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Help deciding a talent :(
Hello,
I'm not really sure if this is the correct section to post this topic in, and i'm sure there are a butt load of these posts but I could use some help with deciding what to play.
I very much like the bard buffs in this game, so I am looking for something to go well with bard. At the moment I have close combat ranked pretty well, Rank 1 smash, 9 windmill, and a few scattered things like sword mastery. I've only recently started playing, about a week ago. While close combat is useful and pretty strong its leaving me with a lot to be desired. Simple and effective, but... well... boring.
I was looking around at talents, and I am interested in a few.
Magic: I love the magic in this game (specifically ice spear) but it's always been such an AP dump, and i've never been able to successful obtain the spell I want. And im unsure of the synergy with bard.
Puppetry: If not just for the "soul star" talent which is a dope name, it does look rather interesting. Though i've read multiple things stating it falls off late pretty hard.
Battle Alchemy: something i've never played with, but is what im most interested in. Messing around with it in the "practice area" was pretty enjoyable, but im unsure of its actual uses in the real portions of the game.
Chains: Seem to be pretty cool, but I read theres a LOT of higher level quests you need to do.
If anyone could give me some advice on how to proceed. I'm still very new so resetting skill points and such is no biggy. I do have rank 5 song already for my buffs.
Comments
That said, going anything that doesn't benefit from this will put you at a major disadvantage late game. As bards build their music buffs up, you'll only be hurting your damage if you go something like Magic. Magic Attack does not get buffed by Battlefield, and Vivace only buffs the speed (arguably less so than a reforged weapon anyways).
Puppetry is difficult to use, and the puppet cannot really get enough stats to live for longer than a second in most late game dungeons. Unlike pets, which can be buffed by Divine Link in many ways, puppets lack the ability to be revived through normal means and their potion poisoning cannot be healed except at repair stations outside of dungeons. The talent's benefits are also bugged, meaning the cool-down that skills should receive from Control Marionette are not properly applied.
Battle Alchemy has the same problem that Magic Attack has.
Chain is viable, but it rewards late game players more because it depends on two stats.
Honestly for the time being Close Combat is probably the best option.
In the tutorial it mentions battle flow. The point in the tutorial and training is to find your own flow of skils that work across the many talents available. Everyone has their own. Best of luck finding what works for you...but close combat is mostly the staple for everyone.
Really, I say just get your close combat skills all to r1, then just go with the flow. Lacking in this or that stat? Check the Stats and Skills page on the wiki and see what skills give what stats so you know what to target to get stronger. Need better self healing? Time to grind some healing magic (personally, I recommend getting your character up to current level 200, getting slapped around until nearly dead, then escaping and using Party Healing on yourself to quickly get some good recovery under your belt without bothering with expensive support puppets or trying to buddy up with other players). Unless you really want to be an uber-meta endgamer, you really don't have to get everything to r1. If you're content being able to solo most Normal mode dungeons and Hard shadow missions, you can leave some skills at, like, r5 once they get too annoying or grindy to train (especially if it's a really boring skill to use or one you find yourself never using in normal gameplay anyway) and just do you.
If you want to survive against powerful raid bosses and solo all the generations with few problems and run Peaca Abyss like a boss, though...Yeah, you'll have to get r1 everything and Dan ranks in all the ones with Dan ranks and just relentlessly grind skills you don't even like until your soul shatters...Me, I ain't got no time for that.
I've heard from many that close combat is what should be mastered first... Well, maybe not mastered, but decently ranked. It's a good fallback if things get tough, though I've only really played with shield based combat. Can't really say the same with dual swords.
It also seems to depend on what race you've chosen. Elves can't use lance.. or dual wield.. and Str isn't really their thing but are better with dex/int based talents (and they can run fastest! Gotta go fast!), giants cant use archery but they make up for it in close combat.. (2nd fastest walking speed too) And well, humans are pretty well rounded. A jack of all trades. But they're so slow.. well, guess it doesn't matter once you get used to it. ^_^
So naturally, you'd want to rank classes that benefit your character, if not right away, then on the side or later down the road.
Bacially, bard is definitely a good thing to work on but I'd recommend sticking with close combat too, to get that Defense up so it'll be easier to survive when training other things.
Again, I'm sorry if I just made you more confused. I'm not good at explaining things at all. My mind is a big jumbled up mess and therefore all I seem to type/write is unorganized info, but I really tried!
But anyway, if you got through all that, I gotta say thanks for being able to withstand me LOL and welcome to the game! It may have a lot of flaws, but it definitely is a fun game to play!
OH also P.S: I love your forum name (and possibly IGN?) :O
what are you talking about? Construct alchemy (Transmutation) is a non-combat talent, it's a production type talent. I'm guessing you mean Battle Alchemy.
Nope, construct alchemy. It has combat and crafting components. Raincloud, for example, is useful for crafting but also in battle as it inhibits multi-agro. Hydra is the only poison attack that can actually kill. Very few monsters are immune to it. Since it is a construction, like barrier shields, and not an attack, you do not automatically get agroed for deploying it. This is why elves can plunk down a hydra and then hide right away. I'm not an elf but a giant so I can't do this but what I can do is Hydra/Crisis Escape/Shadow Cloak/Run away beyond agro range repeat. Golems are construct alchemy. If you stand behind a barrier you can send the golem around. If it dies, you make another.
though one major thing i can't emphasize enough is do bard, bard bard bard, bfo is a must, or vivace if you go magic.
sorry for the rant though.