I'm currently switching between For Engineer
- Zerker (tested Wolpack and Ravage but don't know what's the right choice regarding dmg and surv. but it could be a very interesting class for me if there wouldnt be the engi... ^^),
- Engi (found a recent post of yours with this 1H+Shield build http://tidbi.ru/eng/engineer.php?lvl=100&fm=33&skill=000F00F0E0F000000FF1FF0000F0F0&stat=apafafdUaaaaaaac but am confused about the use or the "not use" of skills like "Coup de Grace", "Shock Grenade", "Tremor" and "Shield Bash")
I'm really enjoying the "Jump-Smash-Burn-Style" of the Engi. Would be very glad if you could share some more detailed infos regarding leveling and endgame build/stats.
- Necro (shown in this guide: http://forums.synergiesmod.com/index.php?topic=4759.0 and love it so far but im still worried about raid viability)
- Ranger (tested a melee Ranger but don't get the clou how to use Thousand Cuts and or OR Sweeping strikes, died a lot... tested a ranged Ranger with Electrocute/Thorns and it rocks but seems to be a RMB-down-and-loot-class, still the concerns of endgame viability...)
In spite of stats you said several times that it would be good to have at least 200 Vita and 100-120 Dex. So it's always a split between 100 Str and 100 Focus (if mana neeeded)?
Effects such as stun and slow are usually useless on bosses which is why the skills "Tremor" and Seismic Slam" are largely useless for boss encounters simply because Emberquake does MORE damage and is AoE just like those moves. Coup De grace is also only working if you stun a target beforehand and it can only proc once per second, which makes it a REALLY bad skill that ultimately will never deal any daamge to a Boss, Shock grenade suffers from the same problems: Does less damage than Emberquake and cant stun bosses. If you need to stun mobs to finish an encounter, then you will never make it in Darkness Falls, it is good while leveling, but once you reach the end-game activities which are Derinkuyu, Or'ak Pass/Basin and Darkness Falls you cant rely on stuns anymore since it will only increase the time it takes to kill things and for bosses its just useless anyway since bosses can not be stunned.
If you use the build i linked there, you just mainly use shield bash until you have max charge: Use ForceField for the 67k absorb shield and then whack away at the boss, and also use Onslahguth once in a while to keep up those debuffs on the boss and immobalize copter (both debuffs works on bosses)
You can use shield bash again to build up max charge in preparation for the next time you need to use your shield, it is a rather easy class for Derinkuyu, but for Darkness Falls it only becomes "easy" once you have enough gear to overcome the debuffs and still have enough HP (its the same for all classes that starts their DF progression, will take some items before any class can do well enough in DF). I would recommend Residual Aftermath for the Engineer once you set your eyes on Darkness Falls progress, works really well for the Engineer and the parry procs allows you to get up to 160k Absorb shield from Aegis of Fate
other sets are viable as well but does not grant you as much in terms of survivability and damage.For Berserker:
Berserker is very easy to level-up and survive with thanks to Blood Hunger and Shadow Burst, you can (and probably want) to use: Cold steel Mastery, Shred Armor and Red Wolf always as they work with almost all of the Berserkers Abilities, also i would recommend you use Howl, it is one of the very few abilities in the game that does -Damage reduction to enemies and it also debuffs them which is great.
Berserker is a very easy class in Darkness Falls once you get 2 Residual Aftermath Bone Axes due to the regen autoattacks offer (1-4%x2) so as long as you dual-wield 2 of those axes it will be considerably easy to survive since you can go from 1 hp to 30k in a few seconds, and if you dont think you will survive long enough, you can just use Shadow Burst since that also counts as a melee hit so you get the added health regen from the axes 4% (can roll 1-4% so might have to get many drops before you get one that is good enough to keep
Necromancer does not have as good survivability as the Warlock, Berserker and Engineer, but good enough to be decent in Darkness Falls.
Necromancer's best damage move is Bone Needles, and it is what i personally built my necro around, to increase the damage of it since its the only viable move the necromancer has for Darkness Falls (at least in my opinion).
Necro summons: tried using Summons with full summon set and +1700% pet and minion damage but it just did not work at all, the pet and Minion AI is retarded in this game and they also attack to slow (Cant be remedied with +attack speed to minions since its not enough of an increase).
Necromancers biggest weakness is taking a big hit, he does not have enough regen to keep up with more than 1 big hit at a time, which is why it is easier to do DF with Warlock, Berserker and Engineer (plus they have better damage abilities and passives), since Necromancer pretty much plays as a ranged magic user it has the same BiS items as the Warlock but will struggle more during the gearing up process in DF.
While leveling a necromancer the summons are GREAT, its also very fun to have your own army to kick-ass with haha
i remember when i lvld my necro, oh boy that was fun =)For ALL Classes:
Yes i recommend to have 200 VIT and 100-130 DEX on all classes, simply because dex is a VERY poor stat after 130 dex (due to diminishing returns) and you generally dont get much dex from gear, the exception being the Wrathful Phoenix and Residual Aftermath Set, but even if you use that, you only get ~80-90dex from the set and you still benefit A LOT from using 100-130 points in dex because you get so much from dex, so you free up more special enchants and mythical skulls to be used on other stuff.
Ofcourse you can go with 0 in dex and vit, it only means you will have to wear more +vit/+dex skulls once you progress in Darkness Falls, but it will be easier for your progress if you already have more HP and more dodge/crit chance when you start your DF progress. Ultimately it does not matter much where you put those stats as there is +vit/dex +foc/str/ +Vit/foc +vit +str +foc mythical skulls so you can "fill in the holes" with those skulls.