![]() Personally I'd put points in dual wield (as that base damage boost gets the 150%+scoundrel% boost) then focus on crit damage.Ĭhar3: Either repeat char2 or go archer with extreme maneuvability and abuse of the skill that gets damage boosts from distance (sniper). Arguably getting crit damage is better because of backstab, but increasing base damage adds tons more damage to your backstab crit as well. So far it works great (tactician mode) if you focus on phys dmg :)īesides the summoner builds I hear about being OP (Haven't tried summoner yet).Ĭhar 1: Warfare3->polymorph5->warfare10->polymorph10, 2handed weapons.Ĭhar2: Scoundrel3->polymorph3->either dual wield 10 or dual wield 5 ->scoundrel 10. Havent quite decided what her 2nd focus should be but considering a bit of geo. Can raise totems in poison to heal fane and can summon the incarnate to deal phys dmg and taunt. Buff Fin and a little Wits (for initiative). ![]() Buff strength and some constitution.įane as cleric with 2hand to heal and deal damage. With a little Geo to buff and use poison on fane to heal. Sebille (to get the wings for free and early on) Polymorph with Shield and Onehand. When faced with a High Phsyical defence enemy, let the Conjurer and Cleric eat away there low magical resist.Ī well balanced team thats easy to understand for beginers and lets you pretty much do what you want. Take Bull Horns (a must) and any of the remaining polymorph skills (I personally prefer chameleon over Tentacles)įocus on Phsyical dmg and then use your polymorph skills for CC. ![]() Originally posted by Panic Fire:MC - Polymorph 2 ![]()
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