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I'm new to the game and would like to start off well. So I plan on making a Shadow Warrior with this build:

 

Strength - 150

Stamina - 25

Vitality - 150

Dexterity - 25

Intelligence - 25

Willpower- 25

Available Total = 401

 

Sword Weapon - 100

Tactics Lore - 100

Armor Lore - 100

Toughness - 150

Concentration - 100

Constitution - 100

Death Warrior Focus - 100

Malevolent Champion Focus - 100

Available Total = 921

 

I'm trying to make sure I'm as hard to kill as possible while still being capable of dealing decent damage with a variety of attacks. Should I instead go with a Seraphim to achieve this? Need insight and opinions.

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You actually have a total of 10 skill slots available to you once you hit level 65, so you can probably knock a bunch of those skills down to 75 (mastery) and use those extra points on something else.

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You actually have a total of 10 skill slots available to you once you hit level 65, so you can probably knock a bunch of those skills down to 75 (mastery) and use those extra points on something else.

 

I hate to say it, but Scrappy McSlap is correct. Your build is only using 8 (if I counted correctly) Skill slots. Meaning you have 2 extra slots for other Skills, when you achieve level 50 and 65. I advise getting at least one Skill out of the General Skills that can be added to through use of Relics. I personally like to go with Enhanced Perception. But it depends on your play style. You may choose a Diety Spell that you really like and therefore could go with Divine Devotion as a General Skill. Or even Blacksmithing. Who knows...? Like I said it all depends on your play-style and if you wait till level 50 or 65 to choose a General Skill you will have time to learn your personal play style and be able to wisely choose the most beneficial General Skill.

 

If you have any other questions, don't be afraid to ask. We all love to answer them. :heat: Best of luck to you my friend.

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You actually have a total of 10 skill slots available to you once you hit level 65, so you can probably knock a bunch of those skills down to 75 (mastery) and use those extra points on something else.

 

I hate to say it, but Scrappy McSlap is correct. Your build is only using 8 (if I counted correctly) Skill slots. Meaning you have 2 extra slots for other Skills, when you achieve level 50 and 65. I advise getting at least one Skill out of the General Skills that can be added to through use of Relics. I personally like to go with Enhanced Perception. But it depends on your play style. You may choose a Diety Spell that you really like and therefore could go with Divine Devotion as a General Skill. Or even Blacksmithing. Who knows...? Like I said it all depends on your play-style and if you wait till level 50 or 65 to choose a General Skill you will have time to learn your personal play style and be able to wisely choose the most beneficial General Skill.

 

If you have any other questions, don't be afraid to ask. We all love to answer them. :heat: Best of luck to you my friend.

 

Yep, really not neccesary to go beyond 75 except for tactics perhaps. and a general skill is a good idea, warning: blacksmith is broken on console! I am thinking that for defense go with combat reflex and then for gigles so you have a choice of weapons beside 2-H sword you could do shield lore and do a board and sword, or at level 65 take dual wield with just 1 point and you can get 2 1-h swords going.

 

Good luck. you'll know if it's gonna work by level 75 when the first couple of masteries hit.

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Sound advise so far. I ran a build like this on Xbox. With sword you have the option for 1-hand or 2h. With two skills yet to pick. I'll parrot Loco and go with Shield Lore. For the last choice Combat Reflex or Combat Discipline. As far as the attributes I would just do STR and Vitality 50-50 or 70-30 and you would be great.

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Alright, I have a good idea what to do with stats now. And from what I been reading I should only put 75 in each skill. So now I only have 3 more questions to ask.

 

1: Sword/Shield or Duel Wield?

2: Why stop at 75?

3: What should my final 2 skills be if I Sword/Shield or Duel Wield? (Maybe Speed Lore for +DMG +DEF?)

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Alright, I have a good idea what to do with stats now. And from what I been reading I should only put 75 in each skill. So now I only have 3 more questions to ask.

 

1: Sword/Shield or Duel Wield?

2: Why stop at 75?

3: What should my final 2 skills be if I Sword/Shield or Duel Wield? (Maybe Speed Lore for +DMG +DEF?)

 

My thoughts on your situation: (it depends whether you plan to Tank with this character online)

 

1: If tanking, go with shield. Even if playing Co-Op with a friend, go shield. You want to be able to take bosses hits better. Although if you are simply going to play one-player I would say dual wield is a good thought. It could be fun to trade off between weapon sets during combat. (based on my play-style, mind you. . .)

 

2: Again, with my play style, I don't completely understand why someone would want to stop putting skill points in simply because they have gotten the mastery. Then again, I haven't been playing this game as long as the other two individuals who posted, well I don't think I've been playing for as long as them.

 

3: And if you go with Dual Wield go with Speed Lore, it seems to be a wonderful Skill choice. Although, if you go with Shield you'll probably want Combat Reflexes. Unless you really want the +DMG from Speed Lore. Your choice, my fellow gamer. Your choice.

 

No matter what, HAVE FUN! :heat:

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Alright, I have a good idea what to do with stats now. And from what I been reading I should only put 75 in each skill. So now I only have 3 more questions to ask.

 

1: Sword/Shield or Duel Wield?

2: Why stop at 75?

3: What should my final 2 skills be if I Sword/Shield or Duel Wield? (Maybe Speed Lore for +DMG +DEF?)

 

My thoughts on your situation: (it depends whether you plan to Tank with this character online)

 

1: If tanking, go with shield. Even if playing Co-Op with a friend, go shield. You want to be able to take bosses hits better. Although if you are simply going to play one-player I would say dual wield is a good thought. It could be fun to trade off between weapon sets during combat. (based on my play-style, mind you. . .)

 

2: Again, with my play style, I don't completely understand why someone would want to stop putting skill points in simply because they have gotten the mastery. Then again, I haven't been playing this game as long as the other two individuals who posted, well I don't think I've been playing for as long as them.

 

3: And if you go with Dual Wield go with Speed Lore, it seems to be a wonderful Skill choice. Although, if you go with Shield you'll probably want Combat Reflexes. Unless you really want the +DMG from Speed Lore. Your choice, my fellow gamer. Your choice.

 

No matter what, HAVE FUN! :)

 

I will agree completely with Steele on 1. If you're online, probably better for you as a newer player to have the extra defense of the shield. Yes, you have a fairly defensive build here, but YOU WILL NEED IT, probably. (there's always a catch!). If you have some people you can trade, you'll probably be able to keep your armour up to date enough that the extra D from shield might not be required.

If you take Dual Weild as #9, definitely take Combat Reflexes as your 10th skill

 

As for #2. There are diminishing returns within the skills system that make it undesireable to take some skills past 75 hard points, and the only reason there is to obtain the mastery bonuses. IMO, there are skills that should be picked, but never a second (nevermind 74 more) points put into them. Always depends on the player/build/team, etc.

 

#3 I will say if you take shield lore as #9, Combat Relexes (mentioned by Loco and Furian) would be a 5th defensive skill. 5 is a lot. With shield lore, I'd suggest a General Skill. Riding hasn't been mentioned before, think about it when you start using your Unique Mount. If you like playing mounted, that is definitely a possibility. I think Enhanced Perception is a secondary Shadow Warrior ability, so you wouldn't be able to get it as your 10th skill. Alchemy is horrible to use on console, but a very powerful skill nonetheless.

If you take Dual Weild as #9, definitely take the Reflexes as your 10th skill. (unintentional repeat, intentionally left in...)

 

 

Steele hinted that Speed Lore gives a damage bonus, but I don't believe that's right. It adds run speed, and base attack and defense values. Combat Discipline give the damage bonus, I think that's what he meant...

Edited by essjayehm
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This is my new build, I don't know in what order I should pick the skills so their not in any particular order.

 

Hafted Weapon - 75

Tactics Lore - 75

Armor Lore - 75

Toughness - 75

Concentration - 75

Constitution - 75

Death Warrior Focus - 75

Malevolent Champion Focus - 75

Shield Lore - 75

Speed Lore - 75

Available Total = 921/171

---------------------

Demonic Blow

Wounding-Poisoning-Trauma

Scything Sweep

Force-Intent-Rage

Ruinous Onslaught

Getaway-Patch-Adrenaline

Rousing Command

War Song-Impulse-Surge

Grim Resilience

Rejuvenation-Readiness-Safeguard

-----------------------------------

Frenzied Rampage

Double Attack-Double Strike-Envenom

Belligerent Vault

Routine-Unaware-Commotion

Augmenting Guidon

Elite-Healing-Leadership

Killing Spree

Control-Burst-Sear

Reflective Emanation

Backlash-Antimagic-Riposte

--------------------------

 

 

 

My battles will begin as below:

1: Activate Reflective Emanation, Grim Resilience, and Nether Allegiance

2: Belligerent Vault into enemy group (Causing possible stun and reduced defense)

3: Summon Augmenting Guidon and Activate Killing Spree

4: Scything Sweep middle enemy and use bonus from rage to Demonic Blow strongest enemy.

 

I'm willing to switch to Sword if someone can convince me.

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This is my new build, I don't know in what order I should pick the skills so their not in any particular order.

 

Hafted Weapon - 75

Tactics Lore - 75

Armor Lore - 75

Toughness - 75

Concentration - 75

Constitution - 75

Death Warrior Focus - 75

Malevolent Champion Focus - 75

Shield Lore - 75

Speed Lore - 75

Available Total = 921/171

---------------------

Demonic Blow

Wounding-Poisoning-Trauma

Scything Sweep

Force-Intent-Rage

Ruinous Onslaught

Getaway-Patch-Adrenaline

Rousing Command

War Song-Impulse-Surge

Grim Resilience

Rejuvenation-Readiness-Safeguard

-----------------------------------

Frenzied Rampage

Double Attack-Double Strike-Envenom

Belligerent Vault

Routine-Unaware-Commotion

Augmenting Guidon

Elite-Healing-Leadership

Killing Spree

Control-Burst-Sear

Reflective Emanation

Backlash-Antimagic-Riposte

--------------------------

 

 

 

My battles will begin as below:

1: Activate Reflective Emanation, Grim Resilience, and Nether Allegiance

2: Belligerent Vault into enemy group (Causing possible stun and reduced defense)

3: Summon Augmenting Guidon and Activate Killing Spree

4: Scything Sweep middle enemy and use bonus from rage to Demonic Blow strongest enemy.

 

I'm willing to switch to Sword if someone can convince me.

 

I'm not a Shadow Warrior specialist, but I believe that your skills look great! I would suggest taking 1)Tactics Lore, 2)Concentration, 3)Armour Lore, 4)Hafted (or Swords) as your first 4. This gives you the base skills most melee characters require. Put as many points into Tactics as you can, and keep it as high as your character level throughout your campaigns. This will give you mod points in both Death Warrior and Malevolent Champion aspects, a definite advantage for Shadow Warrior players. Typically, you modify your buffs first, but I am not exactly sure with Shadow Warrior's.

 

Just a point about your battling: Reflective, Grim and Nether are buffs. These you can only cast once (typically right as soon as you load up your character) so you don't need to cast them every battle. Also, until you get your concentration up to level 75, you will only be able to use 2 buffs most of the time (you actually have to pick concentration before you get 2 buffs...). I believe without Astral Lord Focus or Lore, you will not be using Nether Allegiance for very long, so RE and GR will be your 2 buffs, and consider not taking concentration to mastery at all.(ie leave at 1 point, or put a few in to help with your Combat Art regeneration times)

 

The only reason for choosing between Swords or Hafted is what you have access to. If you have friends who can trade you weapons, etc, then choose the one that has the most desireable modifiers for you. If you don't have any access, you take your chances, and will often doubt your choice of picking one or the other (because for sure you will pick up something AWESOME that you don't have the lore for!) If I am 1H and shield, I try to squeeze in both swords and hafted just for that factor alone. (although it is a "wasted" pick taking a second weapon lore 8\)

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With 75 points in each focus and tactics you'd have 13 modification points. Not that you need all 15 modification points, but if you want it you'd need another 49 points in tactics lore. Which is fine because tactics lore is a great skill to raise even past mastery.

 

Concentration you could probably leave at 1. The mastery bonus isn't very useful for your build since you'll only ever want two buffs up. I'd leave it at 1, but you could consider putting 10-20 points in it while it still has some good bang for the buck. Or rely on +skills to inflate it.

 

I'd probably swap speed lore or toughness for combat discipline. It's a big damage boost when pumped very high, and a flat -regen mod even it's just a single ability in a combo is nice. Enhanced perception is also nice, but that'd mean dumping 5 points in something silly like riding to unlock it. But it's up to you, your set up is fine.

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