you can get all 3 Smoke Bombs to stick to one enemy if you tighten their spread to nothing by looking straight down and sticking from above, but all that really does is give a little bit of extra passive damage and doesn't work with the rest of Acrobat's kit otherwise. Finality looks great, but at the moment, Multihit only really serves to act as a "sidearm" spell to obliterate enemies that take you by surprise while grounded or in tight spaces such as caves and not actually contributing to the combos. And now we're eyeing Weightless like a rabid dog.
I also found that I can already fly here, I have to Lacerate -> Lacerhop -> Dash quickly. Mana intensive and somewhat difficult to control sometimes, but absolutely works even with the 2s Hop cooldown.

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The Midlevels
-# Llevigar and Nesaak mostly, Seaskipper's making a killing here, goes to the Jungles and Swamps as well
We just got the very very nice looking mana sustain node that rewards you for your safest combos. After that, I went straight for Swan Dive; it was kind of pointless getting a Multihit upgrade via Mutilate at this point as Multihit is still sort of useless for aerial combos. Now, for Swan Dive. Swan Dive is awesome from my perspective. It takes the Ripple ending component of your old combos and updates the damage to both A: catch up to the damage the rest of your kit is doing and B: scale better later even without nodes explicitly for it. How does it do that? You get more tools to stay airborne and get more hits in with as you progress, making building Momentum easier and more practical. Extremely well designed node from my perspective. Getting Blade Fury afterwards made it finally worth it to go back and grab Mutiliate, and made Finality feel finally worth it in the combo playstyle. For me, Shurikens ended up more or less replacing Multihit in its role as a "sidearm" spell to deal with random small mobs that get too close to me. And then Righting Reflex exists. I heard that its priority depends on whether you chose it or Swan Dive first? Regardless, I didn't like it when I tried it. If it had a niche for also making precision landing easier or give mid-level players an easier time building Momentum, I'd be more understanding of it. But it's not great at those things. Literal only node I respeced out of on the entire tree. Dancing Blade is also here, I guess. If anything, I think it's bugged and requires more than 3 Momentum to activate; I was consistent with 5+ and seemed to never trigger for me at 3+. And we also get to look jealously at Wall Hop and it's halved Hop cooldown.

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Later Midgame
-# Forests of Light and Dark, can you tell how quickly AP gain drops yet?
We finally have a short enough Hop cooldown to fly comfortably. And also to Multiweave. The actual Wall Jump functionality is annoying but still has a use, as it resets Dash if successful and makes climbing random things much easier. Outside of that it just throws you off usually. A lot. Aerial Ace is also very nice, but the lack of an ability to refresh it with another Dive while the effect is still up annoyed me somewhat. Despite the minor annoyance, it is still a very strong damage upgrade.

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Tickling Lategame
-# CotL, Corkus, and Molten Heights
Got Eviscerate. Didn't cause immediate noticable differences, but it's a 1AP node so what can I say. Just a small damage booster with slightly more Weightless mana gain per Lacerate. Then Far Reach. Very nice for QoL and consistency. Also have Ricochets here, which turns Shurikens into an even better sidearm as it can now multitask on enemies. Or be a better extra bunch of Weightless mana from the skies.

Getting Into the Endgame
-# Sky Islands and Silent Expanse
All we have here is Jasmine Bloom and Petal Storm, which used to just be one node. Jasmine Bloom by itself is surprisingly damage capable by itself, and gives a very nice constant flow of Weightless mana. Great for eliminating groups of trash without even needing to land. Petal Storm takes it and just lets you use it as big boss damage instead, when you need big boss damage instead of passive mob clear. Which I found useful.

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And now is the point I say to AMA.

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I don't know why it isn't letting me post the thumbnail screenshot so here

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Oh and by the way
I have a Trickster and a Paladin in the works for the same kind of post, hopefully a litte more well organized when those playthroughs are also finished

wide gyro
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I plugged it into wynnbuilder and it turns out that manna is shockingly close to nirvana for some things

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Mainly higher ehp builds, idk abt etw

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Nvm manna is kinda meh for etw

woeful hull
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wait you're talking about Manna

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yeah I mentioned some of the items I used on other threads but not here for anyone confused like I was for a split second

wide gyro
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yeah lol i remember you were talking abt manna

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it is really strong

chrome summit
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We need to upgrade from aphotic manna big boy

woeful hull
chrome summit
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Yea

woeful hull
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small world, or something
as I said, it was the build I wound up with in endgame
I had tried another but it sucked so I swapped back and upgraded the lowest level pieces to be level 90+ lol

chrome summit
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Its not a bad nonmythjc non crafted

woeful hull
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yeah I discovered that
I was constantly wondering why it was so good
I chose it because I didn't want to swap to all air items and needed a EW compatible dagger that wasn't more than 10 levels out of date, and had heard of it as a good temporary nonmythic option a long while back
gave it a chance despite it being slightly outleveled (4 levels below what I was at the time) and it just carried the entire rest of the game like what

worldly bronze
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yeah definitely figured youd have a fair bit of different stuff to say, theres lots of levelling insights and how impactful damage wise things feel when you unlock them here

woeful hull
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I lack the skillz to use most things at a meta level
so I do leveling feedback or improvise with my builds and make my own thing

worldly bronze
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i reckon thats true for both of us really

severe sentinel
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how do you stay in the air, i run out of mana within a few combos and land having to rebuild it all

wide gyro
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a good benchmark at max level is a perfect -spin cost draoi fair + 52 mana regen on everything except nirvana

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nirvana can run fuck all sustain and work

severe sentinel
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Could you show an example build/ability tree?

wide gyro