Dragons dogma which vocation is best




















So if you spent 30 levels as mage you're gonna have shitty attack stats. It's best to keep at least one foot in a chosen discipline dex, magic or strength at all times. As for your topic ending up in General, I had the same thing happen to me. In future you don't need a mods help to move your topic, just hit the "full edit" button at the top of your post and you can change the forum. I had the most fun with Strider and Magic Archer.

The latter are more effective in combat, but really only do one thing over and over. The former give you a large variety of ways to take on each fight. Archery is also a necessity in a dragon or griffin fight since they'll spend half the fight flying away from you. Unfortunately, the fun vocations also have the worst overall stat gains. I hated the way levels worked in this game, which is a shame, otherwise it was an awesome, and different approach to RPG conventions. That's the best part!

The frame rate going to shit while you shred large chunks of the enemy's health, 6 magic bolts at a time! The delayed heavy attack on 5 cannons would fire I think 3 times each since it was a multiple hit attack, not to mention all of them holy or whatever attached boon at the time would just rip whatever it hit apart. It drops to about fps though sadly. The good weapons buy and sell for a lot and it's tempting to get rid of your old one in order to get a new one for the new build, but it's generally better to keep them in the bank in case you want to switch back.

Seriously though, if you're talking about stat gain, MA isn't great, but as a class to play, it's possibly the best.

Throw in roll, reset, and regeneration, and you have a pretty solid vocation that's a blast to play. Switching Vocations is not bad at all. You actually do want to experiment and level up different vocations to get their unique abilities. As far as what the best one is, I'd say Assassin might be a notch above the competition, but you want to have a pretty good core off of other classes first. My personal build was to start off with whatever the tanky class was and gain some hp and defense traits, then I switched over to assassin more or less full time for the absurd damage gain.

The key point though is that you probably don't need to. Just play however you want, and whatever weakness you spot in your character can be covered up by switching vocation temporarily or by getting appropriate pawns to cover it for you.

As a style over substance kind of guy I recommend the strider class, which is damn cool. If you want to keep some of your maginess however, the battle mage think that's what it's called class is really cool as well. Depends if you want to melee or shoot. Its a quirk of DD, that a pawn even with healing spells can be set up to not prioritize healing of the group. Moreover make sure at least one or two pawns is set up to watch your back or the group as a priority over battle.

If you have a bowman make sure they have a few quivers of arrows ice, fire, posion, explosive types! Make sure your own pawn has at least two weapons and is properly armored for their class too! I always played my main as light or heavy Melee character.

Then the other two pawns were one magic user with a priority to watch my back and one pawn setup to always attack. I never played the healer, because that seemed boring. If its set up that way you will fight. Your own pawn will always be breaking open chests to find items scattered around or exploring while not fighting. Your two other pawns are healing you or prioritizing you protection by sopping up monster agro. I then usually rolled with a Warrior type pawn as my main helper and would draft a healer and a offensive mage to add some punch.

Just reading this thread makes me want to dig up my PS3 to play this game again, I wish that they'd release this for PC. All the vocations were really fun and well fleshed out, I think I played the most as an assassin just for the speed buff, it made traversing the world less tedious, also climbing monsters is fun. I also really liked the sorcerer vocation just for the ability to rain down meteors and whip up tornadoes. Advanced Vocations will require the character to have already obtained character level 10 and will also cost some DP.

Since you can only choose the vocation of your Arisen and main pawn, the rest of your party will depend on pawns other players have uploaded to your server. Fighters are hardy tanks, able to wear heavy armor, one-handed swords, and shields. Fighters are best suited for the heaviest member of your party, who will have bonus knockdown resistance. As for where to invest accumulated DP: their Core skill Takedown is great for pinning enemies.

Skyward Lash will help hit flying enemies, and Stonewill will boost defense, Springboard will send allies flying, and Shield Drum is needed to get enemy attention. For augments, Vigilance will further boost HP, and Egression allows quick grapple escapes. Striders are master rogues, wearing light armor and wielding both daggers and a short bow.

Their stats are average, allowing them no clear weakness or strength. Striders should be medium to small, allowing extra speed but not enough that they are easily pushed. Double Vault is amazing to traverse heights. Ensnare will let you toss around small foes, Dazzle Hold can stun, Reset can let you switch back to your neutral stance, and Sprint gives several movement follow-ups like sliding; Fivefold Flurry should be a good ranged attack.

The augment Grit will allow stamina to recover quickly. Mages serve as support casters, as well as wear robes and special staves; these magic conduits allow them to use twice the amount of abilities with only a single weapon. Large or medium characters should be Mages so that they are not easily tossed around.

For augments, Aprotropaism will make you resistant to magic and Beatitude will increase healing. Warrior is the frontline brute, wearing very heavy armor and a single two-handed sword or hammer. Note that since they only have a single weapon, Warriors can use only half as many attack skills as other classes. Because Warriors are already so resistant to being knocked down, consider giving this to medium or small characters that get speed bonuses.

Upward Strike will easily toss an enemy, Escape Slash is a highly safe defensive attack, Spark Slash will hit all nearby foes, Battle Cry will allow you to tank enemies and save allies, and Act of Atonement will allow strong counter-attacks.

Among good augments, Ferocity will boost your normal attacks, Clout will give you a strength bonus, and Impact will keep enemies down. Ranger is a sniper, using light armor, a longbow, and daggers as back up. With accuracy, you can pinpoint targets from afar and shoot them down before they can be a bother to you.

If the foe is too fast, use Greater Gamble to steer your arrow so you never miss your target. Since the ranger is more of a ranged vocation, its likely drawback is close quarter attacks. You will have trouble with enemies that have fast attacks and close the distance quickly. If you liked the Ranger vocation, then you are in for a treat with the Magick Archer.

The Magick Archer is a hybrid vocation between a mage and strider, allowing you to equip both staves and daggers. Not only that, but you also have the power to use Magick Bows.

While being able to use staves and daggers is something unique, it pales in comparison to what you can do with the Magick Bow. Seeking attacks are a specialty of this vocation, and unique attacks like the Ricochet Hunter will seek out their targets and get stronger as it bounces off walls. Then you also have devastating blows like the Great Sacrifice which obliterates your enemies but at the cost of your pawn. A Magick Archer can also give your companions buffs to make them more resistant to enemy attacks like a mage does.

While most people would opt for Sorcerer or Magick Archer, some players will swear by the power of the Mystic Knight. It is one of the most powerful vocations in the game that uses defense to cast offensive spells. Mystic Knight is a hybrid class between the warrior and the mage. So you have the power to cast powerful magic and use melee weapons for close quarter attacks.

For the Mystic Knight, the Magick Shield is his biggest weapon. They can also use staves alongside swords and maces.



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