I've been looking into Wolcen: Lords of Mayhem and I love a lot of what I've seen. It has some problems, but I think it's worth $40 bucks. I've been watching
this guy's videos and I will be following some of his advice concerning the build's that I want to create. But, I'd also like to get your input as well. The builds that I want to create are...
A dual pistol ranger-type with an emphasis on frost damage (for CC)
A Summoner/Necromancer-type
And a Witch/Warlock-type with an emphasis on debilitating debuffs and poison damage...maybe using a dagger.
I know the first two are doable...not sure about the third one, though. Any advice on these builds would be welcome...I'm not necessarily looking for OP damage builds, just want to maximize my enjoyment of this game. Possibly. Maybe.
Comments
I'll be the first to say, I don't know everything about the game, I don't know many people who really know every single potential build, as the passive trees are huge.
But I will say, I've theorycrafted and tested several builds, many of which are successful, some, not so much.
In terms of a dual pistol ranger, with frost damage. It could work, depending on the skills you decide you want to use. Playing up frost damage is pretty good, it's great for low level monsters and specialist enemies, and can break armor pretty well. The issue is, you can run into enemies that aren't phased by it, so, if that's your 1 gig you've played on, you could find some tough battles ahead.
All builds require that you understand the give and take of Rage/Willpower. Spells are willpower, Rage are your attacks. You can't really build willpower with pistols, so you'd have to either focus on hefty rage mechanics, or be able to transfer in and out of rage and willpower with skills, which, if you're going frost you should be able to do that, but balancing could be tough.
Another consideration with ranged characters, how are you going to mitigate damage and/or ensure you'll be able to do damage consistently. If you're a frost pistoleer, you might be able to stop some in their tracks, but generally, you're going to get cornered often, so you're looking at possibly stealthing to gain distance, for several hits, or you'll need a tank to support sustained damage.
Summoner necros are fine, you can do it, many people do, there's more than enough build types out there to emulate. It works well in most cases, just keep in mind you can't dismiss summons easily, and you'll have to put in some work to get them up to snuff.
Witch/Warlock types work well, but poison is really better used on melee types, so while a dagger sounds great and is doable, you'll have to plan accordingly. You won't be doing crazy damage through dagger attacks, so you'll either want to dual wield, but if you use a catalyst so you can cast spells, you are going to mostly hamper your melee damage, which means you'll have to go back to a willpower/rage balance game, which is fine.
I started as a melee tank, it worked well, but then I went into more of a berserker role.
Decided that everybody and their mom was running it and moved on to an Rocket Blast/Trapper. I use dagger/catalyst, but I don't ever strike with my dagger, I only have it so that I can cast rogue ranged abilities and melee abilities. I do have a summon to tank for me, my build would fail without it, honestly. With my summon I can drop AOE on the ground and run away if the fight gets too tough and my summon takes the aggro while my DoT is ticking.
It's a strong build, maybe not a fast killer like some others but I didn't use any guides or information to make it, and it works with my playstyle. Currently level 55, and nearing level 70 dungeons.
Still lots to do... I doubt I'll have time to do it all before other games I want to play hit.
The skill wheel does look amazing, however, the reality is very different. Too many skills are either very weak, bland or too specific to particular abilities, preventing them from synergising well across various builds. Some skills are covered very poorly or not at all - for example one of the top mages skills boosts elemental abilities (frost, fire, lightning), which does not affect several basic abilities. Is it by design? Is it just an oversight? Either way, your aether or occult spells are screwed by that.
Also, the game balance is almost non-existent. Until now, the patches have been fixing the truly game-breaking bugs and have not even begun to address balancing issues.
You might get lucky and start off with one of the good builds. Or you might not. The problem is, the game is designed in a way that does not tell you how well your build works until you reach the boss battle at the end of Act 1. And then you hit a brick wall, unless you're one of the lucky ones who happened to have one of the few 'right' builds. My character was more or less a glass cannon. The whole Act 1 the game was basically telling me "you're doing great, continue!" and when I reached the boss its message switched to "nah, I think this is where you stop".
You're free to build your character any way you want, but in reality it only works where it does not matter (hordes of leveling mobs), but not with real tests - there you need either to have the 'right' build or to be very lucky with powerful drops.
Of course, you can reset your skills and start again, but chances are by that point you had already spent your gold and resources on buying better gear, upgrading spells, etc. and can't be bothered grinding gold and whatever the skill tree reset resource is just to have another go at your current brick wall.
I know from watching videos on it, but there seems to be a lot of broken/OP builds that you can make for the end-game...and by "broken" I mean invincible! Looks like it's up to the individual to achieve some sort of balance for themselves, at least until Wolcen studios can adjust the skill tree.
I learned my lesson about glass-cannon build from playing GW2...those 'Metabattle' builds look good on paper, but in reality they aren't very good at all. They are very misleading in that those who have tankier builds actually wind up doing more damage overall than the "glass cannons"...because when you're one-shotted by a mob and downed you ain't doing any damage at all. Guess they figure that everyone has a Druid following them around.
Havoc orb is one of the ones I use for my Blast/trapper. But most of my attacks are from spells, in fact, all of my attacks are from spells, or havoc orb, which I use as a rocket instead of an orb, which is semi tough to aim. But for the most part the build is similar to any ranged build.
Sooner than later, I would say picking up slipping shadow would be important for you... for most people actually, I honestly don't know how people get by without it, if they do at all.
It's a lifesaver for sure.
I dont use it at all, between Evasion ( that does damage/escapes and drops a ghost to draw aggro) and having 6 Stam points for rolling out , slipping Shadow is not needed , waste of points imo
Also in tight spaces with a lot of enemies, you can't just roll around them, it doesn't path properly much of the time.
As a trapper I just roll in, drop some DoT and run off, let my summon tank, and I sit back and blast away with spells and havoc. Works really well.
I'm sure there are things I could be doing more efficiently. But I'm using archion with fireballs and havoc and with many different ailment types, and I can easily stack Immortal offering quickly. Critical ailments over time, it's been the best build I've tested so far. There's only one boss I ever have a problem with, the Pacified Aurora Knight or whatever, where his minions heal him. He's not so tough if you can bug his minions, but those heals are way out there, and projectile blocks from his minions are crap too.
I have to fake them out and cheese those fights, but depending on the levels it can take some time.
Hmm i have not had any trouble with the Roll i can directional or just hit space and the toon rolls out on his own , pretty entertaining , some of the rolls , the Pull seems to be a RNG ive seen blue and yellow con stand there hitting it , and sometimes common will igonre .. The combo works well for me , I like that Evasion is a damage dealer and the % increase from slowed mobs is signifigant ..
When I can go through enemies, it doesn't matter how many are around me, it's a quick escape. For my build, I also planned on having the decoy, it's always good to pull aggro off. But on my first build, I had the decoy without being able to roll through enemies, and I was attempting to use the decoy as a tank, with no summon, and then trying to frenzy the rest (prior to getting the last ability slot). It just didn't work. I respecc'd to go through enemies, and slotted a tank who can aggro and now I'm climbing the ranks pretty quickly and I never die.
I'll admit some fights can take longer though.
As a trapper, if I get into a pickle, sometimes I have to rely on a drop and run DoT style of play until their armor breaks and I can fire off my high damage abilities but it's fun.
There are also tons of creative builds out there that do crazy stuff like rely on generating a lot of extra health globes and then using a skill that explodes those globes to kil large packs you've gathered together.
I'm not far along - my highest character is 60 - but once you get past the story and into the city improvements end game you unlock a lot of stuff account-wide that also helps with builds.
One of those unlocks that is very easy to get early, unlocks the ability to duplicate a skill so you can equip and use two of the same skill at the same time. Seems kind of redundant at first glance but then you discover that you can have 2 Livor Mortis golems instead of one and that those golems can be morphed into a lightning mage and a shadow dual wielding warrior. My current summoner build is using those + 3 archer zombies and it works very well.
Having a great time with all the build possibilities.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
When using a 1HD weapon + catalyst build the regen amount is less than half of what you get with 2HD weapons so I could see why you might consider using the weapon kind of useless if that's your build or if you use a dagger or 1HD sword as a stat stick but don't really want to melee.
But personally I use my staff a lot for willpower regen as well as to inflict ailments with those attacks that are different from the ones my spells do (I love that passive, Immortal Offering, that gives you + damage based on having up to 7 different ailments stacked on enemies.)
I suppose you could stack enough regen and cost reduction on gear so you don't need it so much but I haven't made a build like that yet.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Kind of one note though. That's why I wish I could use more abilities.
I've got around 500 hrs in Grim Dawn...great game. One of my favorites. As for Wolcen, I'm going to wait 'til the next big patch before I buy it. What are the biggest issues in the game right now, in your opinion? I've heard of a couple that would really impact the way I play these kinds of games: 1) you can't minimize the game to get on the internet; and 2) there is no pause feature...and if you're afk for too long the game kicks you out to the main menu. Maybe these things have been fixed already...I hope so, because I'm constantly hopping on the internet to look stuff up.
For instance the way they handled the gold duping. Instead of any investigating or research they simply put a threshold for gold into the game and anyone past that had their gold reduced. This affected people who duped and didn't. The even bigger issue is that its now part of the game. Once you hit this threshold, even though duping is gone, it deletes your gold.
After that there really isn't anything to chase in the game. There is no real endgame yet and a small, buggy campaign of 3 acts. There's just not much to do. You can try random builds to make yourself feel creative but only a few combinations can do much. Most of the skills and nodes had/still have incorrect values or math involved.
It's just still in beta. If it was $15 I'd say its worth it but at $40 you're just supporting the dev team. If you want to support an early beta of an indie company then go for it, otherwise I'd wait until they are actually finished with the base game.