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Showing posts from July, 2023

The Phox Righteous Fire Juggernaut build is highly popular

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What is the current meta for a budget-friendly build that excels in both bossing and mass clearing? As a new player, my first build is a life-leeching Cyclone Slayer , but it feels lackluster in many aspects. While it's decent for clearing large groups of mobs, it takes a long time to defeat bosses, and survivability can be inconsistent. I often find myself dying due to freezing or consecutive stuns, and overall, it feels like a glass cannon without the strong cannon part. Upon reviewing popular builds, it appears that Cyclone isn't one of the meta choices for the 3.21 update . Therefore, I'm seeking advice on a more reliable build that performs well against both mobs and bosses, while also providing decent survivability. I'm looking for a cheap build since I'm new to the game. I don't mind if it's a ranged or melee build, and it can be either complex or easy to master. Currently, the Phox Righteous Fire Juggernaut build is highly popular, and it has various

There are some that are completely unrelated

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I understand the purpose of the nightmare accessories is to make dungeons harder, but there are some that are completely unrelated and make dungeons 100% unworkable for almost any build. Special: Back Stab: Monsters near the player deal 150% more damage when attacking from behind. It's also possible to delete anything you see tied to it, because you can't finish it. There's nothing like having you randomly get shot by a normal archer just because you turned your back on them for a split second. Something like 30-50% more damage might make this link well balanced and worth a try, but it's completely broken for now. Resource Consumption: Attacking ranged monsters burns 16% of your main resources.   Another accessory that just feels awful and you should never run. There are a lot of ranged mobs in this game, and now entering a room with them is a complete death sentence because you will never be able to use any of your spenders... You know, the only skill that deals damage

Most discussion i have seen on the fsoa change

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Most discussion i have seen on the fsoa change seems to be focused on the dpm. this is the least important aspect of the change to be considered, it is basically just a knob that can be turned up or down to get it to perform to a desired standard. We could easily make the extra hits deal 10x more or less damage and we have made it way stronger or weaker than the live fsoa. The actual important question is ‘ do you enjoy the way the new fsoa plays ?’ and my answer is no. The new fsoa is not much different to sunshine - activate, get extra damage for a while. the way you play inside the spec is not very different to the way you play outside. Live fsoa is very different, even going so far as to make a previously useless mage special attack suddenly meta. smoke tendrils, what was once a terrible ability, is suddenly your best threshold. Mix in the balancing act of wanting to use staff for harder autos and wanting to use gconc for adrenaline/crits and you have an experience completely unli