![]() Shield Charge or Battle Awareness (with synergies).Shield Procs (Shield Smash, Disable, Pulverize).General Builds: One hand + shield (club / axe) Strong but can be slow in the early going. Has multiple abilities related to the shield (both for offence and defence purposes), heals and defensive buffs. Onslaught (one of, if not the best, LMB attacks in the game)ĭefence: Oriented around defensive melee builds.General Builds: Dual Wielding Melee (Swords preferred), One hand + Shield A very strong overall mastery with few dud trees, excellent stats and good mix of skills (CC, pet, damage, avoidance, etc.) One of only two trees which allow for dual wielding. Warfare: Oriented around offensive melee builds. Summoners, Throwers, Bows and melee in general are easier / less gear dependent from my experience. Pure casters and hybrids aren't friendly for new players. Hybrids are not recommended for new players through as they are trickier to setup and gear properly. ![]() Masteries tend to be slanted towards melee or caster in general, pairing both types can create a 'hybrid' character that can do a little of both. Quick synopsis of masteries and general builds. Illusionist (Rogue / Nature) - Trapper / Summoner / Poison Caster (can be tweaked to be more melee, archer, etc.Dreamkiller (Rogue / Dream) - Melee / Trapper Ninja (0 death, xMax x3).Soothsayer (Nature / Spirit) - Pure pet / support caster build for the 'I have minions for that' achievement.Guardian (Defence / Nature) - One hander + shield defensive melee / pet hybrid.Champion (Warfare / Nature) - One hander + shield offensive melee / pet hybrid.Magician (Rogue / Earth) - 'Unlimited Knife Works' xMax (x3) Knifethrower caster.Paladin (Defence / Storm) - 'Tanky' Armoured Ice Sharder.Druid (Nature / Storm) - Ice Sharder (pets optional).Shaman (Rune / Spirit) - Int / Dex Elemental damage dual wield throwing (Ragnarok required).Stonepeaker (Earth / Rune) - Int / Dex Chakram of the Sun dual wield throwing elemental / fire (Ragnarok required). ![]()
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