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Found 9 results

  1. Hey Crows! Here's a quick build for folks new to Crowfall coming in on Launch that are interested in playing a super tanky knight that also happens to explode for 3 - 5k damage every 30s in an AOE. This spec is crazy fun to play, and is often overlooked by new players because it requires a bit of a weird disc setup. Crowcaine links and screenshots below. The Wreckutor (Note, any race works here. I prefer Human or Stoneborn.) Build Notes This build is viable in all scales of combat. It provides excellent control, consistent surprise damage, and has a simple flowchart ability rotation with opportunity for large impact on a skilled player who knows how to control a fight. Gear Normally I don't include this as it's obvious, but on the Wreckutor it isn't so clear. You really want to run Plate in this build but you can get away with Mail if you're ballsy, and your main hand weapon matters. You can go for Sword or Mace in this build - ideally you pick something that is getting buffed from your friends damage ramp discs like Demolisher for crushing. Your Combo This build is all about comboing stackable barriers together and detonating them on your enemy. Normally you want to Ult so that you can't be CC'd out of your combo. Here is your combo: Source of PDM (Redirected Strikes or Knight Ult) > Oath of Will > Blade Turning > Wreckoning To maximize this combo you want to hit your primary target with a shield attack (bash or illusory shield) to apply the spiked shield debuff to them, then begin your combo. You can detonate your full combo every 30s, and you can squeeze in a smaller Oath of Will > Wreckoning bomb inbetween large damage spikes. Try to coordinate your spikes with your team as much as possible. During downtime, go for hooks on out of position players, maintain shield bash on the called target so they can't dodge away, and try to be as annoying as possible to the enemy. Have fun!
  2. Hey Crows! With launch coming up I wanted to post a build for folks to check out if you're new to Crowfall and are interested in playing an Inquisitor, one of the strongest small scale and pocket healers in the game. This build grabs all of the "Default" healing nodes for this class, and what I consider to be the strongest healing discs for it's role. Most of the build diversity for healing focused Inquisitors are found in domains and majors specifically - so feel free to change stuff up to best fit your group and playstyle. So long as you are dishing out healing there are very few wrong answers here. Aura Platform Inquisitor Build Notes This build is an evasive timing based main healer, that also wants to spend a good amount of time basic attacking and providing CC. All of your spells provide some amount of healing, so stay mobile and output as much healing as you can while staying safe. The critical thing about playing inquisitor is ensuring that your most valuable heals, Fervor and Fire of Life, are casted uninterrupted. Make sure you are positioned where it is unlikely that you drop these cooldowns or you will fall behind on healing. Hellfire Aura provides good tick healing, and the Tornadoes, especially when shotgunned, can heal a lot but those are mostly for your own personal healing and to smooth things over. Always make sure you stand in a spot where you can fully channel your fervor uninterrupted but still in range, and cast fire of life when you are unlikely to be CC'd. Fire of Life should be used frequently either as a single target save or to catch your group up. It's ideally used around 60% HP, as it can heal for 3 -4k very easily even with minimal gear. Other than that, which is advise for all Inquisitors, make sure you are running Divine Aura and popping Pack Avatar and Toughness frequently with damage spikes/pushes. Have fun!
  3. Hey Crows! With launch coming up, I thought I'd share another build for the Fanatic to get folks into the game and pumping out some sick damage. This build is a semi-support Fanatic that really pairs well with another fanatic to buff each other up, but does fairly well on it's own. If you are the only Fanatic in your group, use this as a template to modify your own build - you won't need Transcendent Warrior but there are like 20 other discs available to this class that fit well as well. Check it out. Pickoff Fanatic - Aura Platform (Race is flexible, so are minors) Build Notes This build plays the flank of any large or small fight, looking to identify an open target and either put them into kill threat range or kill them yourself. In a single combo you can easily deal well over half of someone's HP, and if given more time you can solo kill anything that doesn't have a defensive cooldown available. Combo is: Fire Bolt > Redemption > 3 Basics > Absolution Use your tornadoes up close to "shotgun" enemies and hit them many times. Use Fire Wave after you prep the enemy with AOE fire damage to try to get extra auto crits. Focus on finding targets for your main combo while you spread AOE damage. Note on Fanatic This class is extremely flexible, with a lot of options for personal expression. Use this as a starting point and build out the spec that works best for you. In particular, I think Magma Ball is a great spell, and you can find many things within each of the domains available that may change how you allocate talent points - just use this as food for thought if you aren't playing this specific build.
  4. Hey Crows! Here are a couple of Radical Cleric builds. Radical is in a weird spot right now where it absolute bangs out damage but is very slow, and has very little way to keep itself alive. Check out this class if you are interested in seeing if you can kill your enemy before they kill you. I've got two builds for this class to share today. I'll start with the Turret Radical, and then post the Soul Stealing Puddle Radical after. Turret Radical Build Notes This build is the true turret radical. You have very little defense, and insane offense. Spam the hell out of your basic attacks, drop your holy symbol to try to apply AOE elemental breaks and hold that left click down like your life depends on it. Make sure you prioritize using Searing Light whenever possible, but never clip your third basic attack for it as that provides a free stun under ult. Only use Chaos Orb in prepration for a push on defense or offense, or while your ult is down. While your ult is up you need to be throwing as many basic attacks as possible. --- This build is very simple to play - kill or be killed. Not much more to say about it. Soul Stealing Puddle Radical Build Notes This build is basically the same as the one above, but you take Exorcist and Runecaster to help keep yourself alive and your team alive. Standing in the Sanctuary Field will make you (and your team) significantly tankier, and the Soul Steal puddle will help you keep yourself topped up by getting free healing. Do not mistake this build as "survivable" however. The Radical's base kit is not designed to keep you alive - it's designed to make many other people very dead. Be careful and expect to be punished if your positioning isn't tight. --- Fun class, despite the downsides. Go have some fun and make some plate wearers rage as you burn them down as fast as everybody else.
  5. Hey Crows! Here's a quick build for aspiring Barbarian players coming into the game on launch. This build is designed to run in, CC the hell out of the enemy, and buff your team with Free Action. It also brings Frighten - an excellent cone healing and Damage debuff for your team. Barbarian has some of the most build flexibility in the game, so use this template as a starting point and change things up to suit your playstyle. Free Action and Debuff Platform Barb Build Notes This class is insanely easy to play at all scales. Run at the enemy, CC as many of them as possible, and buff your team with free action as often as possible. You will do a decent amount of damage as well, but keep the CC flowing liberally and the debuffs out and you'll create some advantage for your team. Best paired with a DPS that can capitalize on all of the CC you are throwing out. This is probably the most fun class in the game - go play it.
  6. Hey Crows! Here's a quick build for the Archmage Frostweaver, designed to dish out as much AOE damage as possible and take advantage of the Frostweavers kit. This build PUMPS in large fights, and can work in small scale if you have a group that supports and provides space for the Archmage to function. If you are focusing on small scale encounters in the field, this build can serve as a good starting place but you may not want to run Chaos Orb as it is definitely more 10v10 oriented. It can still slap in smaller 5~ player type content but you'll have trouble hitting thick orbs. Archmage Orb Lord Build Notes This talent path is what I would consider the "default" path for Archmage. Blizzard is an optional talent here, but I would strongly suggest keeping Black Ice in the build as it is one of the best healing debuffs in the game. Playing this spec is easy, but it has a bit of a positional and timing requirement involved with it that separates spammers from uhh... God Spammers. You spam your AOEs out onto the enemy, only stepping forward to place them optimally but otherwise play safe in the middle of your group. You can extend to the flank for executing targets of opportunity. Use your ult liberally to refill your ice stores and reduce your incoming damage. Be careful, if you get caught you can die easily. Example rotation: Shatter Storm > Frigid Ground > Free Weave and Spam Volatile Ice to 1 remaining ice store, ult. Cast death shard on frost bitten enemies, use execute on targets below 50% HP. Prioritize AOE damage while you scan for a pick off target. Your execute is very costly in terms of time and mana, so when you use it you need to make sure you are effective.
  7. Hey Crows! With launch coming up, I think this is a great time to post a build that can quickly get you into Titan if you are new to the game, and serve as a great starter template for you to create your own builds off of. Titan has a ton of customization available to it, and it's a really fun skill based class that you can just dumpster people on if they don't know how to counter you. A well played Titan is an absolute beast in small scale, but I wouldn't recommend this build in large scale unless you have Staff sized balls (interpret that however you'd like). Lawnmower Titan (Note, Minor Discs are personal preference. Majors are too sort of, but I like this pairing.) Build Notes This build is a little complicated, but basically you use it to rush down isolated targets with large single target damage. You can help peel or pick targets with net pull, and have a ton of mobility available to you. Combat looks like this flow chart roughly: Do you have free action? Yes Use Berserk, Press Free Action > Do damage and freely mitigate the crash. If no, do you have ultimate? Yes Use Berserk > Do damage freely and EVALUATE if you need to ult your crash (>40% red on the berserk bar is scary, think about ulting or evading to pulverize) Don't have free action or ultimate? Play safe Use berserk if you need help catching up on healing, or feel that you can escape a crash. At 5 - 6s left on your berserk timer, evaluate if you should start using movement or getting away from the enemy so that you don't risk crashing and dying suddenly. Your damage rotation relies on a priority system. It looks like this: On entry, berserk > free action > whirlwind until at least 10 titan stacks are built (+30% damage to basics and neck slash) Single Target rotation: Verify that the target is bleeding (Prior basic 3's or a whirlwind tick) > Berserk > Serrated Blades > Neckslash > Basic Attacks into Neck Slashes > Pulverize with < 1s on the timer. Multi Target rotation: Berserk > Whirlwind to apply bleeds/build stacks > Neck Slash > Serrated Blades called target > Basic Attacks into Neck Slashes on called target > Pulverize with < 1s on the timer. As needed use net pull and colossus smash to lock down targets and reset your neck slash cooldown. This build takes a lot of experience and time to get good at, but when you get it to work you will be a very mean melee DPS and a nightmare for the enemy to deal with. Beware players who know how to count to 10. New Players Note on the Titan Community In order to play Titan, you need to be a little dumb and a bit of an unpleasant person. The berserk mechanic really leans into some macho dumb mentality, and every Titan player has a chip on their shoulder. Think of them like the guy in Gym class who tried a bit too hard all the time in a desperate attempt to get some attention and recognition in a place that really didn't matter. With that in mind, there are a ton of different ways of approaching this class and playing it well - but I expect a little hostility in the replies. Play Titan in whatever way suits you best. If you want to go all in on single target, don't run whirlwind. If you want to run the Gore Execute, probably skip serrated blade and go the bottom line. Battle Scream in the middle is also a great talent.
  8. Hey Crows! With the new class forums, I figured it would be good ahead of launch to get some quick builds out into the wild so that new players have some guidance to go off of for launch. The build title contains a crowcaine link for quick access/book marking. The crowcaine link also contains notes on gear, playstyle, and other stuff. Click it. Giga Chad Alpha Warrior Build Notes This build takes the default path to Alpha Warrior, grabbing all of the critical nodes and takes Battle for Paragon + Demolisher for self sustain and a nice group buff for your team. This build is pretty good and has everything you need to dive into groups and stay alive while clapping cheeks. It also serves as a good template for experimentation - there are a metric ton of Alpha builds out there you can run that get greedier than this, safer than this, or take slightly different talents. For new Alpha Warriors, the required talents are: This gives you all of your main damage abilities, fast counter attack for more retaliates, and dominant smashing for dominance pips. There are a ton of ways to go from here. Experiment, and post your own builds in the comments or in your own threads here. How To Play This Build You hurlbat a target, leap into a fight (ideally onto armor broken targets from some other setup class), press stomp > rend > backhand (or look for another hard CC confirm from your allies) and then use neckbreaker. You can also just leap in and neckbreaker, but optimizing your damage is important. This build is about going in and hitting multiple people really hard. Benefits from coordination and good timing. High quality alpha players are more than just a one trick player though, so learning how to get effective use out of your whole kit is critical to not just dying/being useless after your press your neckbreaker. Common damage rotations are: Hurlbat > Stomp + Rend > Massive Cleave Mix in neckbreakers whenever you have a good opportunity to hit them on valuable targets. Make sure that when you press that button you don't miss. Try to never cast that spell twice in a row as it is your source of defensive mitigations and your damage - use it to bait out defensive from the enemy and then capitalize on them afterward with your next neck breaker. If you are going to kill someone with the second neckbreaker it can be worth it, just remember it is both your best offensive and defensive button in your kit.
  9. These are just some suggestions for if and when we get some class touch ups (I assume post-launch we will see some changes). This covers all classes as a whole in terms of talents and roles. One of the things that got me interested in Crowfall is the idea that we can make unique builds for our characters and fill different roles. After all the time I've spent playing (3 years), I have yet to see anything unique or groundbreaking for builds. And meta is meta, that's fine, but the meta shouldn't be so locked down that you can literally guess the exact builds your opponents are running just by knowing what class they're on. I see an Arbiter I can 98% of the time safely assume they're running stake build. That's not unique. That's "this is what works best because the alternatives stink and this subclass only fits this role" and most of the classes feel stuck in this loop. When the classes get another round of changes (you cannot look at what we have currently and call that finished) I would like to see the core class look like an archetype with some variants that we can choose, and then see subclasses that build that archetype into a more refined build that can then be taken a step further with discs. I feel like the builds are heavily reliant on you have to pick this subclass and choose from like 3 disciplines to have a viable build to fill a role. That's not diverse, that's just the illusion of free choice with extra steps. There's maybe a few classes that can viably pick between 2 of their domains at the end, but that's kind of it. Again, meta is meta but the meta shouldn't be so restricting. And I don't mean the current DPS - CC - Tank trios. Instead I'd rather see promotions that utilize the whole base kit and change how some of it works while also picking a specialization such as mobility, holding ground, healing, range, etc., just adding something other than circle standing or armor changes. For example, I'll use druid. Druid splits into a DPS - Hybrid - Healing spec. For this class I think the trio is ok, but it's poorly executed. If you want to be a viable Earthkeeper you HAVE to take the bottom of the main tree. You can't sacrifice a little for some damage utility. If you want to be Stormcaller on the other hand you have no business taking the bottom. That's not a meaningful choice that's a class that's unable to utilize a base kit because the base kit and mechanics (blight orbs, emitter, and healing) got separated and the promotions are sensitive to what powers you are running. There's no foundation on this class with which to build on. So in this case I would make an archetype that has damaging orbs, emitter, and healing, but then have the promotions build on that kit to where Stormcaller maybe becomes a dps with some self healing utility or big damage spread, Archdruid can utilize all three for a reasonable tradeoff, and then Earthkeeper can focus healing with some damage or cc utility. And then the player can utilize domains and disciplines to further add some edge to the build without being forced to pick between the same discs and domains to maintain viability. Discs should not break the class. Discs should be like performance enhancers, they give a little edge to what's already there. But if there's nothing there to enhance, then the discs become a requirement to finish the build and that's where the diversity becomes limited. And this applies to all of the classes, I want to see some more breathing room with these builds. The system is there and I think with a little more push it can go in the right direction and make Crowfall's character building a strong point in this game.
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