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Tips and Tricks (Forged Class Build)
------------------------------------- Written by Ant RamPaGe In this guide you can find any tips and tricks for build specific scenarios and also general gameplay. -=General Tips & Tricks=- * Avoid / ignore elite mobs and packs completely in the early game. By early game I mean the first 10 levels or so. At the least, until you have your Tier 1 movement skill (for this build is level 6), to make sure you can get out of harms way if needed. I mean you can really ignore these mobs for the entirety of Act 1 as the TTK versus rewards isn't worth it at all, which is unfortunate. They're also the most likely things to kill you. * You can skip most of the trash mobs and still be over-levelled. At least at the time of writing this guide, you can not just ignore elites but about 80% of the maps mobs. This is in part due to the obscenely high spawn rate for mobs and the generous exp gains. I ran straight to the end bosses for the quest objectives for the entirety of Act 1 and stayed at least 1 level above the different areas levels. This can be quite boring though. * The early game is rough. Quite painful in fact. Before the HP nerf to ridiculous it was even worse. My first character, a Sharpshooter who has an easier time to begin with. Took 15 hours to beat Act 1, because I cleared every map and killed all the elites, too. In comparison, my second character (the Forged), managed to beat Act 1 in just under 4 hours. That's a huge difference. Echtra if you ever see this, doing 1 damage to mobs with 900 HP isn't fun. In fact, the first 3 hours or so is probably the worst part of the entire game. You know, the most important part. Hooking people into the gameplay loop is super important, it probably explains a good chunk of the refunds and it's a shame because it really picks up in the fun factor once you get some gear and a few levels behind you. * Always keep your second best item in the stash. This one, with the way lifebound items function at the time of writing, having a second item for each item slot in the bank is a godsend. Plenty of times have I thought 'I haven't died in ages, no point holding onto this former weapon of mine' to then die 2 minutes later and have to either gamble, or in dire situations when my cash is low, use anything I can find until I get new gear. Same goes for equipment, dropping from 60% defence to 10% because you no longer have a pair of shoulders, helm or gloves isn't good at all. Do note, there could be changes to lifebound items in future updates. * Powerlevel your relics with your highest toon. I used my Sharpshooter to get Electrode to level 20 in around an hour farming the last 2 or 3 areas of Act 2. This will be even more efficient once we have access to Act 3. It's amazing for giving us a little power boost in those harder early levels. I had my stunlock potential at max from the get go (I'm lying because I actually completely forgot to equip it until level 7 or so - don't be stupid like me, equip it as soon as you have access to your Fort). -=Build Specific Tips & Tricks=- * Potions, potions and more potions. Trust me, as a melee you want to keep stacked up on potions, most of you early game cash will be sunk directly into buying these life savers. (and as a general rule, never engage in a boss fight with less than 5 potions, trust me you'll need them). Oh, do yourself a favour and take Godsbeard's, too. * Move. Honestly, just move. Standing still in this game is a terrible idea on Painful or Ridiculous. Maybe us melee should get built in base defence like we did in TL2. * Keep an eye out for bugs. Specifically for the Forged, your Cyclone skill can bug out, becoming temperamental or at worst not work at all. You can also get stuck inside mobs fairly frequently and if you're not paying attention it will get you killed. Hopefully these bugs will be ironed out.↑ Top
Guide to Attribute Caps and Other Oddities
------------------------------------------- Written by Grumpy An extremely short guide on the absolute maximum any particular stat or effect can go. This is information not documented in the game so is useful to know but doesn't exactly fit in the scope of most guides. -=Caps=- Damage mitigation from Armour is capped at 64.5% and includes the bonus from your pet if you are using that perk, but excludes the flat 50% damage reduction when you engage with melee. Damage reduction is capped at 90%, possible only on Railmaster with both Level 10 Hammer Spin and hitting a target in melee (or with Hammer Spin itself). While sounding impressive, at the time of writing it is bugged and therefore ironically doesn't reduce damage at all. Block is capped at 40% and the pet perk cannot bypass this cap. Dodge is capped at 40% and like block, there is no way to bypass this cap. Chance to inflict any status effect is capped at 80% per source, so if you have 80% and your pet have 80% chance to inflict anything, that is fine as they are calculated separately rather than one cancelling out the other -=Oddities=- Pet chance to block & dodge seems to be based on the player despite having gear to augment their own stats too. They also share the same cap so you can't get your pet to have over 40% cap for example. Minions behave exactly like pets for all calculations including the ability to dodge and block, unlike pets however they will inflict your "on hit" effects only. Carry on from the separation between pets and minions, any status effect equipment you give to your pet will override any provided by your own equipment, so if your sword has a chance to blind and you give your pet a tag with a chance to burn, your pet will inflict burn instead of blind. Probably a bug but if you pet has the ability to inflict more than one status effect from its own equipment, it won't inflict any at all. Pet gear drops items that can inflict multiple status effects leading me to believe this is a bug as it will happily inflict multiple status effects from your equipment if its own don't inflict any. Still not done with pets since gear that make pets immune to a damage type, don't work or rather they do work but not as intended since they set the defence value really high making the pet effectively immune however these collars always offer defence of the type they nullify, so fire immunity also offers fire resistance. Not only is this redundant anyway but it causes a buffer overflow so instead of being immune your pet is extremely vunerable to that element and it will often 1 hit kill your pet. Although not stated anywhere, on hit effects can be triggered by any of your attacks, spells, pets, minions, train or most bizarre of all, your damage over time. for example inflicting bleed won't trigger itself on the same target but it will trigger anything else such as slow on hit or blind on hit. There is no limit on how many damage increase effects you can stack on any given target, you can however accidentally perform enough damage to cause an overflow.↑ Top

