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Baldur's Gate 3 combat guide focusing on Initiative, Spells Slots,…

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The post Baldur’s Gate 3 Combat Guide appeared first on Fextralife.

In this Baldur’s Gate 3 Combat Mechanics Guide – How to Succeed in Combat, we’ll be covering all the details that go into combat. Things like Initiative, Advantage and Disadvantage, Spell Slots, Attacks, Armour and more! If you’ve been having a tough time in combat, then this video is for you!

Baldur’s Gate 3 Combat Guide

Baldur’s Gate 3’s combat can be quite complex to new players, and those who are unfamiliar with 5th Edition Dungeons & Dragons, which is what the game is modeled after. You might be wondering why your hit chance is so low, or why your spells never seem to deal damage. In this Baldur’s Gate 3 Combat Guide, we’ll show you what to do, and give you some tips on things you probably shouldn’t do. Let’s start with Initiative as this is the first thing that happens every combat.

Baldur’s Gate 3 combat can be complex but this guide will breakdown the what you need to know.

Baldur’s Gate 3 Combat Guide – Initiative

The first thing that happens in Baldur’s Gate 3 combat, is that each character makes what is called an Initiative Roll, which determines the turn order of each character. Once this has been completed, and the order established, this order will not change for the rest of combat, except when a character is incapacitated, downed or killed.

Initiative will determine turn order in Baldur's Gate 3 combat.
Initiative will determine turn order

The Dexterity Modifier of each character is added to their Initiative Roll, so generally speaking characters that have higher Dexterity will go first, like Rogues and Rangers, but this is not always the case since there is still a roll made, and they may roll poorly, while other characters roll highly.

Going first in Baldur’s Gate 3 combat is very important, just like in Divinity Original Sin 2, because you can often eliminate or incapacitate an enemy or two before they attack you preventing a lot of damage to your party. One great way to do this is by Surprising enemies, because Surprised enemies won’t gain an Action on their turn. You can Surprise enemies quite often by Hiding and attacking them before they see you.

Baldur's Gate 3 combat allows Hiding which can give you the upper hand letting you Surprise enemies.
Baldur’s Gate 3 combat allows Hiding which can give you the upper hand letting you Surprise enemies.

Baldur’s Gate 3 Combat Guide – Actions, Bonus Actions and Movements

Each character gains one Action, one Bonus Action and a certain amount of Movement per turn in Baldur’s Gate 3 Combat, except of course if they were Surprised. If you’ve played Pillars of Eternity 2‘s turn-based mode then you’ll notice similarities almost immediately. Each character can Move up to a certain amount based on their Movement Speed, and they can Move at any time on their turn, regardless of what Actions or Bonus Actions they’ve already used.

Actions are usually Attacks, Weapon Actions (found on Weapons), or Spells, but can also include Throwing an object or an enemy, Hiding, Dashing (which extends your movement), Disengaging from an enemy, or specific Class Features.

Actions can include Weapon Actions, Spells, Throw, Hide, Dash and more in Baldur's Gate 3 combat.
Actions can include Weapon Actions, Spells, Throw, Hide, Dash and more.

Bonus Actions are usually specific Weapon Actions that deal less damage but have some other effect, Shoving, or Dipping your weapon in a substance. However, they can also be Spells and Class Features as well. Good players will find a way to make use of both their Action and Bonus action each turn in order to maximize the impact their character has.

There are ways to gain more Actions and Bonus Actions, such as the Fighter’s Action Surge, the Thief’s Fast Hands, or the Haste Spell. Pay attention when given a choice to select Spells or Class Features, and note whether or not something is an Action or Bonus Action. This can help you plan better what you can do in a given turn.

How Hit Chance is Calculated

Alright, so you’ve figured out Actions, Bonus Actions, and Movement, but you keep Missing your Attacks in combat. In this section of our Baldur’s Gate 3 Combat Guide we’ll discuss why you might be Missing a lot, and how you can improve your chances of landing Attacks in combat.

Armour Class

When making an attack you will roll a 20-sided die called the D20 and it will be rolled against the Armour Class (AC) of the enemy. Enemies won’t have lower than 10 Armour Class, which means that you will at least need to roll a 10 in order to hit even the weakest enemies in the game. This means by default, factoring in no bonuses or Modifiers you would have roughly a 55% chance to hit an enemy with 10 AC since rolling a 10 or higher will all be hits. This is not a very high chance in general, but there are ways to improve this.

Melee Weapons

Melee weapons use your Strength Modifier when making Attack Rolls, and Ranged Weapons use Dexterity. These are added to the D20 that is rolled in when an Attack is made and help improve your chances of landing your Attacks. For instance, if you have 16 Strength and make a melee attack, or 16 Dexterity when making a Ranged Attack, you will now add +3 to your roll, so now you only need to roll a 7 or higher, giving you a 70% chance to hit an enemy with 10 AC. You can see this is already much higher.

Note that 17 Strength or 17 Dexterity gives you the same Modifier as 16 Strength and 16 Dexterity (+3), because you only improve your Modifiers at every even number. Pay attention to your Ability Scores during Character Creation, when selecting Feats and choosing equipment, and aim for an even number on your Strength or Dexterity, whichever you use for attacking.

Finesse Weapons

Finesse Weapons can use either your Strength or Dexterity Modifier, so if you wish to Melee & Range Attack effectively on a martial character you will want high Dexterity. If you are a Strength character, you should try to avoid making ranged attacks if you can melee instead, and if you are a Dexterity character you should avoid melee attacks with anything other than Finesse Weapons. The one exception is Monks, who can use Dexterity regardless of the Weapon they are using as long (as it’s not two-handed).

Improving Attack Rolls

There are more things that help to improve your Attack Rolls though, and the next one is Proficiency. Each character in the game will have Proficiency with different Weapons and Armour based off Race and Class choices, and using a Weapon you have Proficiency with will grant you +2 to your Attack Rolls on Balanced and Tactician, and +4 on Explorer. As your character gains levels this will increase to +3 at level 5, or +5 on Explorer, and +4 at level 9 (+6) on Explorer. Note this is the same for all characters in the game, regardless of Race, Class, or Multiclassing.

This means at the beginning of the game if you make a melee Attack Roll with 16 Strength, or a Ranged Attack Roll with 16 Dexterity AND you are Proficient with the weapon, you will add +5 to your Attack Roll making it so you only need to roll a 5 or higher to land your attacks. That is an 80% to hit against an enemy with 10 Armour Class. You can see how this is already better.

As your character gains levels and improves their Ability Modifiers their chance to hit will naturally improve, but so will enemy Armour Class, so you will need to find more ways to improve your chances of success. So let’s get into those.

How to Improve your Hit Chance

Besides having a good Ability Modifier with the type of weapon you are using, and making sure you have Proficiency in the Weapon Type you are using, there are other things you should and shouldn’t do in combat to improve your chances of hitting an enemy. We’ll go over this next in our Baldur’s Gate 3 Combat Guide.

Make sure you’re not wearing Armour you are NOT Proficient with, because this penalizes your Attack Rolls severely by giving you Disadvantage on your Attack Rolls. Disadvantage means that you roll your D20 twice, and you take the lower of the two values. Rolling 2 dice makes you much more likely to roll a lower number with one Die, and then you will Miss when you are forced to use it.

Make sure to upgrade your equipment. As you gain more equipment in the game, you will find +1 and +2 versions of Weapons which will add +1 or +2 to not only your Damage Rolls, but also to your Attack Rolls. This lowers the number you need to reach when attacking an enemy in melee or at range with said weapon, in order to trigger a hit.

Bless is also a fantastic way to boost your hit chance early on in the game. This spell improves the Attack Roll of each character effected by +1-+4 on each attack as long as the spellcaster of this spell maintains Concentration on it. It’s best used at the beginning of combat to affect as many turns as possible.

Ranged Characters

If you are a ranged character, make sure you are not standing next to an enemy when making a Ranged Attack, as this will also give you Disadvantage on your Attack Roll, even if it is against a different enemy who is not near you. Either move away first, risking an Attack of Opportunity, or Disengage and reposition your ranged character instead if possible. Note that Disengage will consume your Action, so you won’t be able to attack, but the enemy can’t make an Attack of Opportunity against you.

Ranged characters should not stand next enemies as this will gain a Disadvantage in Baldur's Gate 3.
Ranged characters should not stand next enemies as this will gain a Disadvantage.
Rogues

Rogues gain Cunning Action: Disengage at level 2, allowing them to Disengage as a Bonus Action, so they can safely move away from melee units and make a Ranged Attack, OR make a Melee Attack and then Disengage and safely move away.

The High Ground

Another thing that Ranged characters should try to do every chance they get, is to try to get above the target they are attacking. Being at a slightly higher elevation than your target will provide you with +2 to your Attack Roll, which will change that 80% into a 90% if the target has 10 AC. Note that attacking targets that are higher than you will apply a -2 penalty instead, so try to avoid this if you can.

Also remember to move up if you’re out of the range of your weapon. Ranged Attack made outside a weapon’s range will also have Disadvantage.

Attacking from higher ground gains +2 on your Attack Roll
Hiding

Another great way to improve the chances of Attack Rolls on ranged characters is by being Hidden when you attack. Characters that attack enemies that cannot see them gain Advantage on their attacks, allowing them to roll 2 dice, taking the higher of the two values for their roll. And that’s on top of all the other bonuses like Ability Modifier, Proficiency, and if you’re above your target, they all still get added.

Hiding is an Action which means you cannot do this in Baldur’s Gate 3 Combat and attack in the same turn, but you can begin combat Hidden easily enough, giving you Advantage on your first Attack. It’s much harder for melee units to do this, and generally it’s easier to pull this off from range. Pay attention to the Armor your ranged characters are wearing though, some gives you Disadvantage on Stealth Checks, and that can hamper this tactic tremendously.

Rogues gain Cunning Action: Hide at level 2 also, allowing them to Hide as a Bonus Action, so they can actually Hide in combat easily and then attack with Advantage every turn if handled properly. This is the easiest way to gain Sneak Attack with them, and boosts the likelihood they’ll connect with their attacks at the same time.

Melee Characters

Melee Characters operate very differently, and they want to get as close to the enemy as possible when they can so they can get their attacks off. Movement and positioning are a huge part of playing a Melee character, and knowing where to be and when to be there is not always easily understood.

Melee Enemies

Enemies follow the same rules as the player for the most part, so when positioned next to a ranged enemy for example, these enemies have a Disadvantage on their Attack Rolls, making your party less likely to be hit. You will also have the option to do an Attack of Opportunity if they try to move away, unless they Disengage, but then they won’t be able to attack if they do, which is great.

Place Melee characters as close as possible to the enemy in Baldur's Gate 3.
Place Melee characters as close as possible to the enemy.

Moving up to Melee enemies also prevents them from getting to your ranged characters, because of the Attack of Opportunity mechanic, so sometimes your melee characters will intercept enemies instead. Both are valid strategies that you will need to employ depending on what is happening on the battlefield.

And the best way to increase your hit chance against enemies with melee characters, besides the things I’ve already mentioned, is by using Weapon Actions or Class Features against them. For instance, some weapons allow you to set the Off Balance Status Effect by using their Weapon Action, and this makes it so attacks (from anyone) against the target have Advantage.

Attacking Prone enemies grants Advantage to your melee attacks, and some Weapon Actions, Spells and Class Features trigger this effect. Dazing enemies, removes the AC bonus they gain from Dexterity, making them easier to Hit. Sometimes these can be used as Bonus Actions, and you should use them before your Attack Action to improve your chances of landing a Hit.

Spellcasters

Spellcasters work very similarly to ranged characters with some of their spells like: Fire Bolt, Eldritch Blast, and Guiding Bolt. These spells all target the AC of the enemy, and so you will make an Attack Roll when casting them, trying to overcome the Armour of the enemy. However in this case you use your Spellcasting Ability Modifier, which is different for each spellcasting class, instead of your or Dexterity Modifier when adding to your roll. Inflict Wounds also works like this, but is very short ranged spell, so must be cast in melee range. Keep this in mind in Baldur’s Gate 3 Combat.

Baldur's Gate 3 Fire Bolt
Fire Bolt

For instance, if you were a Wizard casting Fire Bolt and you had 16 Intelligence you would add +3 to your Attack Roll, and then your Proficiency Bonus is added, and if you are elevated then you gain +2 to your roll as well.

Spell Exceptions

But not all Spells work this way, and some of them target a specific Ability of an enemy. Like Sacred Flame for instance, which is a Cleric Cantrip that targets the Dexterity ability of a character. In this case the enemy has to make what is called a Saving Throw against your spell, and they must roll 8 + your Spellcasting Ability Modifier + your proficiency bonus, and if they fail then you will deal 1-8 damage. You don’t gain +2 from elevation with these spells, because you are not the one rolling, the enemy is.

There are many Spells in the game that target different Abilities, and you can read what Abilities they target in the description of each spell. You can also hit T on enemies to see what their Ability Scores are, to help you better determine what types of spells you should use. For instance, an enemy is likely to Save against Sacred Flame if they have high Dexterity, since they add their Dexterity Modifier to their Saving Throw making it more likely they will succeed in their Saving Throw.

Defense

On the defensive side that remember many of the inverse of these things are true as well. The higher your AC, the less likely it is for you to take damage. The higher your Ability Scores are, the less likely a spell can affect you. If you’re above the enemy, they are more likely to miss. If you are standing near ranged enemies, they will have Disadvantage, and if you’re Prone, they will have Advantage on their melee attacks, etc.


We hope this has given you a better idea of how to tackle Baldur’s Gate 3 Combat. If you want more BG3 guides be sure to check out our Baldur’s Gate 3 Beginners Guide.

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Baldur’s Gate 3 Beginners Guide https://fextralife.com/baldurs-gate-3-beginners-guide/ https://fextralife.com/baldurs-gate-3-beginners-guide/#respond Fri, 04 Aug 2023 01:33:43 +0000 https://fextralife.com/?p=259025 The post Baldur’s Gate 3 Beginners Guide appeared first on Fextralife.

This Baldur's Gate 3 Beginner Guide will give you the…

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The post Baldur’s Gate 3 Beginners Guide appeared first on Fextralife.

In this Baldur’s Gate 3 Beginners Guide, we’re going to show you the best tips and tricks for adventuring through the Forgotten Realms. We’ll cover everything you need to know about the game’s mechanics, skills, proficiency, feats and more so you can get a better understanding of this CRPG.

This is a sponsored post. Please note that sponsored posts are only sponsoring coverage, our opinions on the game are our own and not affected by any business relationships with developers or publishers.

Baldur’s Gate 3 Beginner Guide – Game Mechanics

Baldur’s Gate 3 is based off of the 5th Edition Dungeons & Dragons Ruleset, which uses a system that involves the rolling of a twenty-sided die called a D20 to resolve encounters and scenarios in the game world. In combat, this will be done behind the scenes by the game’s software, but players will be able to see the results of their “dice rolls” in the bottom right-hand corner of the screen. Ability Checks outside of combat, including dialogue, however, are handled differently and you can much more easily see the dice rolls. What’s really great about tabletop gaming on PC or Console, is that the game does all the mathematics for you, eliminating the need to remember every single thing that affects your encounter. However if you do not understand how Abilities work, you may find yourself having a tough time, so let’s begin there.

Ability Score & Ability Modifier

In Baldur’s Gate 3 Attributes are called “Abilities“. This means that Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are all referred to as Abilities within Baldur’s Gate 3’s mechanics and context. This can be quite confusing at first, because just about every other Role Playing Game out there uses the term “Abilities” to delineate the “Skills” of a character, or some other Active or Passive function they possess. Attributes or Stats is usually what we’d refer to these as, but in BG3 they are called Abilities.

Ability Score is the number that represents each Ability (Stat) of your character, and Ability Modifier is the bonus (or penalty) you gain from your Ability Score of each Ability. To determine an Ability Modifier subtract 10 from the Ability Score and then divide the result by 2 (rounded down). For instance, if you have 17 Strength then your Ability Score for Strength is 17, and your Ability Modifier for Strength is +3. If you have 8 Dexterity then your Ability Score is 8 and your Ability Modifier is -1.  Both your Ability Scores and Ability Modifiers will dictate how successful your character is at various things throughout the game.

Ability Score & Ability Modifier

  • 1 = -5
  • 2-3 = -4
  • 4-5 = -3
  • 6-7 = -2
  • 8-9 = -1
  • 10-11 = +0
  • 12-13 = +1
  • 14-15 = +2
  • 16-17 = +3
  • 18-19 = +4
  • 20 = +5

What Does Your Ability Modifier Affect?

The reason we begin with Ability Scores and Ability Modifiers in this Baldur’s Gate 3 Beginner Guide, is that the D20 is rolled in three different instances: Ability Checks, Attack Rolls and Saving Throws. All three of these will use your Ability Modifiers when determining their outcomes, so it’s wise to know how they are calculated.

Ability Checks

Ability Checks are rolled when performing interactions within the game world, testing a character’s “Abilities”, and often appear in dialogue, when lockpicking or disarming traps, and often when “checking” for hidden doors, items or buried loot.

These Ability Checks are accompanied by something called a Difficulty Class (DC), and that is the number you must roll with the D20 in order to “pass” the Ability Check. Baldur’s Gate 3 will determine the Difficulty Class of everything in the game, and you will need to have characters that have decent Ability Modifiers in order to pass them. The crux is that you sometimes you cannot see the DC of a hidden object, door or loot until you’ve passed or failed the check, so it’s wise to be prepared and save often in case you want to reload and try again. The following is a list of the DC of each of these general categories:

Task Difficulty DC

  • Very Easy = 5
  • Easy = 10
  • Medium = 15
  • Hard = 20
  • Very Hard = 25
  • Nearly Impossible = 30

You can see you only need to roll a 5 on the D20 to succeed in a Very Easy DC, while Nearly Impossible is 30. In order to even hit 30 you would need to have a very high Ability Modifier, other bonuses like Proficiency or even Expertise or Guidance, and almost a perfect 20 roll on the die. To further illustrate how this works, let’s do an example:

You and your party come to a door you cannot open, and it has a DC of 15. Astarion has 16 Dexterity, giving him an Ability Modifier of +3, so you decide to use him to try to pick the lock. Astarion would then roll the D20 and add +3 to his roll, and if the total was 15 or higher he would open the door (this means he would need to roll a 12 on the D20). However, if he should fail his roll the door will remain locked.

Attack Rolls

The second thing Ability Modifier is used for is Attack Rolls, which is when a character is attacking another character. When attacking with Weapons or Unarmed, players will roll the D20 and if their roll is equal to or higher than the target’s Armor Class (AC), they will connect with their attack. Melee Weapons and Unarmed attacks use the character’s Strength Modifier to add to their Attack Roll, and Ranged Weapons use the Dexterity Modifier. However, there are some exceptions, such as Melee Weapons that have the Finesse property, allowing the use of Dexterity instead of Strength. And the Monk’s Martial Arts Class Feature which allows them to use Dexterity instead of Strength as well.

Additionally, your Ability Modifier is then added to your Damage Roll if you successfully connected with your attack (Damage Rolls are calculated by rolling the die or dice of the Weapon used, and then adding Ability Modifier). This means not only are you more likely to hit with a Weapon if you have high Strength or Dexterity, but you will do more Damage if you do. This makes Strength and Dexterity particularly important to characters that rely on Weapons for damage, though they usually focus on one or the other.

Lae’Zel is attacking an enemy Orc that has an AC of 15. She is using a Longbow and has a Dexterity Modifier of +2. She rolls the D20 and gets an 11, and then adds +2, plus her Proficiency Bonus of +2 giving her a total of 15. This means she was successful in hitting the Orc with her arrow because she had at least 15 on her Attack Roll. She then rolls a D8 (which is the die that the Longbow uses for Damage) and gets a 4. She adds the +3 DEX Modifier, for a total of 7 Damage. Note: Proficiency is not added to the Damage Roll.

Saving Throws

Saving Throws are used to calculate the defense of a character vs. many effects or spells in the game. Each of these has its own DC, which the character must make a “saving throw” of the die against in order to protect themself. These spells and effects will target one of the 6 Abilities of the character, and they will use that specific Ability Modifier when rolling. Just like Ability Checks and Attack Rolls, you must hit the target number or higher in order to succeed at a Saving Throw.

If you are making a spell casting character such as a Wizard or Sorcerer, you want to have the highest DC you can on your spells, as this helps prevent enemies from successfully rolling a “Saving Throw”, and increases your effectiveness. Each Class has its own Ability that is used to calculate this, and this is called its Spellcasting Ability Modifier. For instance, Clerics use Wisdom to determine their Spell DC, and Wizards use Intelligence for theirs. The DC to resist one of your Spells is equal to 8 + Spellcasting Ability Modifier + Proficiency.

Your Level 5 Wizard uses the Fireball spell around a bunch of Goblins. His Intelligence is 19, so he has a Spellcasting Ability Modifier of +4. This means the DC of this Spell is 15 (8+4+3), and any Goblin who doesn’t roll at least 15 (after all their Modifiers) will take 8D6 damage (the sum of 8 rolls of a 6 sided die), and any who does will take half that amount.


So you can see how that works, but let’s talk a bit about Proficiency in this Baldur’s Gate 3 Beginner Guide, since you might be wondering what that is!

Baldur’s Gate 3 Beginner Guide: Proficiency

All characters in Baldur’s Gate 3 have what is called a Proficiency Bonus. This is a positive modifier that increases as that character gain levels, and works somewhat similarly to Ability Modifier because it is added to D20 rolls.

Proficiency Bonus

Each player character begins the game with a Proficiency Bonus of +2 by default, increasing by +1 every 4 levels to a maximum of +4, since the level cap for Baldur’s Gate 3 is 12. This is the game’s way of making your character more powerful as its level raises, increasing its likelihood of succeeding in rolls. Note that the Proficiency Bonus is the same for all characters who are the same level, and that Class, Multiclass, and Race have no impact on this bonus.

Proficiency Bonus is only added to the D20 rolls of things that you have Proficiency in, and these are determined by a combination of your Race, Background, Class, Feats and potentially even equipment you find. This means that you will not gain this Bonus on all of your rolls, but instead only on the things your character is “proficient” at. The following is list of things Proficiency applies to:

  • Attack Rolls using Weapons you’re Proficient with
  • Ability Checks using Skills you’re Proficient in
  • Saving Throws you’re Proficient in
  • Attack Rolls with spells you cast
  • Saving Throw DCs for spells you cast
Attacking with Weapons Without a Proficiency

In Baldur’s Gate 3 players do not receive a Penalty for attacking with Weapons they are not Proficient with, but instead do not use their Proficiency Bonus in their Attack Rolls. Additionally, they will not be able to use the Weapon Actions of that Weapon type.

Proficiency will unlock certain Weapon Actions in Baldur's Gate 3
Proficiency will unlock certain Weapon Actions in Baldur’s Gate 3

However, when using Armor or Shields they are NOT Proficient with, they have Disadvantage on any Attack Roll they make, and they cannot cast Spells. This is really really bad, and means players should definitely avoid using Armor or Shields they do not have Proficiency in at all costs. We’ll get into Advantage and Disadvantage shortly, but for now let’s take a look at Skills.

Skills in Baldur’s Gate 3

Skills

Throughout the course of the game of BG3, Skills are used to help characters overcome obstacles and challenges. What Skills you are Proficient with will be determined during Character Creation, and are usually tied to your Class, Race and Background.

Sleight of Hand falls under Dexterity

Each Skill in the game falls within an Ability, and Skills are essentially a specific aspect of that Ability. For instance, Sleight of Hand falls under Dexterity, because having faster reflexes and being more agile would help you steal things. Or for instance, Persuasion falls under Charisma, because being charismatic would help Persuade someone. Below is a list of Skills in the game and what Ability they fall under:

Strength
  • Athletics
Dexterity
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence
  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
Wisdom
  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival
Charisma
  • Deception
  • Intimidation
  • Performance
  • Persuasion
Constitution
  • None

When players make an Ability Check that also uses a Skill, they will add their Proficiency Bonus to their D20 roll if they have Proficiency in that Skill, otherwise they roll as normal (including only their Ability Modifier). Let’s take the example of Astarion trying to open the door from earlier.

You and your party come to a door you cannot open, and it has a DC of 15. Astarion has 16 Dexterity, giving him an Ability Modifier of +3, +2 for his Proficiency Bonus in Sleight of hand, so you decide to use him to try to pick the lock. Astarion would then roll the D20 and add +3 to his roll, and if the total was 15 or higher he would open the door (this means he would need to roll a 10 on the D20). However, if he should fail his roll the door will remain locked.

Perception in Baldur's Gate 3 falls under Wisdom
Perception in Baldur’s Gate 3 falls under Wisdom

Dialogue, Lockpicking and Disarming are all handed with very visible D20 rolls, so you can see your Proficiency at work or not if you don’t have any. However, there are some instances when things are calculated behind the scenes, like for example when trying to spot a hidden door or buried loot. You can see the calculation on the bottom right-hand side when this occurs, but you won’t have a D20 roll screen pop up for you, so you’ll have to pay attention to what is happening on screen while you explore. If you succeed, something will become visible that wasn’t previously, but if you fail you won’t know what you missed out on.

Expertise

Expertise is an even higher form of Proficiency where the player takes their Proficiency bonus with a said Skill and doubles it. You will most often find this with Rogues and Bards

Tools

Tools are items in B3 that can help a player to do something they wouldn’t otherwise be able to do, but unlike Skills they are not tied to a specific Ability. For instance, Thieves Tools allow you to try to lockpick, but if you don’t have any then you cannot even attempt this. And likewise, a Trap Disarm Toolkit is needed to attempt disarming Traps, otherwise, you cannot even try.

Advantage & Disadvantage in BG3

There are many scenarios in the game where players will have either Advantage or Disadvantage, and these make things easier or harder for the character depending on which they have. Like many things in Baldur’s Gate 3, Advantage and Disadvantage are applied to the role of the D20. Let’s talk about this next in our Baldur’s Gate 3 Beginner Guide.

Advantage means that you roll the D20 two times when making an Attack Roll, Ability Check or Saving Throw, and use the higher of the two values. Conversely, Disadvantage means that you roll the D20 two times, using the lower of the two values. Advantage roughly doubles your chances for success, while Disadvantage roughly halves it. If we take the scenario we used earlier of the party coming to a door, and add Disadvantage, let’s see what happens:

You and your party come to a door you cannot open, and it has a DC of 15. Astarion has 16 Dexterity, giving him an Ability Modifier of +3, so you decide to use him to try to pick the lock. However, Astarion is Slightly Drunk, giving him Disadvantage. Astarion rolls the the D20 twice, getting a 6 and an 18. He’s forced to use the 6 roll, and add +3 to his roll, which adds up to 9 so he fails to open the door. Note that this scenario does not take into account Astarion’s Proficiency for the sake of simplicity.

Disadvantage is one of the worst situations you can be in while rolling in Baldur’s Gate 3, and should be avoided at all costs. While Advantage drastically improves your chances of success, and so should be sought out. Keep this in mind when deciding how to proceed with situations in Baldur’s Gate 3.

Weapons in BG3

Weapons are a huge part of BG3 and make up a big chunk of combat, since not every character can cast Spells, They can however all use Weapons. In this section we’ll take a look at how Proficiency is handled when it comes to weapons. Also how damage is calculated, and what Weapon Properties do as well as what they mean. First let’s cover Weapon Proficiency in this Baldur’s Gate 3 Beginner Guide.

Weapon Proficiency in Baldur’s Gate 3

Whenever you attack an enemy in BG3 you make what is called an “Attack Roll”, which I’ve already covered. This Attack Roll is affected by your Weapon Proficiency, so let’s take a look at how this plays out in BG 3.

You won’t be penalized for using a Weapon you aren’t Proficient in. But the likelihood of you hitting the enemy is reduced because you don’t get the added benefit of Proficiency. If you remember your Proficiency Bonus begins at +2 and increases every 4 character levels to a maximum of +4. Proficiency is particularly important at lower levels where you have less ways of increasing your chances of landing attacks.

Each character’s Weapon Proficiency is determined by their Race and Class. For example, Elves gain Proficiency with Longswords, Shortswords, Shortbows, and Longbows. And, Wizards gain Proficiency with Daggers, Quarterstaffs, and Light Crossbows. This means if you made an Elven Wizard you would have Proficiency with all 7 of these Weapon types.

Simple Weapons, Martial Weapons and Proficiency Feats

Each Weapon in BG3 falls under Simple Weapons or Martial Weapons. Simple Weapons are things like Clubs, Quarterstaffs, Shortbows, and Maces, while Martial Weapons are Weapons like Longswords, Rapiers, Longbows and Morningstars. Some Classes, have very specific Weapon Proficiency (like the Wizard), most Classes have Proficiency in Simple Weapons, and only a handful have Proficiency in Martial Weapons. It’s important to note that it is possible to have a general Proficiency (like Martial), and also have a specific Weapon Proficiency (like Longsword), which falls under Martial Proficiency. In this case, you don’t gain any extra bonuses, you are simply considered to have Proficiency in that Weapon type.

Morningstar is one of the Simple Weapons found in Baldur’s Gate 3

Damage Type, Damage Dice, and Weapon Properties

Every Weapon in BG3 has a damage die that is rolled when you successfully make an Attack Roll, and this damage is then applied to the target along with your Ability Modifier. For example, if you attack with a Greatclub you will roll an 8-sided die (D8), take that result and add your Strength Ability Modifier to that to get your total damage for your attack. Not every weapon uses the same die, and some are much better than others, so pay attention to what these are, and use the highest damage one you can.

Weapon Damage Type

Additionally, each weapon has a damage type, which is either: bludgeoning, piercing or slashing. This is important to note because some enemies have damage resistance against certain types of damage, and it’s possible to gain Damage Resistance yourself, such as by taking the Heavy Armor Master Feat. This means it’s a good idea to have a variety of different damage types in your group, so you don’t have a rough time against a few specific enemy groupings.

Weapon Property

Nearly every Weapon has a Weapon Property in BG3, and those that don’t are few and far between. The following is a list of Weapon Properties with a description of what they do:

  • Finesse – The weapon scales with Dexterity instead of Strength if your Dexterity is higher.
  • Light – Can be dual-wielded with another Light weapon
  • Range – The Range of a Weapon is listed here in meters.
  • Extra Reach – Has increased range and can attack from further away.
  • Thrown – Thrown weapons can be thrown for the same damage as if they were used to attack normally.
  • Two-Handed – Weapons with this property must be wielded in both hands.
  • Versatile – Weapons with this property can be used with one or two hands. A damage value in parentheses appears with the property, and indicates the damage the weapon does when wielded two-handed.
This weapon’s property has Finesse scaling with Dexterity

Armor in 5th Baldur’s Gate 3

Armor Class (AC) in BG3 is what protects you from any attack that uses an Attack Roll, this includes some Spells that use Attack Rolls like Scorching Ray. The amount of protection you gain depends on the armor you are wearing. For example, Padded Armor gives you 11 AC, and Chain Mail gives you 16, which means that enemies must reach a total of 11 in the case of Padded Armor or 16 in the case of Chain Mail on their Attack Rolls in order to Hit you. Note that if you are using no Armor, or are “Unarmored” you are considered to have 10 AC, and you cannot have lower than that unless by some in-game spell or effect.

Armour Class provides Attack Roll protection

The Role of Dexterity

In addition, players gain a benefit to their AC from their Dexterity, and how much benefit you gain is different depending on what classification of armor you are wearing. When wearing Light Armor you gain the full value of your Dexterity Modifier added to your AC. When wearing Medium Armor you gain up to +2 AC from your Dexterity Modifier. And when wearing Heavy Armor you gain no benefit from your Dexterity Modifier to your Armor Class (including negative Dexterity modifier). Note that Medium and Heavy Armor limits to your Dexterity Modifier only apply to your Armor Class, it doesn’t apply to your Attack Rolls, Ability Checks or Saving Throws, so you can still use Medium and Heavy Armor on Dexterity-focused Characters.

Here’s and example: let’s say Astarion has 18 Dexterity, which gives him a Dexterity Modifier of +4. He wears Studded Leather Armor which has a base AC of 12. His AC would be 12+4, giving him a total AC of 16. If he then swaps this out for Hide Armor, which is Medium Armor, he will have a base AC of 12, but will only gain +2 from his Dexterity Modifier, giving him a total AC of 14. This is a bad move for him, and he should look for at least Half Plate before using Medium Armor, because its base value is 15 and 15 +2 = 17.

Armor Proficiency

Unlike Weapons, Proficiency in an Armor type you are wearing is a must-have or you’ll be facing some staunch penalties. Characters who wear Armor they aren’t Proficient in will have a Disadvantage on any Attack Roll that they make, and they can’t cast spells. However, the upside here is that characters CAN cast spells while wearing Armor they are Proficient in (even Heavy Armor) with no penalty to Attack Rolls or arcane spell failure.

Stealth and Movement in Armor

One thing you need to pay attention to when wearing Armor is whether or not it gives you Disadvantage on Stealth checks. Generally speaking, you want to use lighter armor on characters with high Dexterity, because lighter armors don’t typically penalize Stealth.

Feats in Baldur’s Gate 3

Feats, for all intents and purposes work like “Talents” in DOS2 or “Perks” Fallout, and they give the character a very specific bonus. In Baldur’s Gate 3, characters will gain a Feat every 4th level they take in a given Class. This means if you don’t Multiclass you will gain Feats at Levels 4, 8, and 12. However, if you do, it’ll be whenever you hit 4 levels in a given Class.

Feats will give your character particular bonuses in Baldur's Gate 3
Feats will give your character particular bonuses in Baldur’s Gate 3.

Ability Improvement

Ability Improvement allows you to spend 2 Ability Points to improve your Abilities in whatever combination you wish, whether it’s both points in one Ability, or split between two. This is the most commonly selected Feat in Baldur’s Gate 3, and it is the safe option if you are unsure what to choose.

Benefits of Feats

Many Feats will give you some benefit and increase a specific Ability Score by 1, like Heavily Armoured. This Feat increases your Strength by 1, and also gives you Proficiency with Heavy Armor. This can be good or bad depending on how you are setup.

If you have an even number of Strength like 16 for example, you will not see any benefit from the Strength increase, since your Strength Modifier will not improve at 17. If you really want a Feat, but its Ability Score increase will not benefit you because of this, I strongly suggest that you respec your character at Withers in your camp, and set up your Abilities in such a way that you can make use of it. Like setting your Strength to 17, so it becomes 18 with the Feat, increasing your Modifier by 1.


We hope you found this Baldur’s Gate 3 Beginner Guide helpful. We’ll be putting out more guides and content. You can drop by our wiki for all the latest info on classes, weapons, skills, interactive map and more.

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Remnant 2 Summoner & Hunter Build – Painbringer https://fextralife.com/remnant-2-summoner-hunter-build-painbringer/ https://fextralife.com/remnant-2-summoner-hunter-build-painbringer/#respond Mon, 31 Jul 2023 12:04:11 +0000 https://fextralife.com/?p=258908 The post Remnant 2 Summoner & Hunter Build – Painbringer appeared first on Fextralife.

This Remnant 2 Summoner & Hunter Build mixes unlimited ammo,…

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In this Remnant II Build Guide, we will be showcasing our Dead To Rights Painbringer Build. This setup relies on the Nightfall’s unique mod the Dreadwalker, which grants the user access to infinite ammo, life steal, and a faster fire rate. This build is tailored to reduce the Dreadwalker’s downtime so players can utilize the mod as often as possible with short cooldowns.

Remnant 2 Summoner & Hunter Build Guide

The Hunter serves as the main archetype so we can take advantage of its passives that increase critical hit chance, and overall ranged DPS. While the Summoner class further enhances this build’s life steal capabilities for better survivability and boosts overall prowess by adding minions to the mix.

Dead to Rights Painbringer takes advantage of the Summoner’s life steal and the Hunter’s ranged DPS.

Hunter

The Hunter’s Prime Perk: Dead to Rights extends its active skills duration when you are hitting Weak Spots. For this build we will be using the Hunter’s Mark Skill, and because of the Hunter’s Prime Perk, you will have generous uptime for the added 15% increased Ranged and Melee damage. Sustaining the Hunter’s Mark effect will not be an issue for the build especially when fighting Bosses. The added weapon range from the Hunter’s Archetype Trait is also a great bonus for this build. Getting this class is rather easy, as players can select the Hunter as a starting class or buy the Rusty Medal from Brabus to craft the Hunter’s Engram.

Summoner

The Summoner will be slotted as the second Archetype for this setup. The goal of this build is to charge the Nightfall’s Mod Power as quickly as possible and activate the Dreadwalker Mod. The Minions can contribute to the Mod Power Generation when they hit enemies and also take enemy aggro, giving you a little bit of breathing room when dealing with hordes.

The Summoner’s main Archetype Trait Regrowth, which provides a health regen bonus on top of this build’s life steal is a welcome addition for more survivability in combat. I advise you to use the Flyer minions that can hit airborne and ground-type enemies, and they can perform effectively when dealing with hordes.

To unlock the Summoner, players need to craft the Faded Grimoire with Bloodmoon Essence on a Bloodmoon Altar in Yaesha. This will later on become the Tome of the Bringer when crafted as an Engram.

Remnant 2 Summoner & Hunter Build Weapons

Long Gun

The bread and butter of this build is going to be the Nightfall long gun. We built this setup around the Nightfall because of its unique Weapon Mod the Dreadwalker, which allows you to access unlimited ammo and turns the Nightfall into a fully automatic weapon with increased fire rate, and a significant increase to your overall ranged damage.

Nightfall

Long Gun Mod

The Dreadwalker‘s 10% added life steal is a great addition to this build in regaining lost health in combat. But while the Dreadwalker Mod is powerful in almost every aspect, its entire duration only lasts for 10 seconds, which is not incredibly long. This build is designed to reduce the Dreadwalker’s cooldown so that players can activate it more frequently. To get the Nightfall, players need to defeat the boss Nightweaver in Losomn and get the Cursed Dream Silks as a drop. Bring it to McCabe to craft this long gun.

Dreadwalker

Weapon Mods

  • 10% added life steal for survivability.

Long Gun Mutator

The perfect Mutator for this build is the Momentum. Added critical hit chance is more than welcome for this build, and the Dreadwalker Mod can easily fulfill the requirement of Momentum due to its special capabilities. Momentum can be acquired by beating the Mantagora located in Yaesha’s Imperial Gardens.

Momentum Mutator

Weapon Mutator

  • Added crit hit chance.
  • Can be obtained by defeating Mantagora in the Imperial Gardens, Yaesha.

Hand Gun

For my Hand Gun, Enigma is still the best choice for this build. Not only is it one of the best sub-weapons in the game, but this weapon can also generate Mod Power quickly and charge the Dreadwalker Mod, especially when fighting a group of enemies. When dealing with Bosses expect to use this gun seldomly as you are more inclined to use the Nightfall. Get the Enigma by locating the Cipher Rod in the Labyrinth and craft the Hand Gun.

Enigma

Hand Gun Mutator

Paired with Enigma, the Harmonizer is a highly advisable Mutator for this weapon. Mod Power generation is a must for this build and the Harmonizer helps the wielder gain a significant amount of Mod Power when the Enigma hits multiple targets. Buy the Harmonizer from Dwell in Ward 13 and you are good to go.

Harmonizer Mutator

Weapon Mutator

  • Higher mod power when hitting mutiple targets
  • Can be obtained by purchasing from Dwell at Ward 13.

Melee Weapon

We are not going to play with melee weapons in this setup due to the build’s design. Your goal is to take advantage of the Dreadwalker Mod as often as you can, thus using the Enigma or the Nightfall is the best course of action.

Remnant 2 Summoner & Hunter Build Rings & Amulet

Rings & Amulet

AmuletAnkh of Power

I highly suggest going for the Ankh of Power for the Amulet slot as it gives you a solid damage increase of 15% and the effect doubles when you consume a Relic, and we will be taking advantage of the Glutton Trait so Relic usage speed will not be an issue for this Build.

Rings

Faerin’s Sigil

I suggest using Faerin’s Sigil as your first ring to boost your Mod Power generation even further. This Ring generates Mod Power if the user manages to critically hit or hit a weak spot. You can get this ring in Losomn and it will be given to you as a quest reward by Faerin if you killed his twin, Faelin.

Zania’s Malice

For the next ring, I would suggest using Zania’s Malice for this build since we will be relying on hitting weak spots, and the increased damage buff from this ring is a great addition in general. Get the Zania’s Malice Ring in Root Earth’s Ashen Wasteland.

Probability Cord

My third ring for this build is the Probability Cord. Its additional 30% Critical Damage increase is a HUGE damage boost. Scoring critical hits while using this build will not be a problem since you will be spamming a lot of bullets when in Dreadwalker Phase. You can acquire the Probability Cord in Root Earth, in the Corrupted Harbor zone.

Spirit Stone

Now for my last ring, I am using Spirit Stone Ring for another 10% boost of Mod Power generation. This ring can be acquired in Yaesha when exploring Twisted Chantry and Kaeula’s Rest Zones. For other ring suggestions, I find the Cataloger’s Jewel good for this build. The Mod Power generation over time is useful, especially in between fights or when exploring dungeons.

The Relics and Trait

Now that the equipment is covered, let’s talk about Relics and Traits for this build. The Relic that I am using for this setup is the Runed Heart. The additional Mod Power generation it provides is perfect for this build, especially when your Mod Power is low and you need a boost, you can use the Runed Heart to quickly fill it up so you can enter the Dreadwalker phase once again.

Runed Heart

Relics

  • Runed Heart helps fill up Mod Power to encounter an addtional Dreadwalker Phase

For the Relic Fragments, I suggest focusing on Ranged Critical Hit Chance, Weakspot Damage, and Mod Damage.

Traits

While for the Traits, I am using level 10 Vigor for general survivability. I have also maxed out my Expertise Trait so I can lessen my skill cooldowns. It is a must to max out the Spirit Trait as it provides a further boost to Mod Power generation. Next on the list is a level 10 Barkskin trait, which I use to improve my damage reduction so I can have a little bit of added survivability, which I find crucial in tight situations.

Life steal is part of this Build so I suggest upgrading the Siphoner Trait to level 10 to increase your life steal percentage by 3% on top of the Dreadwalker Mod’s 10%. The Siphoner Trait can be acquired in Dormant N’erudian Facility Dungeon in N’Erud.

I also have a level 5 Endurance to have decent stamina and a level 5 Glutton to increase my Relic consumption speed. The Glutton Trait can be acquired in Losomn by participating in the Feast Event.

The last trait for this lineup is level 5 Handling. This depends on your preference and I find the Nightfall easy enough to use without level a 10 Handling Trait.

The Dead To Rights Painbringer Build Gameplay Tips

When playing this build, your main goal is to use the Nightfall’s Dreadwalker Mod often and reduce its cooldown, and skipping its cooldown is possible especially when fighting bosses thanks to the build’s overall Mod Power generation augments.

Hitting weak spots with this build is a must to generate more Mod Power and also deal more damage. I usually go for the following rotation when entering combat: start the rotation by summoning two Flyers to aid you in battle and then activate the Hunter’s Mark skill to grant the build additional ranged damage.

After the Hunter’s Mark is active, trigger the Dreadwalker Mod and enter the Burst phase. In this phase, the Dreadwalker Mod will deal significant damage to targets. When the Mod lapses, it shouldn’t be hard to generate enough Mod Power to activate Dreadwalker again. If you need a little boost in generating Mod Power, use the Runed Heart and it will help you out a lot.

The Hunter’s Mark buff will be prolonged as long you are hitting weak spots, and maintaining the additional damage it provides is a plus. Your minions, on the other hand, will also help you accumulate Mod Power while dealing extra damage to enemies. What I like about minions is, they can help divide enemy attention so you can move around the field easily. You can also sacrifice your minions for additional damage and grant you a further boost of damage, especially when their HP is low.

Final Tips

The Dead To Rights Painbringer is a strong build that heavily relies on Nightfall’s Dreadwalker Mod. The capability to spam this mod and deal a lot of damage while enjoying short cooldowns is the highlight of this build, especially when fighting bosses.

Taking advantage of the Painbringer’s life steal is a viable strategy since the Dreadwalker’s burst phase can inflict high DPS and it can heal you up as quickly as you take damage. If you do have a surplus of Relics, using your Rune Heart charges can boost your overall damage so make sure to use one before entering Dreadwalker Phase. This build has a ton of potential so don’t be afraid to mix it up and experiment, like by changing the second Archetype to Challenger and utilizing its Rampage Skill!

e sure to check out our Beginner Guide and head to our Remnant 2 wiki for the latest info.


Stay tuned for more Remnant 2 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Remnant 2 wiki as well as our Remnant 2 Guides.

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Remnant 2 Engineer & Challenger Build – High Tech Sentinel https://fextralife.com/remnant-2-engineer-challenger-build-high-tech-sentinel/ https://fextralife.com/remnant-2-engineer-challenger-build-high-tech-sentinel/#respond Thu, 27 Jul 2023 12:21:33 +0000 https://fextralife.com/?p=258767 The post Remnant 2 Engineer & Challenger Build – High Tech Sentinel appeared first on Fextralife.

Remnant 2 Engineer & Challenger Build takes on turrets with…

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In this Remnant 2 Build Guide, we will be showcasing our second Build the High Tech Sentinel, which is a highly versatile one that can adapt and performs well in both melee or range combat. This build mainly revolves around the Engineer’s repertoire, the Heavy Weapons arsenal that can serve as an autonomous turret, or its main weapon, specializing in dealing a significant amount of damage. This is fused with the Challenger Archetype that can give players even more flexibility in combat, taking advantage of its melee range augmenting Perks and good damage reduction passives.

Remnant 2 Engineer & Challenger Build Guide

Compared to the Loaded Sharpshooter Build that focuses on pure range and relies on specific skill rotations to deal considerable damage in combat, The High-Tech Sentinel’s gameplay may vary depending on what type of enemies it is facing. Thanks to its unique design, players will have the freedom to experiment with this build due to the Engineer‘s Heavy Weapons or Turret system which is a powerhouse on its own due to the Overclocking mechanic. Whether you are clearing a group of enemies, or facing a boss in a dungeon, the Remnant 2 Engineer & Challenger Build – High-Tech Sentinel can provide the firepower that you are looking for.

Mixing the best of the Archetypes Engineer and Challenger in this Remnant 2 Engineer & Challenger Build.
Mixing the best of the Archetypes Engineer and Challenger in this Loaded Sharpshooter Build for Remnant 2.

High-Tech Sentinel Archetypes

The Engineer

One of the core reasons why I picked the Engineer Archetype is its unique playstyle. Having the ability to deploy my heavy weapons as turrets that can aid me in battle. Or use them as my main weapon provides a unique experience.

Making the Engineer the main Archetype for this build is a must due to the Engineer’s Prime and overall Perks that concentrate on making heavy weapons even more powerful. The High Tech Prime Perk overclocks the heavy weapon equipped to reach its optimal performance by dealing more powerful hits, faster fire rates, and unlimited ammo for a considerable amount of time.

We do have three skills or heavy weapons to play with when playing as an Engineer. I do want to mention that each heavy weapon has its strengths, weaknesses, and unique characteristics. Players can experiment with. each But for this build, we will be using the Heavy Weapon Vulcan as our main active skill. This is due to its versatility, good range, great damage output, and ease of use.

The Engineer’s main Archetype Trait Fortify increases this build’s overall defense by augmenting armor effectiveness. Unlocking the Engineer Archetype is not as simple as some others though. Players may find it difficult to do so as the crafting material for its Engram. It is well hidden and a pain to acquire. Players are required to explore a specific section near the Titan’s Reach checkpoint in N’Erud. Then complete specific steps to succeed. Luckily our R2Wiki has the specific steps to locate the crafting material needed. Obtain material Alien Device and craft the Drzyr Caliper to unlock this Archetype. Be sure to check that out if you don’t have it already for this Remnant 2 Engineer & Challenger Build.

The Challenger

For the second Class, I’ve picked the Challenger Archetype for two specific reasons. One is to give this build versatility in close-range combat, and to make the build sturdy and mitigate incoming damage. When the Engineer uses a Heavy Weapon, players will be locked to a specific stance making them unable to roll, making it challenging to dodge incoming attacks. It is worth noting that using Relics to replenish health while in this stance will not be possible as well. For this reason, I decided to make this build resilient to damage by taking advantage of the Challenger’s Juggernaut Skill that grants three stacks of Bulwark making the build more tanky. This skill is perfect when the Engineer is in Heavy Weapon Stance by giving it more mobility and resiliency against damage.

While on the offensive side of things, Rampage increases fire rate by 15%, Reload Speed by 20%, and Movement Speed by 10% in a short period of time. Players will be juggling with these two skills depending on what type of enemy they are facing. The Archetype trait Strong Back, on the other hand, decreases the build’s encumbrance by 10 so you can still wear heavy armor while maintaining medium weight.

Unlocking the Challenger is easy and players can select this class when starting the game or buy the Old Metal Tool from Reggie Malone in Ward 13 to craft the Stell Enswell Engram which unlocks this Archetype.

Remnant 2 Engineer & Challenger Build Weapons

Long Gun

Now that the Archetypes are out of the way, let’s talk about the High Tech Sentinel’s equipment. The Plasma Cutter boasts high firepower with a speedy fire rate capable of dealing continuous and considerable damage in a short period of time. Its high ammo capacity and reserves make it ideal for this build. Clearing enemies as quickly as possible is one of the requirements of this build to take advantage of the Challenger’s Rampage and the Plasma Cutter is one of the weapons that can do that.

Plasma Cutter

Long Gun Mod

We’re going to be using the Plasma Cutter‘s special weapon mod, Heat Sink. Built to improve the Cutter’s performance by making this weapon accumulate less heat, it also ramps up its damage even further. Slow heat build-up means more damage that players can crank out before needing to cease firing.

Heat Sink

Weapon Mods

  • Helps improve Cutter’s performance, accumulating less heat

This weapon can be acquired by getting the special headpiece called Navigator’s Helm and opening a hidden room in a wrecked ship in N’Erud located near the Titan’s Reach Checkpoint.

Long Gun Mutator

As for my main mutator, I would advise using the Momentum Mutator and taking advantage of its added critical hit chance. Reaching the max stack of Momentum is an easy task when using the Plasma Cutter and players can get the Momentum by defeating an Aberration named Mantagora located in the Imperial Gardens in Yaesha.

Momentum Mutator

Weapon Mutator

  • Added crit hit chance.
  • Can be obtained by defeating Mantagora in the Imperial Gardens, Yaesha.

Hand Gun

For my Hand Gun, Enigma is my choice for this build. A very fun sub-weapon to use, perfect for clearing enemy waves in dungeons. Electrocuting targets, while the Engineer’s heavy weapon is in turret mode is simply a fun and effective way to engage enemies.

Enigma

Hand Gun Mod

Its special Mod Chaos Driver improves Enigma’s effectiveness and adds more damage by deploying Rods in the field or by attaching to targets that tether and emit shock damage. Enigma can be acquired by getting a special crafting material called Cipher Rod in The Labyrinth. Give it to McCabe to craft the weapon.

Mod Chaos Driver

Weapon Mods

  • Adds more damage deploying Rods
  • Can attach rods to targets emitting shock damage

Due to the Enigma’s ability to hit multiple targets, it is perfect to pair it with the Harmonizer Mutator. When using the Harmonizer, we can take advantage of its ability to generate Mod Power for the Plasma Cutter. The faster the Plasma Cutter gains Mod Power, the sooner the player can use its special Mod Heat Sink. The Harmonizer can be acquired by visiting Dwell in Ward 13 and buying it in exchange for Scraps.

Melee Weapon

The High Tech Sentinel is a versatile build as it can perform in close-range combat as well. Getting a good melee weapon will depend on the player’s preference. Using the melee weapon is not required, but rather an option for players who are looking for variety.

Atom Splitter

Melee Weapon Mod

To match the overall aesthetics of the High Tech Sentinel, I used the Atom Splitter. Not only it deals great damage, but its Special Mod Fission Strike also releases a powerful shockwave that can hit multiple enemies. The Atom Splitter can be acquired in any of the N’Erud’s Dungeons and players need to wait for a specific facility to spawn and do specific steps to access a secret room.

Fission Strike

Weapon Mods

  • Releases a powerful shockwave for multi-target

Melee Weapon Mutator

I paired this sword with the Weapon Lord Mutator. Upon reaching max stacks, the player’s next charged melee attack will be an instant critical hit strike. For the Fission Strike to activate, a melee charge attack should be done after a neutral dodge and the effect of the Weapon Lord Mutator will proc as well. Players can buy the Weapon Lord Mutator from Merchant Dwell.

Weapon Lord

Weapon Mutator

  • Upon reaching max stacks, the player’s next charged melee attack will be an instant critical hit strike

Remnant 2 Engineer & Challenger Build Rings & Amulet

Rings & Amulet

AmuletRange Finder

The Range Finder is the perfect amulet for this build. Each enemy kill will grant a ranged damage bonus and can add up to three stacks. The requirement of the ranged damage buff is easy to maintain so players can expect an almost permanent uptime. The Range Finder can be acquired by exploring the Ascension Spire location in N’Erud where The Custodian resides. Players will find a hole that they can drop into and find the Drzyr Replicator that can craft the item.

Rings

Probability Cord

For the first ring, wear the Probability Cord for an instant 30% Critical Hit Damage increase. This ring can be acquired when exploring Root Earth’s Corrupted Harbor Zone.

Braided Thorns

The next ring is Braided Thorns which adds a 15% Critical Chance after killing an enemy that has a relatively easy requirement to fulfil. Buy this ring from merchant Cass and note its appearance is random so check her from time to time and pay attention.

Grounding Stone Ring

We use Grounding Stone Ring for the next slot to improve shock damage since we will be using the Enigma a lot. Players can buy this ring easily from Reggie.

Mechanic’s Cog

The last Ring would be Mechanic’s Cog which enhances this build movement speed and damage reduction when using a heavy weapon. Players can also buy this from Cass in Ward 13.

Changes During Boss Fights

These accessories are perfect when clearing mobs however when fighting bosses, I would highly recommend changing the Amulet to Death’s Embrace, since you will be tanking damage anyways, and that 20% boost of damage will help a lot. This amulet can be bought for Bedel of the Vaunnt in Yaesha in exchange for scraps.

Replace the Braided Thorns with Zania’s Malice bumping the build’s DPS further when hitting weak spots. This ring can be acquired in Root Earth’s Ashen Wasteland Section.

And lastly, change the Ground Stone Ring to Hardcore Metal Band which increases the build’s damage reduction by taking advantage of the Bulwark buff when receiving damage. Players can find this ring in the world of N’Erud in the Navigation Room near the Titan’s Reach checkpoint.

This build can be further enhanced if you do have a Hyperconductor Amulet that improves the effectiveness of the Engineer’s heavy weapons. An added skill charge is huge since players can use Juggernaut or Rampage twice in combat before it cools down. While for the armor pieces, I am using the Engineer’s starting set and changed the headpiece to the Navigator’s Helmet to match the theme.

The Relics and Trait

For this build, it is still suggested to use the Dragon Heart if you need healing, since using Relics while in a heavy weapon stance is not possible. We will be tanking a lot of damage, thus replenishing HP as fast as you can is useful once the stance ends.

Dragon Heart

Relics

For the Relic Fragments, it will depend on your current ones but for priorities, additional Ranged Damage, Crit Chance, and Weakspot Damage are welcome additions to this build.

Traits

When it comes to Traits we need as much Health as we can in this build thus having level 10 Vigor is ideal. You should prioritize the Expertise Trait as well, for faster Challenger Skill Cooldowns. Swiftness Trait should be level 10, granting the High Tech Sentinel an additional movement speed of 15%. Players can unlock the swiftness Trait by unlocking the Explorer Archetype. A level 10 Barkskin Trait is a must for this build by adding a 10% damage reduction. This trait can be acquired by completing Meidra’s quest in Yaesha. A level 9 Glutton trait can significantly improve Relic usage speed, and lastly, level 10 Footwork to improve the build’s Movement aiming speed as this greatly helps when using heavy weapons.

Barkskin Trait

High Tech Sentinel’s Gameplay Tips

The High Tech Sentinel’s gameplay is fun and engaging and its build’s loadout rotation varies depending on what situation the player is currently in or what enemy they are trying to fight. When fighting with a group of enemies or when clearing dungeons in general, it is advisable to use a heavy weapon as a turret. In this build, the Vulcan will deal damage as soon as it is deployed targeting nearby enemies. Overclock it to take advantage of unlimited ammo and added DPS.

After overclocking the Vulcan, Activate the Rampage Skill and use the Heat Sink Mod of the Plasma Cutter to give it a significant boost of damage. Start clearing targets and after a short time your character will trigger Berserk. It is worth noting that the kills from the Turret count towards this as well, which really helps you ramp up your damage.

When the Plasma Cutter Mod expires, switch to the Enigma to hit multiple targets at once and generate Mod Power for the Plasma Cutter. Once the Heat Sink mod is recharged, switch back to the Plasma Cutter and activate it once again.

Dealing with Bosses

While fighting Bosses we will be concentrating on using the Heavy Weapon Vulcan manually, and switching Rampage to the Juggernaut Skill is a must before entering the boss arena. Once the battle starts, activate the Juggernaut Skill to have significant damage reduction. Manually use the Vulcan and overclock it. For 15 seconds, the Vulcan will have a faster fire rate, be much stronger and have access to unlimited ammo. This burst window is enough to deal significant damage to bosses especially when hitting weak spots.

When Overclock expires, keep using the Vulcan, depleting its ammunition. The overall damage reduction of this build is enough to withstand several attacks before using Relics. If you need ammo or simply need to restore your HP, use a Dragon Heart charge to provide more for the Vulcan. Players can lessen the Vulcan’s cooldown by continuously using Dragon Heart charges and spawning ammo so players can use it again with little to no downtime since the usage of Heavy Weapons depends on its current ammo count. This is the purpose of bumping up the Glutton Trait.

Final Thoughts

The High Tech Sentinel is simply a fun build to use because of its unique gameplay, but it is a build that heavily relies on its distinct arsenal. Having the ability to change stances adds a refreshing experience when battling bosses or when clearing battlefields. However, there is no denying that when manually using heavy weapons in general, there are great risks involved and a little bit of advanced play is required.

Without the ability to roll, relying on your fast aiming movement speed, in general, is also a viable strategy and we cranked it up so you can at least avoid minor attacks by just strafing while maintaining DPS. This build can withstand several attacks before going down and popping Relics can get you back up to higher HP quickly. This build has so much room to grow especially when exploring the other heavy weapons available, feel free to play around with it and make your own version.

Be sure to check out our Beginner Guide and head to our Remnant 2 wiki for the latest info.


Stay tuned for more Remnant 2 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Remnant 2 wiki as well as our Remnant 2 Guides.

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Remnant 2 Class Guide – Which is the BEST for YOU? https://fextralife.com/remnant-2-class-guide-which-is-the-best-for-you/ https://fextralife.com/remnant-2-class-guide-which-is-the-best-for-you/#respond Wed, 26 Jul 2023 08:36:57 +0000 https://fextralife.com/?p=258336 The post Remnant 2 Class Guide – Which is the BEST for YOU? appeared first on Fextralife.

A Remnant 2 class guide weighing up the pros and…

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The post Remnant 2 Class Guide – Which is the BEST for YOU? appeared first on Fextralife.

In this Remnant 2 video, we will be showcasing all of the starting classes, plus a couple extra, so you will have an idea of what Archetype best suits your playstyle when playing Remnant II. There are a handful of Archetypes to choose from and it can be overwhelming, especially for new players who have not played the previous title.

Remnant 2 Class Guide

Additionally, playing in Multiplayer is a major factor when choosing your Class since each has a distinct role in the field. Thus, understanding the pros and cons of the basic kit of each Archetype is a must, especially since players can now multiclass or equip two Archetypes, adding considerable depth to gameplay. Hopefully, this Remnant 2 Class Guide will point you in the right direction when planning out your future builds.

Players can equip two Archetypes in Remnant 2 enabling multiclassing.
Players can equip two Archetypes in Remnant 2 enabling multiclassing.

Remnant 2 Dual Archetype System

Gunfire Games is making Remnant 2 much larger in almost every aspect. One major way they’re doing this is by introducing more diverse and interesting Classes to the game. Each Class is now more intricate and detailed than those from the previous title. They come with their unique mechanics, skills, advantages, and enhancements that you can mix and match as you advance through the game.

Second Archetype

Once you’ve made enough progress in the campaign, you’ll be able to use a Secondary Archetype, which lets you use abilities from two different Classes at the same time. These Secondary Classes have access to all the same features as the main class, like choosing one skill from three options and taking advantage of the Archetype Trait. The only difference is that you can’t use its Prime Perk. It is worth noting that the main Archetype slot will determine which Prime Perk will be active so make sure to read what these are, and slot them in the correct places. Just keep in mind that your second archetype will have its own progression, and will need to be leveled up as well to gain full benefit from the other Perks.

Remnant 2 Dual Archetype System
Remnant 2 Dual Archetype System

While unlocking your second Archetype slot can be done after progressing in the game, players can unlock more Archetypes by crafting special items called Archetype’s Engrams. These items will need to used in crafting in conjunction with other base materials which are scattered throughout the world. Most of the base materials for the starting classes can be unlocked in Ward 13, which is your main hub in the game. There will be no need to create a new character since all of these Archetypes can be changed on the fly, which is a major plus. We have covered this in our 12 Things You Must Know About Remnant II video along with other essential tips, and you can visit the official Remnant II Wiki for more helpful tips such as item locations.

Remnant 2 Archetype Passives and Skills Overview

In Remnant 2, Perks are special passive abilities that enhance your build. There are five types of Perks, and each class has one Perk of each type. You can unlock these by leveling up your Archetype, and as you make your way towards level 10, each Perk gets stronger.

The Perks always unlock in the same order for every class in the game. This order is Prime Perk, Damage Perk, Team Perk, Utility Perk, and Relic Perk. When you reach levels 6 to 10, the same cycle happens again, but this time these same Perks get upgraded to their final and more powerful version. Let’s do a quick rundown of each perk type to have a better understanding of its progression.

  • Damage Perks increase the damage that the player deals.
  • Team Perks provide helpful effects and buffs to the player’s allies or character itself if you’re playing alone.
  • Utility Perks, give small buffs that work well with the player class’s gameplay.
  • Relic Perks are strong abilities that give the player temporary benefits when you use Relics.
  • Prime Perks are special and defining abilities for each class. They can be considered the ultimate ability for the class and get two upgrades, one at level 5 and the final one at level 10.
  • Traits In Remnant 2

    In Remnant 2, there are two types of Traits. Archetype Traits and Core Traits. Core Traits are the same for all Classes and provide general bonuses. These bonuses include increased Damage Reduction, Max Health, Max Stamina, or improving Mod Power Generation. These traits can be leveled up by assigning trait points that you can get when exploring the world or beating bosses. While Archetype Traits are unique traits tied to Archetypes. When you play a particular Class, Archetype Traits automatically level up as your Archetype levels up, with the maximum level being 10. Meaning, you don’t need to spend traits points on Archetype Traits.

    Remnant 2 Traits
    Remnant 2 Traits

    The Archetypes in Remnant 2

    There are eleven Archetypes playable in the game but for now, we will be focusing on the starting classes that you can select when starting your first playthrough. By now, you are aware that a second Archetype can be taken advantage so you have at least a little bit of leeway when picking your first class depending on the modes that you will play, especially multiplayer.

    The five starting Archetypes in Remnant 2, are the Gunslinger, Challenger, Handler, Medic, and Hunter. Each offers an in-depth selection of abilities, skills, and support abilities to help boost your team and help them survive or even when playing solo. As a reminder we will be focusing on how each starting class works thus, we will not delve that much in terms of the second Archetype and it will be covered in our Build videos so stay tuned for those! 

    The Handler Archetype

    The Handler Class comes with a companion which can help support you and your team. It is a jack-of-all-trades support class, able to do several things including damage, support your team, and distract enemies. This is all done through commands with your companion. Let’s dive into its passive and active skills.

    All of the Archetype normal Perks in general are self-explanatory hence we decided to focus on each Archetype’s Prime Perks and Active Skills and these two define the gameplay of each Archetype. Feel free to pause the video if you want to check a specific perk in more detail.

    Remnant 2 The Handler Archetype
    Remnant 2 The Handler Archetype

    Prime Perk – Bonded

    Their Bonded Prime Perk focuses mainly on supporting the handler and their allies. If the Handler gets knocked down, the Companion will try to revive them with half of its maximum health. This ability can also be used to revive other allies if you command the Companion to do so. However, the ally who needs reviving must have a Dragon Heart available for this to work.  

    Guard Dog Active Skill

    The companion loves to protect its master and its allies. As the player moves around, your companion will stay close to you and attract more attention from enemies, taking the pressure off of you. Additionally, your companion will take less damage from those enemies. This skill works well when dividing enemy attention or dividing the horde into groups so the party can clear waves with ease.

    If you hold the command, your companion will emit a howl that reduces damage for all your allies within a certain range. This howl also gives your companion even more aggro from enemies, making them an even bigger distraction that lasts for a short period.

    Support Dog Active Skill

    As you journey, your loyal companion will stick with you and provide ongoing healing to allies within a short range providing healing over time.

    When you press and hold the button, your companion will unleash a powerful effect. This ability bestows a significant healing effect on all allies within range and adds healing over time. Moreover, they will gain a substantial increase in movement speed, allowing them to move swiftly and skillfully as needed.

    Attack Dog Active Skill

    The offensive stance of the companion wherein accompanies you while gaining a damage boost. Dividing the enemy’s attention is one of the key skills of your companion but the Attack Dog skill may also provide an offensive buff to the party. You can expect hard hits with them mostly when using this skill.

    If you hold the button, a powerful effect occurs. All allies within a certain range receive a damage buff increase, empowering them to deal more damage during critical moments.

    Pros of the Handler

    The handler is a versatile job, and one can focus their efforts by concentrating on its full support abilities, and aid the team with healing and powerful buffs that can be a game changer. The Handler is a must-have Archetype in a team at least in my opinion, if you don’t have at least one Medic in the party. I see the handler as the perfect job that adds further sustainability and other positive buffs.

    While in single-player mode, your DPS will not be as high compared to the DPS Archetypes however, having a companion provides value. Not only it is fun to have your trustee partner at your side, but the ability of the companion to aggro enemies and deal additional damage is invaluable. Enemies will be forced to target your companion, which keeps you free to keep on shooting.

    Cons of the Handler

    One I can think of is the overall DPS, but it will solely depend on your playstyle or preference. The handler concentrates on supportive passives and skills, thus temper your expectations in terms of damage numbers.

    Another major con, is that since your companion is a melee attacker, reaching floating targets will not be possible. Most of the Bosses in Remnant II stay midair so keep that in mind. However, making Handler your secondary archetype can rectify some of these issues. Pair it to a DPS Class and you will have a significant bump in DPS, while not needing to rely on your companion as much.

    The Medic Archetype

    The medic class is what you want to pick if you are a team player, focused on working with your allies. They heal much faster and more efficiently than any other class and can keep their team alive and in the fight. This Archetype provides shields to save the party in dire situations.

    Remnant 2 Medic

    Prime Perk – The Regenerator 

    Once you have healed allies for a certain amount, you will automatically regain a spent Relic charge. A powerful perk that can keep the party alive in a restorative loop. 

    Wellspring Active Skill

    The Medic uses healing energy to empower their fist, and when they punch the ground, a healing AOE spring is created. This healing spring restores health over time and significantly accelerates the Blight decay rate. The AOE spring lasts for a decent duration that can provide continuous heals to the party thus allowing them to tank damage during its duration.

    Healing Shield Active Shield

    The Medic can shield their allies as well. In a swift motion, the user releases a burst of healing energy, enveloping all allies within a certain range with a protective shield equal to their maximum health. This shielding effect lasts for ten seconds. While shielded, allies experience the benefit of regeneration, restoring a chunk of their health over time.

    Redemption Active Skill

    When Redemption is activated, it releases a powerful shockwave that covers a certain range. This shockwave serves two purposes: it revives downed allies, bringing them back to life, and it heals them by restoring a significant amount of their maximum health over a period. Moreover, if you hold the skill button longer, the healing effect becomes even more potent. Each additional second of holding the button adds further healing potency.

    Pros of the Medic Archetype

    Its burst heals are unparalleled along with its heal-wide relic restorative powers that keep the party healthy or in good shape. A must-have Archetype when playing in Multiplayer especially when tackling advanced dungeons or playing on higher difficulties, especially if you don’t have a Handler Archetype in your group.

    While in single-player mode beginners will find this Archetype a good starting Class, especially when trying to adapt to the game’s difficulty. The extra healing on top of your Relics will give players ample amount wiggle room for mistakes. Once you’ve progressed through the game, you will unlock the second Archetype anyway if you want to ramp up your DPS.

    Cons of the Medic Archetype

    Finding the Medic’s usefulness will vary depending on the player’s skill. Experienced players will find the Medic underwhelming in most cases since as a DPS-oriented player, the additional skill slot needs to be at least something that can be used to increase build damage. As your skill increases in Remnant, Medic falls off in favor of more potent Archetypes.

    The Hunter Archetype

    The Hunter excels in long-range, precise gunplay. They are skilled at identifying targets and eliminating them with precision, utilizing various perks that aid in picking off enemies. Additionally, they are valuable team players, providing support to their allies, and are particularly effective at dealing significant damage to an opponent’s weak points. Likely the strongest single-hit shots in the game if built properly. 

    Remnant 2 Hunter

    Prime Perk – Dead to Rights

    Whenever Hunters deal Ranged Weakspot Damage, the duration of their active hunter skills increases. This extension can go beyond the initial duration of the skill, allowing you to enjoy longer-lasting effects as you continue to hit weak spots with your ranged attacks.

    Hunter’s Mark Active Skill

    Enhances the hunter’s awareness by creating an aura that automatically applies the Mark to all enemies within a considerable range. Once marked, these enemies become visible even through walls, providing a significant advantage in tracking their movements. Moreover, the Mark increases the critical chance of the entire party, making it easier for everyone to land critical hits on the marked foes.

    Hunter’s Focus Active Skill

    Heightens the hunter’s senses which causes aiming at an enemy to apply Mark. Continuously aiming down sights uninterrupted and without shooting causes the hunter to enter a Focused state. When Focused, weapon speed, recoil, and sway are reduced, and overall range damage and range critical chance is boosted.

    Hunter’s Shroud Active Skill

    When the Hunter enters a shrouded state, their presence becomes less noticeable to enemies, making them harder to target while on the move. However, any attack, mod activation, or skill usage will instantly end the shroud. Upon leaving the shroud, the Hunter applies the Mark to all nearby enemies and gains the Ambush effect. Ambush significantly boosts the damage dealt by both ranged and melee attacks, but its effectiveness decreases gradually over time. Additionally, the Hunter will automatically enter the shrouded state again after a brief period if they don’t perform any offensive actions.

    Pros of the Hunter Archetype

    Snipers or long-range oriented players will love the Hunter. Equipped with DPS-oriented perks and skills that heavily rely on a specific range defines this class with clarity, making it relatively easy to build since you already have a direction to follow. Adept in Long Range Rifles that hit like a truck on a single shot, the hunter avoids enemy aggro most of the time, due to its positioning, especially when playing in Multiplayer. Expect high DPS and satisfying kills if this class is handled correctly.

    Cons of the Hunter Archetype

    Hunter has a high-skill floor and a high-skill ceiling, and this point also can be a pro or a con depending on your perspective. Precision and timing are the skills that one needs to master when playing this Archetype. And since the class is heavily reliant on weak spot damage, and zoning in on your targets can be a challenging task, beginners maybe find this class more challenging to play than they realized.

    The Challenger Archetype

    The Challenger Archetype embodies the role of a powerful tank. Sporting thick armor and wielding formidable melee weapons, they excel at close-to-mid-range combat, specializing in demolishing enemies and enduring heavy assaults. Their unique abilities allow them to significantly reduce incoming damage, and enhance various aspects of their capabilities.

    Remnant 2 Challenger

    Prime Perk – Die Hard

    When the Challenger is about to be defeated, they enter a brief invulnerable state, and during this time, they regenerate their maximum health. However, this ability can only be triggered once every ten minutes, so you cannot use it all that often, and hopefully you don’t need to.

    War Stomp Active Skill

    War Stomp is an offensive skill of the Challengers. This skill generates a powerful tremor that inflicts damage and causes additional stagger to enemies within a forward cone. When used at close range, it deals damage in all directions around the user, and is useful when clearing a group of enemies.

    Juggernaut Active Skill

    As the name implies, the Challenger becomes the Juggernaut of the battlefield. By activating this ability, the challenger becomes incredibly resilient, acquiring Bulwark, enhanced movement, faster melee speed, and a boost in melee damage. Furthermore, the amount of stagger damage you receive is significantly reduced during this state, making you nearly unstoppable in combat. Suitable in melee-oriented builds.

    Rampage Active Skill

    Rampage is a well-rounded skill that empowers the Challenger to great heights. When activated, the Challenger enters an intense state of battle, granting increased fire rate, quicker reload speed, and enhanced movement speed for a limited time. Moreover, dealing significant damage to enemies bestows a stack of Rage, which in turn boosts ranged damage. As the number of Rage stacks reaches a certain threshold, the Challenger goes Berserk, automatically reloading their current firearm and intensifying the effects of Rampage, doubling its impact on the battlefield.

    Pros of the Challenger

    Even though the challenger performs in mid-range combat where enemies can be overwhelming at times, its repertoire of skills and passives makes it formidable not just in damage but also when it comes to reducing incoming damage, making it the sturdiest Archetype. Beginner players will enjoy this class as it makes the difficulty of Remnant II a bit more forgiving. Its unique passives that empower melee playstyles are enticing as well, giving players more diversity when it comes to Remnant’s overall gameplay.

    Cons of the Challenger

    As the Challenger excels in midrange combat, players will find less damage compared to the other class especially when using a shotgun type of weapon when dealing with flying enemies or bosses. This can be alleviated by using a different type of loadout but it will defeat the challenger’s design. Although I would love to have a second life due to its Prime Perk, I find it less useful at endgame since you should not be planning on failure. However, this issue can be rectified by setting Challenger as your secondary Archetype, and using the Prime Perk of another Class.

    The Gunslinger Archetype 

    Next is the Gunslinger. A master of firearms that possesses several perks that enhance their efficiency with the weapons in their arsenal. They excel at dealing massive damage, making the most of their ammunition, and firing bullets at a rapid rate. Check out our Loaded Sharpshooter Build for more details on the dual Gunslinger/Hunter.

    Remnant 2 Gunslinger

    Prime Perk – Loaded

    A prime perk design to make the Gunslinger execute fluid gameplay in dealing damage. Upon activating any Gunslinger skill, both weapons undergo an instant reload, and all weapons gain infinite reserve ammunition for a brief duration.

    Quick Draw Active Skill

    The Gunslinger is known for its quick draws and quick-firing shots. Drawing its reliable sidearm and unleash a barrage of up to six shots from the hip, each dealing significant damage per shot. By pressing the button, you can immediately fire at all enemies within a certain range, and upon releasing the button, the shots will be evenly distributed among all targets. Holding down the skill will allow players to manually direct the shots to targets that deal greater damage.

    Sidewinder Active Skill

    By harnessing the power of the Desert Sidewinder snake, the Gunslinger experiences a surge in movement speed and a considerable boost in weapon draw and swap speed. When switching between weapons, the firearm will be automatically reloaded within a brief period, ensuring the Gunslinger stays ready for action.

    Bulletstorm Active Skill

    In this unleashed state, the Gunslinger reaches the peak of their power and speed. Conventional firearms transform into fully automatic weapons, while bows and crossbows gain enhanced projectile speed and critical chance. Additionally, the Gunslinger experiences a substantial increase in fire rate and reload speed for a certain duration, maximizing their combat efficiency.

    Pros of the Gunslinger

    In terms of range damage, Gunslinger can provide an unparalleled experience. Especially if you love to play with weapons that have high fire rates, the Gunslinger can play a pivotal role in enhancing these types of builds. Relatively easy to build as well and most of its foundation can be accessed at the start of the game. I can’t stress enough how important the reload speed and ammo capacity are in this game and the Gunslinger can manage these two avenues well and concentrates on damage alone. DPS-oriented players will love this class and it can work with a vast array of weaponry.

    Cons of the Gunslinger

    All of the other Archetypes have damage-mitigating perks or skills that may aid beginner players in early game that the Gunslinger does not have. Since the Gunslinger is a pure DPS Archetype, it requires a little bit of advanced play at the start. You may find this job squishy at first however, your skills will improve over time to offset this con.

    The Explorer Archetype 

    The Explorer is a specialist with exceptional skills in discovering valuable items and offering vital support to the team. Their expertise enables them to generate extra items and rare drops when defeating powerful enemies. Using a range of abilities, the Explorer can improve their ability to find loot, increase the team’s damage, reveal hidden treasures, and boost the movement speed of all allies. This Archetype is acquired from completing the game.

    Remnant 2 Explorer

    Prime Perk – Lucky

    This trait overall increases the chances of the party getting rare loot when defeating enemies. Helpful when running dungeons when gathering in-game currencies or crafting materials.

    Plainswalker Active Skill

    The Archetype is generally a support-oriented class and Plainswalker increases the party’s overall movement speed and stamina consumption, useful when exploring extensive areas like dungeons. This skill contributes greatly in combat as players often use most if not all of their Stamina while avoiding enemies. The more Stamina, the more rolls that party can do.

    Gold Digger Active Skill

    The Explorer will dig into the ground and spring a fountain that provides various buffs. There’s a little bit of RNG in here however the general buffs that a player can get range from added damage dealt to damage reduction and healing over time. 

    Fortune Hunter Active Skill

    Upon using this skill, the Explorer will scan the map in a certain range, revealing the items that the party can loot. Greatly useful when hunting specific items when exploring dungeons.

    Pros of the Explorer Archetype

    Explorer is a unique Archetype that focuses on items and materials hunting. The ability to scan the area for possible items is a huge time saver. This archetype is loaded with passives that increase material drop rates or affect the quality of the items you get in chests. The Explorer may lessen the burden of exploration by buffing the party with a movement speed increase to cover as much ground as possible in a short period.

    Beginners will find this Archetype useful especially when optimizing their first builds. Players can commit to a pure support type build with the Explorer when playing in multiplayer since you can rely on your teammates to deal damage while you focus on supporting your allies. With a secondary support type Archetype, like a Medic, for example, Explorer can be a viable part of a build. Whether hunting new items in multiplayer or solo play, one can appreciate the explorer’s value.

    Cons of the Explorer Archetype

    The explorer heavily relies on a second class, preferably a DPS Archetype due to it not having any offensive skills when playing Solo. The main issue with this class in solo play is its longevity. Once you get your desired gear or materials, it is likely that you will not use this job again unless its passives are needed in builds that rely on movement speed. 

    The Alchemist Archetype

    The Alchemist is a character who focuses on supporting the party by applying helpful buffs. Its unique abilities enhance item effectiveness, increasing its overall effects and longevity. Equipped with supportive skills that can increase fire rate, damage reduction, and even revives. This Class can be obtained by defeating Manticora in the Manticora from the Drain Event at Losomn.

    Remnant 2 Alchemist

    Prime Perk – Spirited

    Concoctions are useful items that add various helpful buffs. Most of these buffs are powerful in general such as further increase of fire rate or mod power generation. Thanks to its Prime Perk, the Alchemist can have three concoction buffs simultaneously. 

    Vial: Stone Mist Active Skill

    The Stone Mist active skill makes the user a moving tank. Adding further damage reduction and status ailment resistance, this skill works wonders with a tank build, like with the Challenger for instance. Note that all of the Vials can be thrown to specific locations so the party can access the AOE pool and have the buffs.

    Vial: Frenzy Dust Active Skill

    Frenzy Dust applies positive buffs that increase the target’s fire rate, movement, reload, and melee speed. An overall boost for the party to enjoy useful when bursting down targets.

    Vial: Elixir of Life Active Skill

    Applies continuous healing to the party and regenerates health over time and protects the team from fatal damage. What is even more powerful is this skill can revive allies as well. 

    Pros of the Alchemist Archetype

    The Alchemist provides impressive buffs that may improve the overall party’s performance. Another support Archetype that plays with consumables and concoctions, improving overall efficacy of teammates. Players who love to tinker with items will find this job enjoyable. Playing with different types of item effects may add another layer of complexity to builds. The Alchemist can perform well in both single and multiplayer modes due to its versatile skills and passives.

    DPS-oriented Archetypes may be paired well with Alchemist and an example would be Melee & Damage Reduction type Challengers. Its tanking capabilities will be significantly improved when using the Alchemist’s damage reduction skills.

    Alchemists can contribute greatly when building a pure support-oriented archetype. Its ability to revive allies like Medic does, is a great addition to a support character’s repertoire. Having two revive abilities may tremendously help in difficult fights when playing in Multiplayer. 

    Cons of the Alchemist Archetype

    Like the other support class, the Alchemist requires a DPS class to perform in solo play. Pure DPS-type of players may find other Archetypes useful depending on their build. Playing with consumables may be fun when using concoctions, but this gameplay is a niche in most cases. 

    The Summoner Archetype

    The Summoner possesses exceptional skills in controlling and directing minions to carry out their commands. By provoking their minions, they can enhance their damage, attack speed, and movement, while sacrificing minions temporarily empowers the Summoner’s own attacks. Minions that reach the end of their lifespan create healing auras and utilizing Relics enhances minion health and damage capabilities. With a variety of minion types at their disposal, including Root Hollow, Flyer, and Reaver, the Summoner wields a formidable range of abilities. To unlock this Archetype players first need to obtain Faded Grimoire which can be crafted at Bloodmoon Altar using Blood Moon Essence.

    Remnant 2 Summoner

    Prime Perk – Ruthless

    The Summoner has the ability to enrage its minions, thanks to its prime perk. Being enraged grants significant buffs to minions such as an increase in damage, attack, and movement speed.

    Minion: Hollow Active Skill

    Summon up to two Hollows that can quickly engage enemies at high speed. Can be sacrificed and explode to damage its surroundings. The Hollows can effectively engage ground targets, but they cannot engage airborne enemies. 

    Minion: Flyer Active Skill

    Flyers are interesting minions that stay in midair and shoot projectiles at their targets. One major plus of this minion is the ability to engage both ground and airborne targets with ease. When sacrificed, an explosion deals damage to surrounding targets and spawning homing projectiles that deal more damage. Second to the reaver, I find the Flyer effective in various situations making it a viable summon.

    Minion: Reaver Active Skill

    The hardest-hitting minion of a Summoner. Very effective against ground targets and also has the ability to hit airborne enemies. Its large health pool is perfect against incoming damage. The main drawback of this minion is you can only summon one at a time.

    Pros of the Summoner Archetype

    The Summoner is an excellent choice for players who love variety, build complexity, and unique gameplay. This Archetype can deploy summons that may aid the traveler in the field. Each summons has its strength and weaknesses and its own unique abilities with different types of mechanics and executions that players may find fun to play with.

    The Summoner’s minions can effectively direct enemy attention to them, making the player safe from incoming attacks. Not only do the minions provide protection to the traveler to some degree, but their overall damage can also wipe out enemy hordes effectively. A further addition to minions is the Handler‘s companion. If used as a Second Archetype the companion may add a further boost of parameters to the Summoner’s minions making it a powerful build.

    Cons of the Summoner Archetype

    The Summoner class may be complex at times and beginners may find this archetype’s gameplay advanced and overwhelming, especially when dealing with hordes of enemies. Players who prefer straightforward gameplay or style may refrain from using this Archetype. To maximize the value of this class, players need to constantly check their minion’s health points. Once its HP is low, it is advisable to detonate it providing additional DPS and a healing circle that the player can take advantage of.

    That wraps up our Classes Beginners Guide, and we hope you found this helpful. Remember to check the wiki or more tips and locations!


    Stay tuned for more Remnant 2 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Remnant 2 wiki as well as our Remnant 2 Guides.

    The post Remnant 2 Class Guide – Which is the BEST for YOU? appeared first on Fextralife.

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    Remnant 2 Gunslinger & Hunter Build – Loaded Sharpshooter https://fextralife.com/remnant-2-gunslinger-hunter-build-loaded-sharpshooter/ https://fextralife.com/remnant-2-gunslinger-hunter-build-loaded-sharpshooter/#respond Tue, 25 Jul 2023 13:24:14 +0000 https://fextralife.com/?p=258505 The post Remnant 2 Gunslinger & Hunter Build – Loaded Sharpshooter appeared first on Fextralife.

    Remnant 2 Gunslinger & Hunter Build Guide that takes advantage…

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    In this Remnant II Build Guide, we will be showcasing our first build, the Loaded Sharpshooter. This build is a combination of two DPS-oriented Archetypes which are the Gunslinger and Hunter. These Archetypes are known for their damage-augmenting passives that focus on DPS alone. Also when paired together they form a build that can use a vast array of weapons depending on your preference. This build is designed to deal a significant amount of damage in a short amount of time.

    Remnant 2 Gunslinger & Hunter Build Guide

    The Loaded Sharpshooter gameplay highly depends on its Active Skills to undergo a “burst phase” that features an extremely fast fire rate coupled with Fire Damage. Carefully timed skill rotations are a must to make out of this build. Knowing when and where to activate both of its Active Skills plays a pivotal role in the success of this build. With that out of the way, let’s talk a bit more in detail about these two DPS Archetypes.

    The Sharpshooter is a combination of the Gunslinger and Hunter Archetypes

    Loaded Sharpshooter Build Archetypes

    Gunslinger

    The Gunslinger contains Perks that revolve around increased fire rates, decreased reload speeds, increased ammo reserves, and an increase in overall range damage. The Gunslinger serves as the main archetype for this Remnant 2 Gunslinger & Hunter Build, so we can take advantage of its Prime Perk, Loaded. Having access to instant reloads and unlimited ammo reserves works perfectly for what we are trying to accomplish. Dealing tons of damage is only possible if you have the ammunition. The Gunslinger can alleviate your ammunition and reloading problems with this one Perk alone.

    How to Unlock the Gunslinger in Remnant II

    Luckily, unlocking the Gunslinger Archetype is possible whether you pre-ordered the game or not. However, the overall process of unlocking it may require players a little bit of time. It starts with the NPC Mudtooth in Ward 13. After clearing your first rolled world and visiting the Labyrinth/ Activate the Worldstone in the Labyrinth and return to Ward 13. Speak to Mudtooth who is located beside Reggie. Exhaust his dialogue by listening to all of his stories. After exhausting all the dialogue, Mudtooth will provide the player with the Gunslinger Ring. We will be using it in this Remnant 2 Gunslinger & Hunter Build Guide as well.

    Proceed to the story and complete the world next to the Labyrinth and return to Mudtooth. Exhaust his dialogue once again and listen to his stories.  After listening to his new stories, he will be grateful and reward the player with the Gunslinger Charm, our main Amulet for this build, and the Worn Cylinder which you can craft as an Engram to ultimately unlock the Gunslinger Archetype.

    Hunter

    The Hunter is the perfect second Archetype for this build improving its overall firepower across the board due to its Perks and active skills that further increase range damage and critical hit chance. This build plays with decent critical hits. When coupled with weapons with fast fire rates, the more chances the build will crit. You might ask, isn’t it that the Hunter Archetype is designed to wield long-range weapons? The answer is yes and no. The Hunter’s active skills are well-rounded and can be tailored to different playstyles such as mid or long-range combat. For this build, it is simply hard to say no to its skills and passives.

    How to Unlock the Hunter in Remnant II

    It is worth noting that unlocking this Archetype is a relatively easy task. Players can access the Hunter when choosing their first base class in the game when starting their first playthrough. However, if a player started with Gunslinger or another Archetype, players can still buy the Rusty Medal from Brabus in Ward 13 and craft the Hunter’s Engram to unlock it.

    Brabus is located at Ward 13 and sells the Rusty Medal

    Remnant 2 Gunslinger & Hunter Build: Loaded Sharpshooter Equipment

    One thing that I love about this Remnant 2 Build is, is that it’s easy to collect all the required weapons and accessories to make the Remnant 2 Gunslinger & Hunter Build work. The Loaded Sharpshooter is a beginner-friendly build that anyone can tweak according to their playstyle.

    Long Gun

    Starting with the Loaded Sharpshooter’s main weapon, the XMG57 Bonesaw. Its sweet fire rate and decent range. A great amount of ammo reserve and capacity make it ideal for this build. Although it suffers from having low accuracy and bad recoil, these cons can be offset with Traits later on.

    XMG57 Bonesaw is great weapon option for this Remnant 2 Gunslinger & Hunter Build
    XMG57 Bonesaw

    The XMG57 Bonesaw can be acquired by buying it from Brabus in Ward 13. Or simply get it by playing the Medic Class. If you do not prefer the Bonesaw, I find the Blackmaw AR-47 a good alternative. Players will have a slower fire rate by using this weapon, however, its accuracy, good range, and firepower make up for it. Players can further improve this build by getting the Chicago Typewriter in the Labyrinth. A weapon with a good fire rate and overall stats if players do not prefer the Bonesaw’s overheating mechanic.

    Long Gun Mod

    I decided to pair the Bonesaw with a Hot Shot Mod, as it grants the ammunition the power of fire, resulting in a 15% boost to Ranged damage for a duration of 20 seconds. Additionally, the shots cause a Burning effect, inflicting fire damage over a span of 10 seconds. Not only can players deal a significant amount of damage for a short period due to this build’s insane fire rate, but the Burn Status ailment deals damage over time as well. Hot Shot is one of your first readily accessible Mods in the game and making Ava McCabe in Ward 13 craft this mod for you is an easy task to do.

    Hot Shot

    Weapon Mods

    • 15% boost to Ranged damage for a duration of 20 seconds.
    • Shots cause a Burning effect, inflicting fire damage over a span of 10 seconds.

    Long Gun Mutators

    Mutators on the other hand are hard to come by, and this part of the Remnant 2 Gunslinger & Hunter Build will vary from player to player. As you progress further in the game, you will gain access to more Mutators and the resources to upgrade them fully.

    However, if you do have the Bandit Mutator, this is a good choice for this build. At level 10, there is a 30% possibility of replenishing the expended Ammo directly into the player weapon’s magazine. Once Ammo is restored in this manner, the weapon’s Fire Rate receives a 10% boost for a duration of 3 seconds, with the potential to extend up to 10 seconds.

    This Mutator not only recycles ammo, but further increases the build’s fire rate. Getting it may be a rigorous process and players can obtain it by exploring Yaesha and through the Forgotten Field Zone. It is a boss drops from The Weald Stalker and The Gnarled Archer mini-boss.

    Bandit

    Mutator

    • At level 10, there is a 30% possibility of replenishing the expended Ammo directly into the player weapon’s magazine.
    • Once Ammo is restored, the weapon’s Fire Rate receives a 10% boost for a duration of 3 seconds. Has the potential to extend up to 10 seconds.

    Handgun

    For the Hand Gun, I prefer the MP60-R due to its insane fire rate. It also has good ammo capacity, perfect for bursts of damage. Its highly accurate shots are appealing especially when trying to hit enemy weak spots. Pair it with the active skills of this build, and you will have a great sub-weapon. In general catering to the Loaded Sharpshooter’s playstyle.

    What is so good about the MP60-R is, it is painless to acquire. In Ward 13 there’s a chest in Ford’s room that requires a code for it to be unlocked.  The code for this chest is encrypted on the flashlight that Ford gave you. Simply inspect it to get the code 0415 and receive the Cargo Control Key.  Past Merchant Dwell along with the docks, players can observe a pathway leading to the cargo storage. Following this path will eventually lead to a rusty door. Use the Cargo Control Key to open it and the MP60-R is waiting on the other side.

    If you don’t prefer the MP60R, Tech 22 is a great substitute. Its fast firing rate is perfect for this build but has a lower ammo capacity. Players can buy it from Brabus or get it as a starting weapon when choosing the Handler as a starting class.

    Handgun Mod

    The MP60-R can be paired with the Bore Mod, which forces the enemy to reveal their weak spots for more damage and adds damage over time on top of the player’s bullet and Fire damage making it perfect for this build. Players can craft this Mod when speaking to McCabe after beating the Abomination Dungeon Boss in N’ERud and getting the Mutated Growth crafting material.

    The same goes for the mutator for this handgun, players can use any mutator that they have currently, but I find the Refunder Mutator that refunds bullets directly to the player’s reserve to be a fantastic choice. The more bullets, the more damage you can deal. The Refunder can be obtained by defeating the E.D. Alpha Dungeon Boss at the Tower of the Unseen in N’Erud.

    Melee Weapon

    The ideal melee weapon for this build depends on their preference. When using this build, players will unlikely use their melee weapons. However, if players would want to be versatile in most cases, they can use any melee weapon that they prefer. In my personal build, I use the Spectral Blade due to its flashiness. Its special ability Whirlwind can slash enemies in a quick manner with a good AOE range. Players can get it by beating the main boss Sha’Hala Spectral Guardian in the world of N’Erud and getting its drop, the Eidolon Shard which can be given to McCabe in Ward 13 to craft the weapon. 

    Melee weapon choices for this Remnant 2 Gunslinger & Hunter Build Spectral Blade.
    Spectral Blade

    Rings & Amulet

    Amulet – Gunslinger Charm

    Now that the weapons are covered, it is time for the accessories. Two of the pieces were already covered hence, making this build beginner friendly. The amulet that works best in this build is hands down the Gunslinger Charm which you can get from Mudtooth in Ward 13. This amulet increases fire rate by 15% and reloads speed by 20%. A pretty straightforward addition, but a significant boost to this build’s prowess.

    Rings

    Gunslinger Ring

    Next up and our first ring for this build is another Mudtooth’s reward, the Gunslinger’s Ring. It increases firearm swap speed by 30% and reloads speed by 10%, making it an absolute must for this build since players will be switching between weapons most of the time during burst phases.

    Fire Stone Ring

    The next ring that I would like to use on this build is the Fire Stone Ring which increases fire damage by 10% and fire resistance by 15. A highly valuable ring that increases this build’s overall damage since players are dealing fire elemental damage because of the Hot Shot Mod. A great Ring that can easily be acquired by buying it from Reggie Malone in Ward 13.

    The last two rings can be anything depending on what you have since the worlds that players explore greatly vary. This build was built mainly for damage and what I prefer to use for the third slot is the Vestige of Power Ring which increases my ranged and melee Damage by 10% if undamaged after 7 seconds. The said condition is fairly easy to achieve since enemies will be dead long before they hit you. Also as players progress in the game, they will get better at avoiding damage. Players can get this ring by visiting the world of Yaesha and exploring its Faithless Thicket Zone.

    Wax Sealed Ring

    The last ring for this lineup is the Wax Sealed Ring which further increases this build’s overall damage by stacking ranged and melee damage when landing killing blows. One of the easiest conditions to fulfill especially when fighting lots of enemies. This ring can be obtained in the world of Yaesha and by exploring the Far Woods Zone.

    While those Rings can be used now, eventually you will want to get the Braided Thorns, which grants an insane overall critical rate that is easy to maintain, and the Compulsion Loop that can even provide significant fire rate speed.

    Amulet – Range Finder

    And lastly, for the Amulet, the Range Finder is the one that you will eventually want to get, which can provide a staggering amount of 30% range damage when its effect is fully stacked. You will lose the added fire rates of the Gunslinger Charm but the added ranged damage can offset the loss easily. When dealing with bosses, on the other hand, you can retain the Gunslinger Charm if you prefer the higher fire rate.

    Remnant 2 Gunslinger & Hunter Build: Loaded Sharpshooter Relics & Traits

    Relics

    Relics greatly depend on the user’s preference and how good they are in terms of playing the game. Experienced players may use an advanced relic that adds more offensive buffs by disregarding the need of replenishing their health. But for beginners, I will still recommend using the Dragon Heart as a general relic.

    Dragon Heart

    Relics

    Acquiring Relic Fragments is heavily based on RNG thus I will be suggesting to use whatever you have right now. But if blessed with the RNG, concentrate on Elemental Damage, Fire Rate, Recoil, Crit Chance, and Ranged Damage.

    Traits

    Traits on the other hand can be tricky things to upgrade, as specific traits randomly show up in the field by completing side dungeons, NPC quests, and more. The Core Traits: Vigor, Endurance, Spirit, and especially Expertise should be maxed first for players to have high chances of survival in combat. Expertise is a must especially, since this build relies on active skills.

    Trait Handling reduces weapon spread and recoil by a significant amount and this trait offsets the cons of the XMG57 Bonesaw making it even more an ideal weapon for this build. By reaching the last parts of the story, this trait can be obtained by progressing.

    Handling Trait

    Next up is the Footwork Trait which increases the build’s movement speed when aiming. I need to stress how important this is since strafing while aiming can save the players from minor projectiles and prevents the need to roll which interrupts your firing. The Footwork Trait can be obtained by completing the Terminus Station Dungeon in N’Erud.

    The Gunslinger’s Archetype Traits Ammo Reserves and Longshot are two great additions to this build’s repertoire as they further enhance the XMG57 Bonesaw’s ammunition and range. Players are welcome to add more extra trait points on whatever trait they have currently as it will serve as a total upgrade in general.

    Remnant 2 Gunslinger & Hunter Build – Loaded Sharpshooter Gameplay Tips

    The Loaded Sharpshooter heavily relies on the build’s active skills to reach its peak performance, and it is worth noting that the entire duration of this build’s active skills is what I call the “Burst Phase”. Players need to follow sets of skills and mod rotations in order to get the most from this Build.

    To begin the rotation properly, fire up Bore Mod to force enemies to reveal their vulnerable spots. Quickly activating the Hunter’s Mark Active Skill will mark enemies and increases the build’s Ranged Damage. Following up with the Gunslinger’s Bulletstorm increases the build’s fire rate and reloading speed immensely. And lastly, activate the Hot Shot Mod before firing Bonesaw.

    While in the middle of the burst phase, since the Bonesaw accumulates heat from continuous shots, pay attention before the overheat gauge reaches its threshold and quickly swap to the MP60-R and fire away. If you failed to switch and the Bonesaw overheats, you will be locked in its overheat animation, wasting your burst window. Keep this in mind and ensure your ammo capacities for both guns are fully loaded before entering the burst phase.

    When the active skills expire, simply wait for them to cooldown to start the skill, and mod rotation once again. 

    Final Thoughts

    The Loaded Sharpshooter is an absolute beast on the battlefield. Its immense damage, incredibly high fire rate, and speedy weapon-switching capabilities make it fun to use for both beginners and experienced players. If you find the Bore Mod clunky or difficult to use, you can skip it in your rotation and instead start from activating the Hunter’s Mark, and you’ll still deal significant damage.

    Remnant 2 Gunslinger & Hunter Build

    This is one of my go-to builds simply because of the burst damage it deals when all mods and skills are active. Seeing those high continuous damage numbers is so satisfying, especially when ripping off a huge chunk of a Boss’s health in a very short period of time. The Loaded Sharpshooter is easy to build, and enjoyable for players of all skill levels.

    Be sure to check out our Beginner Guide and head to our Remnant 2 wiki for the latest info.


    Stay tuned for more Remnant 2 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Remnant 2 wiki as well as our Remnant 2 Guides.

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    Jagged Alliance 3 Beginner Guide https://fextralife.com/jagged-alliance-3-beginner-guide/ https://fextralife.com/jagged-alliance-3-beginner-guide/#respond Fri, 21 Jul 2023 03:35:38 +0000 https://fextralife.com/?p=257800 The post Jagged Alliance 3 Beginner Guide appeared first on Fextralife.

    Jagged Alliance 3 Beginner Guide: We go through 5 tips…

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    Jagged Alliance 3 Beginner Guide – In this Jagged Alliance 3 Beginner Guide, I’m going to talk about strategies you can employ to progress in the game efficiently. This tactical turn-based RPG can be unforgiving at times whether you’re new to the genre or not. So if you’re looking for a comprehensive Beginner Guide that’ll help you breeze through Jagged Alliance 3, then this article is for you!

    Jagged Alliance 3 Beginner Guide Table of Contents

    This is a sponsored post. Please note that sponsored posts are only sponsoring coverage, our opinions on the game are our own and not affected by any business relationships with developers or publishers.

    Jagged Alliance 3 Beginner Guide

    This Jagged Alliance 3 Beginner Guide covers 5 tips and tricks to not only help you get started with the game but also identify the things you should prioritize when making decisions. There are a lot of factors to consider including choosing good starter characters, managing your many resources, and prioritizing quests, to name a few, so it can definitely be overwhelming for players at the start. Let’s begin with the best characters to pick and how many you should hire.

    Jagged Alliance 3 Beginner Guide – Choose Your Mercenaries Carefully

    Jagged Alliance 3 allows you to recruit a maximum of 6 mercenaries per squad, each with their own Specializations, Stats, Talents, Traits, and Perks. However, what you’d want to zero in on the most would be their cost, Specialization, and Stats. Although you have the option to create your own character via the I.M.P. Web or Mercenary Profiling, I would recommend going for the A.I.M. Database instead for your first playthrough as it already consists of mercenaries with distinctly decent presets. 

    Burn Rate for Recruited Mercs

    Let’s start with the cost. The sweet spot in terms of the number of characters you should manage at the beginning is 5. This accounts for the 7-day period they’re with you together with their respective Burn Rates or how much money you’ll spend daily as upkeep for the squad. Since you’ll recruit 5 characters, you want to make sure that there’s approximately USD 10,000 left in the bank. Doing so allows you to still be able to treat wounds, train militia for the people you’ve freed, and repair items as needed.

    Next, in terms of Specialization, you’re going to want to prioritize those who are highly trained in the Medical, Explosives, and Mechanical Fields. Doctors are highly sought-after because combat in Jagged Alliance 3 can be brutal at times and so by having the ability to restore the HP of allies during and outside of encounters, you’ll not only keep their morale high but also make use of them longer. For Doctors, you should hire one at the start and another one later on if you’re having a challenging time treating the wounds of your allies.  The choice here is to go with Fox or MD. Between the two though, I prefer Fox because she has higher Dexterity and Marksmanship Stats, allowing you to also shoot enemies more effectively. 

    Jagged Alliance 3 Beginner Guide - Fox the Doctor to Treat Wounds

    The second role that should be filled up is the Explosive Expert because of how essential group damage is in this game. Harming just one enemy at a time is very slow and will increase the chances of being attacked yourself so to avoid this, you’ll want someone in the team who is an expert at crafting explosives and using them regularly against targets positioned adjacent to one another. Out of the choices you have, Barry fits the bill the best since he produces 2 Shaped Charges every so often and his hiring fee is cheap. Moreover, he’s skilled at disarming landmines, which is prevalent in certain sections of the map.

    Last but not least is a skilled Mechanic like Kalyna. Not only is her cost relatively low but she can also efficiently repair items, has a decent Leadership Stat to train militia, and packs a very mean punch when executing headshots from a distance. Overall, she’s the best mercenary that fits this role so you’ll want to recruit her as soon as possible.

    Jagged Alliance 3 Beginner Guide – How to Replenish Resources Effectively

    In Jagged Alliance 3, you need to be mindful of the two most important resources when deciding which section of the map to travel to and the quests you ought to prioritize. These include money and herbs. Let’s start with making money consistently, and the best way to do this is to capture Diamond Mines, particularly the H7 and K10 sectors, which are the nearest locations from your starting point. Doing so will provide you with a steady stream of income, especially when you improve the Loyalty of its nearby citizens by freeing their towns from the Legion’s clutches. The more Loyal they are to you, the more money you’ll generate.

    Jagged Alliance 3 - Diamond Mine Income

    Additionally, remember to recruit militias once you’ve secured these mine sites because enemies will attempt to take them from you. If you’re in a far-off location and are therefore unable to get there in time to defend your reclaimed land, you’ll lose your income. Another important thing to remember is that over time, these mines get fully depleted so it’s wise to keep moving to search for more. 

    In connection with this, you’ll notice that there are Diamond Shipments being moved around from one location to the next in the Tactical View. I highly encourage you to intercept these by fighting against the Legion carrying them. This type of encounter isn’t difficult to deal with either and oftentimes, you’ll end up earning tens of thousands of dollars afterward once you sell the diamonds you acquire.

    Diamond Shipments Income - USD 10,000

    When it comes to saving money, it’s best to renew contracts at a rate of 14 days later on as this lowers the upfront costs of having these mercenaries on your team. By this time as well, you’ll have been familiar with what they’re doing and are therefore much more inclined to keep them for longer periods of time. 

    The next resource you should save up for is herbs. These are automatically converted into Meds for treating the wounds of your comrades. Having a medicine shortage is a nightmare since the max HP of affected allies will always be lower when engaging in combat. So be sure to explore all sections even if they don’t have quests tied to them. More often than not, these areas have plants that you can harvest herbs from. 

    Gathering Herbs for Meds in Jagged Alliance 3

    Jagged Alliance 3 Beginner Guide – Take Advantage of Stealth

    One of the most important mechanics in combat is Stealth as knowing how to take advantage of this will yield significant results and give you the upper hand early on. For starters, it’s important to acquire intel on the area you’re about to go to by scouting it beforehand. You’ll end up spending some time for the Operation but this goes a long way when it comes to pinpointing the exact location of your enemies. As such, you’ll be more prepared to better approach them. 

    Scouting the Area by Gathering Intel in JA3

    Next, mercenaries who have high Agility and Dexterity are often equipped with positioning themselves optimally via the Sneak Mode to force them to take the Crouched Stance in order to avoid immediate detection. Doing so will let them execute Stealth kills effectively due to their nimble movements. 

    Another way to remain hidden is to initiate combat at night. You can control this by checking the timing on the Tactical View before going to that certain location. Do note, however, that this is a double-edged sword since you’ll also be at a disadvantage unless you equip weapon mods like the Thermal Scope to see your enemies well in the dark. In case you don’t own enough materials to slot this mod yet, you can circumvent the issue by moving a bit closer to your foes to reduce the low visibility penalty you’d otherwise incur. If you’re running a purely ranged squad like I am, you’re going to benefit from the Improvised Suppressor Mod as this allows you to fire your guns silently to avoid alerting the rest of your targets.

    Improvised Suppressor Mod to Execute Silent Attacks

    The goal of taking a Stealthy approach before officially initiating full-blown combat is to reduce the number of enemies you face since it’s very easy to be overwhelmed by them in Jagged Alliance 3. So taking down a target or two will considerably increase the chances of coming out of battles alive.

    Positioning Is Key for Your Mercs

    Regardless of whether or not you’ve initiated combat, you’re going to want to spread out your mercenaries. This means dividing them into at least 2 groups for several reasons. First is based on the type of enemy you’re facing. Oftentimes, when you’re going against a large number of targets, they’re going to have Grenadiers or soldiers wielding Rocket Launchers. It goes without saying that these are deadly, especially when your entire squad moves as a single group. So dispersing in multiple directions will make it harder for them to successfully damage the majority of your allies in a single action.

    JA3 Beginner Guide - Friendly Fire with Allied AIs

    The second is friendly fire, and I don’t mean within your squad since you can easily prevent that by avoiding their line of sight but encounters with allied AIs. Allied AIs in Jagged Alliance 3 can mistakenly shoot your mercenaries even when they’re not positioned away from the line of sight. So avoid sticking too close to them to not get hit in the process. 

    And lastly, your character’s position will depend on the weapons they’re wielding. There are no calculations in Jagged Alliance 3 to indicate the chances of successfully hitting enemies so you’ll need to double-check whether or not your range with respect to the target is acceptable. If the AP Aim Bar starts to blink, it means that your weapon is not suitable for the specific range you’re currently at so you can either take your chances or move closer. 

    Additionally, listening to the words uttered by characters helps determine whether or not to push through with shooting an enemy from a distance. Frequently though, this is the case, but there are some instances when weather conditions are poor like in the rain, where they’re not as equipped as they claim to be.

    Headshot with Kalyna in JA3 Combat

    The benchmark to remember for proper positioning is that Shotgun wielders and Explosive Experts need to be near enemies. Spreading out your mercs this way makes it easier for these Explosive Experts to simply throw grenades on the fly without accidentally hitting allies since they’re positioned far away from the rest of the group. Meanwhile, those who use Assault Rifles and Pistols should stay in the midrange, and those who wield Snipers ought to remain at the back. Doing so will allow you to take out multiple enemies simultaneously to end encounters faster. 

    Strategically Make Use of Cover

    The final tip on our Jagged Alliance 3 Beginner Guide is to effectively make use of cover. Always scour the area first to search for places you can hide behind to avoid getting hit. The realistic and interesting thing about covers in this game is that they can be destroyed depending on the objects. These include crates, shanties, and even cars. For cars though, you need to be careful because once they’ve been set on fire, you have 1 turn to move away, otherwise, you’ll be caught in the blast when it explodes. Alternatively, you can use these burning cars against enemies to damage as many of them as possible. Since certain objects are destructible, you need to always be on the go to prevent exposing yourself.

    Burning Cars as Cover in Jagged Alliance 3

    But hiding behind cover doesn’t automatically mean that you’re protected from taking damage. You need to be in the Crouched or Prone Stance. It’s best to save 1-2 Action Points (APs) for every character to switch to either stance in order to dramatically lower the chances of being shot before their turn ends. And even if you do get hit, you won’t receive as much damage from ranged enemies, which are predominant in the game. However, remember that the Crouched and Prone Stances will make it so that you end up moving slower as opposed to Standing but unless you have enough AP during your turn, you’re better of staying in the Crouched position all throughout. 

    Prone Stance to Hide from Enemy Fire

    So that’s it for the Jagged Alliance 3 Beginner Guide. How are you enjoying Jagged Alliance 3 so far? What are your favorite aspects of the game so far? Let us know in the comments!


    For more content, check out Baldur’s Gate 3, Secrets from Act Two: From Gith and Back Again and Larian Reaffirms Baldur’s Gate 3’s Early Access Saves Won’t Transfer. We also made a Jagged Alliance 3 Preview several months ago to give you an idea of what the game’s mechanics are.

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    What’s New in Remnant 2? 12 Things You Must Know! https://fextralife.com/remnant-ii-beginner-guide-whats-new-in-remnant-2/ https://fextralife.com/remnant-ii-beginner-guide-whats-new-in-remnant-2/#respond Tue, 18 Jul 2023 12:01:06 +0000 https://fextralife.com/?p=257889 The post What’s New in Remnant 2? 12 Things You Must Know! appeared first on Fextralife.

    Everything you need to know for Remnant 2 on Difficulty…

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    The post What’s New in Remnant 2? 12 Things You Must Know! appeared first on Fextralife.

    In this Remnant II Beginner Guide, we will be covering the essential things that you need to know before your very first playthrough of the anticipated sequel to Remnant: From the Ashes. We will focus on the things that you should be doing first as a new player in Remnant II, as well as Difficulty Modes, Level Progression, Archetypes, Build Optimization, and more helpful information that you need to know to get up to speed and make out most of your time from your very first moments.


    This is a sponsored post. Please note sponsored posts are only sponsoring coverage, our opinions on the game are our own and not affected by any business relationships with developers or publishers.

    Remnant II Beginner Guide – What’s New in Remnant 2?

    The world of Remnant II is a perilous and complex one thus, getting overwhelmed when starting your playthrough is expected. Its main level progression tends to be convoluted mostly in the early parts of the game. The goal is for you to have a solid foundation and a solid understanding of what you should be doing first as a new player. We will also provide a brief overview of each Class. So you will know which one to choose depending on your playstyle. Later on, we will be covering more detailed Builds so stay tuned for that. But for now if you’re interested in picking up the game, you can use the link here to support the channel!

    Remnant II Beginner Guide
    Best tips for class, builds, armor, weapons, level progression and more in this Remnant 2 Beginner Guide.

    1. Which Difficulty To Choose in Remnant II?

    In Remnant II, players will be given the chance to select the level of difficulty they will tackle which varies from Survivor, Veteran, and Nightmare. Survivor is the easiest difficulty. While Nightmare is the hardest selectable difficulty at the beginning, since Apocalypse is not immediately available.

    Choose your difficulty mode wisely as Remnant II can be unforgiving being a Soulslike

    Remnant II can be unforgiving due to its nature of being a Soulslike game, and if you are new to the franchise and haven’t played the previous title, Survivor difficulty is the way to go since it provides an easier gradient to understand how the game works and learn its mechanics. While for players who are looking for a challenge in general, playing on Veteran is what is recommended. Enemies and Bosses will hit harder compared to the Survivor difficulty, and it provides a balanced and demanding experience. Nightmare is not recommended until you have leveled up and acquired better equipment!

    2. What Mode to Focus First in Remnant II?

    As players progress through the game, game modes will eventually be unlocked, and there are two major modes in Remnant II: Main Campaign and Adventure Mode. I suggest focusing on Main Campaign first, especially for beginners, as it provides clear objectives that are easy to follow.

    Adventure Mode provides quick matches

    Adventure Mode on the other hand is like a “quick match” or arcade mode where players can dive into a specific world and complete its main objectives. This is helpful when hunting for specific loot or aiming to delve into a specific dungeon which we will talk more about later on. It is worth noting that the progress of the Main Campaign and Adventure Mode both have their own independent progress, progress that can be reset in the main hub which is Ward 13, while retaining your overall character progress.

    3. How Does Level Progression Go in Remnant II? 

    Remnant II’s character progression relies a bit on RNG. Instead of creating a massive world and putting in dungeons and areas for players to clear or explore in the order they see fit, progression is randomized so that in every playthrough, different versions of the same world will have different scenarios, enemies, dungeons, and even map layouts. Thus, looking for a specific dungeon to get specific loot may be time-consuming, since you will often need to “reroll” worlds many times to find what you are searching for. If you decide to do so, playing in Adventure Mode is the way to go since you can access different randomized worlds per “reroll” while retaining your Main Campaign progress.

    Reroll worlds in adventure mode to access different randomized worlds

    4. Basic Starting Class Overview in Remnant II

    In Remnant II, players can access four to five classes to start with depending on whether or not you pre-ordered the game. Starting classes are the Hunter, Challenger, Handler, Medic, the Gunslinger. Each class has a specific role in battle, especially when playing with others.

    The Hunter is good at dealing damage from a distance, marking targets, using sniper rifles, regular rifles, and other weapons. The Medic helps the team by giving them helpful boosts like reducing damage and healing them when they’re badly hurt. The Handler is a versatile class that fights alongside a trusted companion, which can provide buffs to the party’s offense and defense. The Challenger specializes in close to mid-range combat with shotguns and similar weapons. It has impressive skills with melee weapons and can absorb damage and protect the party as a tank.

    Hunter deals damage from a distance using sniper rifles and more.

    Lastly is the Gunslinger, which you can play from the beginning of you pre-ordered the game. It is a pure DPS Archetype that deals a hefty amount of damage during enemy encounters, focusing on reloading, quick weapon swaps, and massive critical hits, perfect for DPS-type oriented players. As mentioned, these are just basic overviews of the starting classes, and others can be unlocked by playing the game.

    5. How to get More Archetypes

    Having more Archetypes to experiment with as a starting player is a must, and this is one of the things that I wish I would have known from the start. Players can unlock more Archetypes by getting Engrams scattered around the worlds that they will be exploring. Engrams are special items or crafting materials that need to be crafted by Wallace in Ward 13.  Once crafted, players can change their main Archetype in the Archetype menu or even equip it as a second Archetype.

    Brabus sells the material Rusty Medal used to unlock the Hunter Archetype.

    To be able to equip 2 types of Archetypes is one of the best additions of Remnant II. Mixing and matching Archetype combinations brings value and more gameplay hours on the table, and most of the starting Class Engrams are available in Ward 13. Players can buy the Rusty Medal from Brabus to unlock the Hunter Archetype, The Old Metal from Reggie Malone to unlock the Challenger Archetype, and the Medic Pin from Dr. Norah that unlocks the Medic Archetype.

    6. Don’t Be Afraid To Spend Your Trait Points

    Traits are very useful passive abilities that players can level up and take advantage of. Players will start with four basic Traits at the beginning of their first playthrough which are Vigor, Endurance, Spirit, and Expertise. It is a must to concentrate on these basic Traits at the beginning, when no other Traits are available, since they will make your life much easier while you find new ones.

    Trait Points can be found throughout the worlds.

    Getting new Traits is possible by exploring the available worlds, and you gain Trait Points by finding Tomes of Knowledge along the way. Don’t hesitate to spend these Trait Points on our suggested Traits since you can always reset your Traits anytime by speaking to Wallace in Ward 13 with the use of crafting materials. This allows you to get stronger early on, and then change your build as you find better Traits later in the game.

    7. Check Cass For Easy Crafting Materials

    Cass is one of your main supporting NPCs in the game and she has set up her own shop in Ward 13. Whenever you return to the main hub, be sure to check her out as she offers crafting materials to upgrade your weaponry and even accessories such as Rings. She replenishes her wares after some time and this may help your progress significantly in terms of weapon upgrades rather than relying on random chests or loot when exploring the various worlds of the game. Following this tip will save you time especially when upgrading multiple weapons simultaneously.

    8. Armors Set Changes

    The Armor Set system has been tweaked in Remnant II and Armor no longer provides Set bonuses. Armor Pieces still have stats and overall elemental resistance however, each piece cannot be upgraded. In this manner, players have been given the freedom to customize their looks without worrying about any kind of set bonuses like in the previous title. One determining factor, however, is the total weight of the Armor you’ve equipped, as this affects your rolling capabilities. Armor sets can be acquired when exploring the world or buying the basic sets from Whisper in Ward 13.

    Remnant II Armor Sets no longer have set piece bonuses

    9. Getting More Weapons

    As a new player, experimenting with different kinds of Weapons and Archetypes is going to be a normal thing during your first playthrough. Weapons can be earned by getting special crafting materials that drop from main campaign Bosses. After getting a special crafting material, Ava Mccabe in Ward 13 can craft and turn these into a weapon for you. Or talk to Brabus which sells a handful of standard weapons that synergize well with most of the basic Archetypes available in the early game. Each weapon type has its strengths and weaknesses, and finding the right weapon for your desired build may take time and Brabus’ collection of weapons will give you a head start when grinding in the early game, before you’ve acquired better ones.

    Gain new weapons by crafting them using mats dropped from bosses.

    10. Pay Attention To Your Weapon Upgrades

    Mods in Remnant II are one of the major determining factors that affect character builds, thus understanding the effects of these Mods and what they can bring to the table will yield great results. For example, having a character build that focuses on critical hits and weakness damage, may find the Bore Mod extremely useful. What this Mod does is inflict continuous damage to a target while exposing its weakness for a short period. While the weakness is exposed, players can burst their targets down within seconds or deal a significant amount of damage to bosses. Note that Unique Weapons have fixed Mods, just like the first title, and you cannot change these.

    A new addition to Remnant II, is Mutators. Mutators can further enhance your Weapons as they add more stats or passive abilities, and each weapon has a Mutator slot, including Unique Weapons. You can find more Mutators from Dwell in Ward 13 or by finding secret areas around the game that contain Abberations, and defeating them.

    Mutators can further enhance your weapons

    You can even upgrade Mutators improving their effects, but upgrading these Mutators takes time since it requires rare materials such as Corrupted Lumenite Crystals and Relic Dust. Hence, carefully selecting the correct Mutator for your build and focusing on it will yield better results than trying to upgrade several Mutators at a time. When a mutator reaches its maximum level which is level 10, it will unlock an additional effect, and these are extremely powerful in most cases, so you’ll be wanting to level these up as quickly as you can.

    11. Choose The Right Relic For Your Character

    Players will have a Dragon Heart as their first Relic in Remnant II, and its main purpose is to restore your Health Points in combat when you have taken severe damage. However, as you progress, you will get different types of Relics that provide added abilities such as a temporary boost to defense, or other offensive types of buffs. Finding the right Relic for your build will help tremendously as each of these Relics is tailored to specific jobs. Like the Crystal Heart Relic that regenerates 100% of the user’s health over 10 seconds, while reducing overall movement speed by 50% and reducing damage received by 25%. This fits tanky builds such as the Challenger which fights at close range and does not need to move around a lot.

    The Dragon Heart Relic is first relic you will encounter in Remnant II.

    You will also gain Relic Fragments that can be slotted to your current Relic that further boost your stats. This is just another way in which Remnant II increases character customization, which helps improve build diversity.

    12. Find The Right Build For You

    Lastly, optimizing character builds is one of the core mechanics of Remnant II and finding the right build that will suit your playstyle will take time and is usually a rigorous process. It is ok to use whatever you have in the early game, but once you’ve explored a few worlds and gained more equipment and Traits, you will begin to form the concept of your first Build.

    Once you’ve begun this process, not only will your character perform better in Combat, but you will also have a better experience overall. Better character builds can clear advanced content such as higher difficulties or beat more challenging end game Bosses. A half-baked build will only get you so far since enemies get stronger and tankier as you progress. So carefully inspect and play with your current equipment pool and see what you have and start from there.

    We’ll also have several Build Guides out over the next week or two, so if you’re looking for good Build ideas then keep an eye on the channel, and hopefully one of them strikes your fancy or at least points you in the right direction with your own Build. And if you need further assistance, be sure to check out the Wiki which should be updated very shortly with all the equipment in the game, as well as their locations.

    That goes for our Remnant II Beginner Guide. These tips will equip you and point you in the right direction before starting your first playthrough. If you have questions, let us know in the comments we would like to hear from you.


    If you’re looking for info on weapons, armor, builds, locations and more head to our Remnant 2 wiki for all the latest.

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    Honkai: Star Rail Silver Wolf Build Guide https://fextralife.com/honkai-star-rail-silver-wolf-build-guide/ https://fextralife.com/honkai-star-rail-silver-wolf-build-guide/#respond Mon, 17 Jul 2023 10:05:19 +0000 https://fextralife.com/?p=255583 The post Honkai: Star Rail Silver Wolf Build Guide appeared first on Fextralife.

    Build the offensive support debuffer Silver Wolf in Honkai Star…

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    The post Honkai: Star Rail Silver Wolf Build Guide appeared first on Fextralife.

    In this Honkai Star Rail Silver Wolf Build Guide we’re going to be covering the support debuffer Silver Wolf Build. She’s very good at reducing enemies Defense, Resistances, Attack, and Speed, as well as applying a new weakness to them. This build focuses on increasing damage of all allies by making enemies succeptible to more damage.

    Honkai: Star Rail Silver Wolf Build Guide

    Silver Wolf is a limited-time five-star character who was featured in a rate-up banner at the start of the 1.1 patch. She is a Quantum character from the Nihility Path, which means she focuses on debuffing enemies rather than buffing allies. Silver Wolf is an Offensive Support character with a unique kit.

    Debuffing has one advantage over buffing: it lasts longer. Most DPS characters benefit from increased speed, a reset on their turns, or an advance on their turns. This means they take turns faster than enemies, and their buffs expire more quickly as a result. Debuffs, on the other hand, count their duration based on enemy turns, so they can easily be made to last longer. This is especially true if you add slow, Quantum Entanglement, or Imaginary Imprisonment by breaking shields. These effects delay enemy turns, allowing debuffs to have a longer duration.

    Silver Wolf is the pinnacle of Nihility debuffing. She has two debuffs in her skill lineup, three debuffs as talents, and one more in her ultimate. In addition, she gains an extra debuff from traces when she hits an enemy with three debuffs. Finally, she changes enemy weakness depending on the elements of her allies. This opens up a lot of new team archetypes, which we will discuss in this guide and in future Silver Wolf builds.

    Silver Wolf is a great choice for a DPS in your team as she has a few different buffers that help her allies.

    Silver Wolf Build Guide – Active Skills

    Skill leveling Priority: Skill > Talent > Ultimate >> Basic Attack

    System Warning – Normal attack

    Silver Wolf’s quantum normal attack can proc her talent, which means she can debuff enemies with her normal attacks. Most of the time, Silver Wolf will use her normal attacks instead of her skill, as long as the enemy has the relative weakness. There is no need to spam her skill if the enemy is already weakened. This allows Silver Wolf to generate more SP for the main damage dealer.

    Overall, Silver Wolf is SP-positive. Her normal attacks debuff enemies normally by proccing her talent, and her skill and ultimate have good durations. This is a great bonus that not many characters enjoy.

    Silver Wolf’s quantum normal attack can proc her talent meaning an opportunity to debuff enemies.

    Allow Changes? – Skill

    Silver Wolf’s skill has a base chance to apply a weakness to enemies. The weakness is chosen from the pool of the elements of your team, which encourages mono or duo-element teams. The skill randomly selects an element from your team that is not present in the enemy. Therefore, a good way to build a team around Silver Wolf’s skill is to choose allies whose elements match the enemy’s resistances, with only one ally of an element that the enemy is not weak to. This way, Silver Wolf will always have one choice for weakness application, and can force further debuffs.

    Choose allies whose elements match the enemy’s resistances.

    You can increase the debuff base chance with the “Effect Hit Rate” stat, which you can obtain from Light Cones, Traces, and Relics’ main and sub-stats. At E0, at maximum skill level, Silver Wolf has an 85% base chance. I will spare you the math. All you need is all the “Effect Hit Rate” from Traces, and an additional 52%, to reach 70% “Effect Hit Rate” on the character sheet. This can be obtained from the event-reward Light Cone “Before the Tutorial Mission Starts”, and four or five sub-stats on Relics.

    If you secure this Effect Hit Rate, you will always apply the weakness and can safely apply all other debuffs. Silver Wolf’s skill reduces the resistance to the element she applies the weakness to by 20% for 3 turns, and all resistances by an additional 10% for 2 turns. This means you can casually use one skill and two normal attacks, and then repeat.

    Lastly, make sure to level Silver Wolf’s skill as high as possible to increase the base chance of landing debuffs.

    Silver Wolf’s skill reduces the resistance to the element she applies.

    Awaiting System Response… – Talent

    Her talent is capable of applying 3 kinds of “bugs”, one at a time. She can reduce enemy attack, enemy defense, and enemy speed. Every attack issued has a chance of applying one bug, whether she uses a normal attack, skill, or ultimate.

    In this Silver Wolf build, she will have all her bugs on the enemy after three hits on the same target. The bugs last for 4 turns, so she will start reapplying them before they expire. Bugs have a slightly lower base chance to land than the weakness on her skill, so there is a minimal chance to miss once every 15 or 12 hits.

    Silver Wolf can apply 3 kinds of “bugs” at a time with her Talent “Awaiting System Reponse”.

    User Banned – Ultimate

    Silver Wolf’s ultimate costs 110 energy and targets only one enemy. It has a base chance to shred the enemy’s defense for 3 turns and deal high-quantum damage. Unlike Pela‘s ultimate, which hits all enemies, Silver Wolf’s ultimate is limited to a single target, which should always be the boss.

    With enough investment into energy generation, Silver Wolf can spam her ultimate every three turns. This way, she can keep the defense shred debuff on one enemy at all times, providing a significant damage boost.

    Silver Wolf’s ultimate is limited to a single target, aim for the boss.

    Force Quit Program – Technique

    Silver Wolf’s technique is overpowered, and you should always aim to use it before battles. It attacks all enemies, ignoring their weakness types, and deals damage to their toughness bar. Any small enemy will have their toughness shield broken in this move, and will be inflicted with Quantum Entanglement from Break. This delays the enemy’s turn and prevents fast enemies from taking a turn before your team.

    This will also allow characters who rely on enemies being in broken status to fully utilize this from the first round. Sushang in particular enjoys great bonuses from attacking a broken enemy. In addition, the Quantum Entanglement will accumulate stacks every time an ally attacks the enemy. Each stack makes the enemy take more damage when their turn finally comes and the Entanglement status expires. This damage will be increased further with every debuff Silver Wolf inflicts before the enemy recovers.

    Deploy Overpower before a battle begins to gain the upperhand.

    Silver Wolf – Traces

    Traces are passive skills that characters unlock after leveling up and reaching certain ascension levels. For this Honkai: Star Rail Silver Wolf build, you need to farm and spend resources to unlock Traces, but they give a huge advantage to Silver Wolf. As an offensive support debuffer, Silver Wolf should prioritize all major Traces. For minor Traces, she really needs the “Effect Hit Rate” ones.

    Generate – Ascension 2

    This Trace increases the duration of the bugs that Silver Wolf applies with her Talent to 4 turns. Additionally, this Trace enables Silver Wolf to apply another bug when she breaks an enemy.

    The increased duration of the bugs helps to sustain the debuffs on enemies with less hassle. And the extra bug on break enables allies to deal more damage when it matters most, such as after breaking the enemy’s toughness shield. This goes well with Silver Wolf’s Technique, which also breaks the enemy’s toughness shield.

    Trace “Generate” increases the duration of the bugs that Silver Wolf applies.

    Inject – Ascension 4

    The duration of the weakness that Silver Wolf applies with her skill is extended to 3 turns. That’s a huge increase, as it saves a lot of skill points over longer battles. It also extends the Resistance shred that comes with the weakness application, so your team can keep doing top damage for longer.

    Silver Wolf’s skill applies a weakness for a further 3 turns.

    Side Note – Ascension 6

    When Silver Wolf casts her skill, if there are already 3 debuffs on the enemy, this Trace inflicts an additional resistance shred for all types. This stacks with the two resistance shred debuffs from her skill, and procs more often with the A2 and A4 Traces that extend the duration of debuffs.

    It’s very easy to proc this A6 Trace, knowing that any DoT from any ally is also considered a debuff.

    Ascension 6 can apply an additional resistance shred for all types.

    Minor Traces

    Silver Wolf gets ten minor stat increases, distributed as the following:

    • Attack (Five nodes)
    • Effect Hit Rate (Three Nodes)
    • Quantum Damage (Two Nodes)

    The Effect Hit Rate Traces helps Silver Wolf land her debuffs, so always use them. The Attack and Damage ones are good for late game, when you are done building your main DPS character, and want to squeeze more DPS from Silver Wolf.

    Silver Wolf – Light Cone

    For this Honkai: Star Rail Silver Wolf build, gear is a crucial part, and the Light Cone is a major part of gearing. The unique aspect about Silver Wolf is that she needs the highest “Effect Hit Rate” from the Light Cone as possible.

    Light Cones are similar to weapons in other games, and while you can equip any Light Cone on any character, only Cones that match the character’s Path can provide full benefits. Silver Wolf is of the “Nihility” Path, which focuses on landing debuffs on enemies as much as possible. Therefore, Silver Wolf’s best Light Cone is very specific, and it is likely free to acquire.

    Before the Tutorial Mission Starts Light Cone is a free reward.

    Before the Tutorial Mission Starts – Four Stars

    The Light Cone “Before the Tutorial Mission Starts” is a free reward from an event that ran during version 1.1. The event features a companion quest for Silver Wolf, and all side activities in the event related to Silver Wolf. It seems like HoYo wanted to emphasize the connection between this Light Cone and building Silver Wolf. Players could also max out the Light Cone’s Superimpose tier for free during the event.

    This Light Cone provides a flat 40% Effect Hit Rate to the wielder, which is a significant increase and fulfills most of Silver Wolf’s Effect Hit Rate requirements. After maximizing her Traces and Skill level, Silver Wolf needs 52% Effect Hit Rate, and this Light Cone alone reduces that to 12%, which is just a few substats. This frees up the Body main stat for more offensive stats and makes Relic choices much easier.

    Not only that, this Light Cone provides 8 energy back every time Silver Wolf hits an enemy affected by Defense reduction. Silver Wolf herself has two sources of Defense reduction: her Ultimate, which lasts for three turns, and her Talent, which lasts for four turns. As a result, enemies will have Defense reduction 99% of the time, and Silver Wolf will be able to recover 8 energy with each attack. This energy bonus applies to normal attacks, skills, and ultimates, so it helps Silver Wolf recover a lot of energy and allows her to spam her Ultimate on cooldown.

    Overall, the best and only light cone she needs. It’s even better than her Five Star signature one.

    Honkai: Star Rail Silver Wolf Build – Relics

    In this Honkai: Star Rail Silver Wolf build, we will cover all four Relics slots: Head, Gloves, Body, and Feet. As well as the two accessories slots, Sphere and Rope. The Head relic always comes with a Flat HP main stat, and the Gloves always come with a Flat Attack main stat. The Body, Feet, Sphere, and Rope come with random stats. Therefore, gearing the Head and Gloves will lean more towards finding the best substats, while the other four slots must also roll a good main stat.

    For Silver Wolf, we prioritize good main stats because they are more impactful to a support role. In the early game, we need “Effect Hit Rate” on the Body, until we build our Traces and level up our Skill. Later on, we can change the Body piece into more offensive Crit or Attack main stats.

    For the Feet, we can pick Speed, which is usually the best stat for supports. Then we get Break Effect on the Rope, to exploit the weakness break that Silver Wolf often does. Finally, we can get either Quantum damage on the Sphere, or pick a defensive stat for survivability instead.

    The substats that we desire are always Effect Hit Rate, with other stats being useful but not necessary, such as Speed, Break Effect, and Crit stats. Therefore, gearing Silver Wolf is much less strict, and we can get decent pieces for her faster than DPS characters.

    Thief of Shooting Meteor – Relic Set

    The standard relic set for Break Effect is a good and easy pick for Silver Wolf. Quantum Break causes enemies to delay their actions, and increasing Break Effect causes enemies to delay even further. The four-piece bonus also gives energy upon breaking enemy toughness, which Silver Wolf does to a lot of enemies at the start of battle using her Technique. This set helps Silver Wolf use her ultimate more often and have better crowd control.

    In addition, Break Effect causes enemies to take more damage when they finally recover from the break. This damage is multiplied by all the debuffs on enemies, and by the Break Effect stat. So even if Silver Wolf has no offensive stats, Break Effect is a cheap way to get some serious damage from her.

    The four-piece bonus also gives energy upon breaking enemy toughness.

    Genius of Brilliant Stars – Relic Set

    The Quantum Set is a relic set that provides Quantum damage on the 2-piece bonus and Ignore Def on the 4-piece bonus. Ignore Def is a modifier that multiplies with Def reduction to further increase damage dealt. The set offers a massive 20% Ignore Def against enemies with Quantum weakness, which Silver Wolf can easily inflict.

    This set is more of a DPS set, and not all Silver Wolf players fully utilize it. Without high Effect Hit Rate and fully optimized substats, the direct damage Silver Wolf inflicts is not that great. Therefore, I do not recommend the Quantum set for early game or endgame. It is only potent with maximum investment and mono Quantum teams.

    Hybrid 2x Genius of Brilliant Stars + 2x Thief of Shooting Meteor – Relic Set

    If you absolutely have no stamina to spare for farming, you can quickly put together a hybrid set. With some Break Effect and some Quantum damage, you can get started and focus on getting main stats and substats. Silver Wolf can do her role perfectly fine with any relic set, so you can use the stamina to farm for your main DPS instead.

    Fleet of the Ageless – Accessories Set

    As always, any support character who does not want to carry the team’s DPS can use the Fleet of the Ageless relic set. This set requires 120 Speed, which Silver Wolf can easily achieve, and grants the entire team a permanent 8% Attack boost. It is easily the best set for Silver Wolf, and you should farm it from World 3 in Simulated Universe whenever possible.

    Silver Wolf is faster than your average character, and with five-star Speed Boots, she can easily exceed 120 Speed.

    Pan-Galactic Commercial Enterprise – Accessories Set

    An alternative to Fleet of the Ageless, this set buffs Silver Wolf’s stats instead of the team. It is a good upgrade when you want to min-max Silver Wolf to do both damage and apply debuffs at the very endgame. The extra effect hit rate from this set makes it easier to build Silver Wolf, and allows her to go full offensive on Relics. At the same time, she gets a good Attack value from reaching high effect hit rate.

    For this set to be better than a team-wide buff, you have to invest heavily in Silver Wolf to squeeze a lot of personal damage from her.

    Honkai: Star Rail Silver Wolf Build – Team Composition

    Because of her weakness change ability, Silver Wolf can fit in literally every existing team Build currently in Honkai Star Rail. Not only that, but she also enable new teams that wasn’t viable before her release. For this reason, one single guide is not enough to go through all possible team comps of Silver Wolf.

    I’ll be going lightly on Silver Wolf team composition, giving an easy example, before dedicating full guides for each new team build archetype she brought to Honkai Star Rail.

    Due to this character’s ability to change weaknesses, Silver Wolf can fit into literally every existing team build in Honkai Star Rail. Not only that, but she also enables new teams that weren’t viable before her release. For this reason, one single guide is not enough to cover all possible team compositions for Silver Wolf.

    I will be going lightly on Silver Wolf team composition in this guide, giving a simple solution as an example. I will dedicate full guides to each new team build archetype that she has brought to Honkai Star Rail in the future. In the meantime, let’s go over an example team that fits well.

    Main DPS from Any Path

    Silver Wolf’s debuffs allow her to support any type of damage dealer, whether they are AoE DPS from Erudition, such as Jing Yuan, or a single-target Hunt character such as Yanqing. She can even support DoT characters from Nihility, such as Kafka or Sampo.

    The characters who best utilize Silver Wolf’s debuffs are the fast ones, who take several turns before the debuff on the enemy runs out. And with Silver Wolf able to inflict any weakness, she can support any character with any element. However, Seele, Yanqing, Himeko, and Sushang in particular gain the most out of Silver Wolf.

    Seele benefits greatly from Silver Wolf because the Quantum Break set has a defense ignore bonus against enemies weak to Quantum. Yanqing also deals additional damage against enemies weak to Ice through his A2. Sushang gains all sorts of bonuses against enemies with broken shields, and even refunds her own skill points. Himeko, on the other hand, needs enemies to have their toughness broken frequently to trigger her follow-up attack, deal more damage, and break more shields.

    You can build a mono-fire team, mono-quantum team, mono-ice team, or mono-physical team. Each one is a separate archetype that focuses on different aspect

    Buffer from the Harmony Path, or Secondary DPS from Any Path

    As Silver Wolf herself works as a debuffer and enables shield breaking, a buffer is more suited to the team. A buffer adds buffs to the DPS characters, such as attack increase, critical damage increase, or damage multiplier. These are not the same modifiers that Silver Wolf grants, so they do not get added together, but multiplied instead. Therefore, a buffer + one debuffer is usually the best way to fill support roles for a hyper carry team such as Seele.

    On the other hand, a character who does not consume a lot of SP, such as Sushang, can use another DPS. Sushang pairs very well with Clara and Silver Wolf, since Clara is also physical, and Silver Wolf forces physical weakness. Clara can play tank and AoE DPS, and both she and Sushang will benefit from Silver Wolf’s debuffs. This makes a great duo.

    Defensive Support from Preservation/Abundance Path

    To round out a Silver Wolf team, you need either a tank or a healer. I do not recommend using both a shielder and a healer with Silver Wolf because Silver Wolf enables the team to break shields effortlessly. Quantum Break delays enemies, and if you use mono-ice, you also have freeze. It is better to go more offensive with Silver Wolf and kill enemies before they kill you, so one defensive support is enough.

    Typically, you want to match a character’s element to your team’s element or the enemy’s element. For example, you could match Natasha with Sushang and Clara, March with Yanqing, or Bailu with enemies who are already weak to lightning. This will help Silver Wolf choose the correct element weakness to inflict all the time.

    Final Tips

    Silver Wolf is the best Nihility debuffer in Honkai Star Rail, and second only to Bronya in the entire roster. She manipulates a fundamental core mechanic of the game by changing enemy weaknesses. Silver Wolf can be paired with certain elements of enemies and allies to eliminate any RNG from her kit. She can also build enough Effect Hit Rate to make all of her debuffs guaranteed.

    She is the best long-term addition to any account, and she enables so many teams. Even if you add her to a team with the correct elements for the enemies, she still provides very solid debuffs. Silver Wolf can also break shields effectively on her own, and can deal a lot of damage through Break Effect.


    Stay tuned for more Honkai: Star Rail Guides. For more Honkai: Star Rail content, check our Honkai Star Rail Guide: 5 Best Eidolons, as well as our Tier lists for Defensive SupportsOffensive SupportsAOE DPS, and Single Target DPS. And the full list of our characters Build guides.

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    Diablo 4 Rogue Build – Death Dealer (LvL 70+) https://fextralife.com/diablo-4-rogue-build-death-dealer-lvl-70/ https://fextralife.com/diablo-4-rogue-build-death-dealer-lvl-70/#comments Mon, 03 Jul 2023 11:59:07 +0000 https://fextralife.com/?p=257395 The post Diablo 4 Rogue Build – Death Dealer (LvL 70+) appeared first on Fextralife.

    Diablo 4 Rogue Build Guide - The Death Dealer Diablo…

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    The post Diablo 4 Rogue Build – Death Dealer (LvL 70+) appeared first on Fextralife.

    Diablo 4 Rogue Build – Death Dealer (LvL 70+): In this Diablo 4 Rogue Build, I’ll show you how to play a LvL 70+ Death Dealer Rogue that’s aimed at World Tier 4. If you’re looking for a Build that’s an upgraded version of the Shadow Barrage Build from World Tier 3, then this Diablo 4 Death Dealer Rogue Build Guide is for you!

    Diablo 4 Rogue Build – Death Dealer (LvL 70+)

    With this Rogue Diablo IV Build, you’ll replace Poison Imbuement with Poison Trap to first save ability points in order to run multiple Imbuements. Additionally, Poison Trap has a chance to refresh the cooldown of Shadow Imbuement thanks to the Countering Poison Trap upgrade, which is fantastic, and it Knocks Down enemies. 

    In this Diablo 4 Rogue Build – Death Dealer, you’ll focus a bit more on traps than in the previous Build and this is also because we’ve replaced Rain of Arrows with Death Trap. Although you can still use Rain of Arrows, Death Trap is the better choice since it allows you to move closer to your enemies, which synergizes really well with Barrage, letting you hit them with multiple arrows versus being further away. 

    Diablo 4 Rogue Build - Death Dealer in Combat

    Barrage works extremely well here because you have a lot of status effects to spread all over the screen when you’re up close and personal with a group of targets. When you use Death Trap, you’re able to pull and isolate them together to deal damage. And when you drop Poison Trap and then Death Trap, you won’t only knock them down where you can just unload your Core Skill into them. 

    With the Trap Mastery passive, whenever you use either Trap Skill, you gain a 12% increased Critical Strike Chance against Vulnerable or crowd-controlled enemies for 4 seconds. This is huge because you have a 100% uptime on Vulnerable with this D4 Rogue Build, so every target you’re fighting is always Vulnerable for 99% of the time, and you also have a ton of CC. So you’re essentially getting that 12% Critical Strike Chance pretty much whenever you attack after you’ve activated Poison Trap and Death Trap. 

    Now a big part of using Barrage is managing your Energy because it’s an ability that you can channel and then arrows will continue to fly out, draining your resources as fast as possible. First is by making use of the Ravenous Aspect and Aspect of the Umbral, which I’ll be discussing more in the Equipment Section of this Build Guide. 

    D4 Rogue Build with Poison and Concealment

    Second is by taking the Consuming Shadows passive, which makes it so that each time you kill an enemy with Shadow Damage, you generate 30 Energy. This works really well with Shadow Imbuement. Once you get to below 50% Energy, you’ll want to pop Shadow Imbuement to finish off enemies and replenish your resources to keep Barrage up and running. Another way is through Adrenaline Rush. This makes it so that while you’re moving, you gain 15% increased Energy regeneration. You move a lot with this Diablo IV Rogue Build even though you stand in place when firing Barrage. You typically move and shoot so Adrenaline Rush helps a lot. 

    Diablo 4 Rogue Build – Death Dealer

    Once you hit Tier IV you’ll want to start thinking about min/maxing to get the most out of your Build, and that starts with Skills. Thanks to Paragon Boards and to the increased Equipment affixes, you’ll be able to bypass most of the restrictions you previously faced while leveling up. I also won’t get too deep into Skills, as you most probably know how they work by now.

    Barrage Skill for the Death Dealer Diablo 4 Rogue Build
    LEVEL 70+ ROGUE SKILLS
     Skill Points Spent
     Puncture  1
     Enhanced Puncture  1
     Fundamental Puncture  1
     Barrage  5
     Enhanced Barrage  1
     Improved Barrage  1
     Sturdy  3
     Siphoning Strikes  3
     Concealment  1
     Enhanced Stealth  1
     Subverting Stealth  1
     Poison Trap  1
     Enhanced Poison Trap  1
     Countering Poison Trap  1
     Agile  3
     Exploit  3
     Shadow Crash  1
     Consuming Shadows  3
     Shadow Imbuement  5
     Enhanced Shadow Imbuement  1
     Blended Shadow Imbuement  1
     Death Trap  1
     Prime Death Trap  1
     Supreme Death Trap  1
     Innervation  3
     Second Wind  3
     Trap Mastery  3
     Adrenaline Rush  3
     Haste  3
     Precision Key Passive  1

    Specialization

    For this Diablo 4 Rogue Build – Death Dealer, you’re going to choose the Preparation Specialization, which makes it so that every 100 Energy you spend reduces the cooldown of your Ultimate Skill. And when you use this Ultimate, it effectively resets the cooldowns of the rest of your Skills.

    Death Dealer Rogue Build - Preparation Specialization

    Diablo 4 Rogue Build: Equipment, Gems, and Aspects

    Equipment is the most important part of any Endgame Build, and It’s important to understand that it’s a long-term goal. You won’t have all Paragon Boards available right away, and getting all uniques will probably take a lot of farming, so try to use Legendary Aspects to adjust to your needs while you farm levels and better gear.

    Legendary Aspects and Unique Powers

    I’ll divide the Equipment into different slots, so it’s easier to understand what you should be using and what affixes you should be looking for. Remember that unique equipment has fixed affixes and powers, so if you are using one, you might need to re-slot a Legendary Aspect into a different piece.

    Another important thing to notice is that, when looking for stats, you’ll want to make sure you are fulfilling your Paragon Rare Node requirements. Some rare nodes have very high requirements, and equipment is what allows you to fulfill them. These bonuses often double the rare node effect so, for example, getting an Equipment piece with +100 Dexterity might unlock one or more Node bonuses, giving you a massive bonus as a result.

    Diablo 4 Rogue Build - Death Dealer with the Cowl of the Nameless to Gain Increased Lucky Hit Chance Against CCed Enemies
    Diablo IV Rogue Build - Death Dealer with the Serpent's Bone Bow of Branching Volleys to Split Barrage's Arrows
    D4 Death Dealer Build - Accelerating Serpent's Bite to Increase Attack Speed using Critical Strikes with Core Skills

    Helm

    Affixes

    Unique Equipment

    Cowl of the Nameless: The most important part of this Unique Helm is that it provides you with increased Lucky Hit Chance against CCed enemies. And because of the Innervation passive, which makes it so that on Lucky Hit you have up to a 30% chance to gain Energy, you’ll be able to keep your resources topped up effectively. 

    Chest Armor

    Legendary Aspect

    Aspect of Shared Misery: What this essentially does is it gives you a chance, when you hit a CC enemy, to spread that effect to others on a Lucky Hit. The Aspect of Shared Misery is going to significantly increase your damage against CCed targets while giving you more Energy back via the Aspect of the Umbral

    OR

    Aspect of the Protector: This provides you with a damage shield.

    Affixes

    • +Total Armor
    • +Damage with Ranged Weapons
    • +Maximum Life
    • +Imbued Skill Damage

    Gloves

    Affixes

    • +Critical Strike Chance
    • +Cold Damage
    • +Freeze Duration
    • +Lucky Hit: Up to a 5% Chance to Restore X Primary Resource

    Unique Equipment

    Frostburn: This makes it so that you have a Lucky Hit Chance to Freeze enemies for 2 seconds up to 25%. Frostburn works very well with Mangler’s Aspect as it allows you to Freeze them with this aspect. So between these two, you’re going to get constant CCs to help keep up your energy while preventing enemies from doing things to you. As such, you’ll be alive longer while maintaining high damage numbers.

    OR

    Fists of Fate: An alternative to Frostburn is Fists of Fate, which makes it so that you have a chance to Immobilize targets as well as a chance to Daze them, giving you another CC option. 

    Pants

    Legendary Aspect

    Aspect of Disobedience: This allows you to gain increased Armor for 4 seconds when dealing any form of damage, stacking up to a certain %.

    Affixes

    • +Dodge Chance Against Close Enemies
    • Damage Reduction while Injured
    • Imbuement Skill Cooldown Reduction
    • +Total Armor

    Boots

    Legendary Aspect

    Mangler’s Aspect: This gives you up to a 45% chance to Daze Vulnerable enemies for 2 seconds when you deal direct damage to them. Dazed targets cannot attack or use Skills so they’re going to stand there and not do anything, otherwise known as CCing them. 

    Affixes

    • +Movement Speed
    • Energy Cost Reduction
    • +All Stats
    • +Dodge Chance Against Distant Enemies

    Two-Handed Weapon

    Legendary Aspect

    Aspect of Branching Volleys: This makes it so that whenever your arrows ricochet, which happens often with this Diablo IV Rogue Build, they have up to a 50% chance to split into 2 arrows. Now it’s only 50% because the Aspect of Branching Volleys is on a Two-Handed Weapon but it’s going to give you more damage, as a result, and spread status effects around more easily. For instance, you’ll be able to hit more enemies on the screen, thereby making them all Vulnerable.

    Affixes

    • +Dexterity
    • +Damage to Frozen Enemies
    • +Damage to Crowd Controlled Enemies
    • +Vulnerable Damage

    Ideally, you’d want a Crossbow here for more Vulnerable Damage by default but I have a Bow here since it has good rolls for Vulnerable Damage and Damage to Frozen Enemies, which synergizes with Frostburn.

    First One-Handed Weapon

    Legendary Aspect

    Icy Alchemist’s Aspect: This makes it so that when you Lucky Hit a Chilled or Frozen enemy with a Shadow Imbued Skill, you have up to a 75% chance to cause a Cold Explosion that Chills them. You don’t necessarily need to have the Icy Alchemist’s Aspect for this D4 Rogue Build – Death Dealer, particularly if you’re not using Frostburn. But I find that it works nicely here since we’re hitting Frozen enemies constantly with Shadow Imbuement, which raises damage. 

    OR

    Vengeful Aspect: This is a very good alternative if you don’t have Frostburn. The Vengeful Aspect makes it so that you have up to a 50% chance when you make any enemy Vulnerable to grant yourself a 3% Critical Strike Chance, stacking up to 3x or 9% Critical Strike Chance. This is almost guaranteed to 9% because you’ve constantly set everything Vulnerable, thereby helping with damage tremendously. 

    Affixes

    For your Melee Weapons, you want 2 Swords since they provide you with Critical Strike Damage natively. 

    Second One-Handed Weapon

    Legendary Aspect

    Accelerating Aspect: This makes it so that when you hit with a Critical Strike with your Core Skill or Barrage, your Attack Speed increases by up to 25%. What you want to do here is to unload arrows into enemies as fast as you can and the Accelerating Aspect speeds up this process, upping your damage and preventing them from killing you because you’re destroying them faster.

    Affixes

    • +Core Skill Damage
    • +Damage to Slowed Enemies
    • +Vulnerable Damage
    • +Dexterity
    Necklace of Corruption for Imbuement Skill Effects to Have Increased Potency on Vulnerable Enemies
    Diablo 4 Death Dealer Rogue Build - Ravenous Loop for Increased Energy Regeneration When Killing a Vulnerable Enemy
    Diablo IV Rogue Build - Loop of the Umbral to Restore Primary Resource when you Crowd Control an Enemy

    Amulet

    Legendary Aspect

    Aspect of Corruption: This makes it so that your Imbuement Skill effects, in this case, Shadow Imbuement, have up to a 60% increased potency to Vulnerable enemies. This means they’re going to hit harder or explode for more damage against these types of targets because everything is Vulnerable in this Diablo 4 Rogue Build – Death Dealer. The Aspect of Corruption is going to boost your Shadow Damage. 

    Affixes

    • +Healing Received
    • Energy Cost Reduction
    • Imbuement Skill Cooldown Reduction
    • Cooldown Reduction

    Energy Cost Reduction helps a lot here to be able to use Barrage as much as you can. You also want to look for Cooldown Reduction in order to activate your Imbuement Skills and Trap Skills more often. 

    First Ring

    Legendary Aspect

    Ravenous Aspect: The Ravenous Aspect makes it so that when you kill a Vulnerable enemy, you get up to 70% increased Energy regeneration for 4 seconds. Again, every target you’ll fight is Vulnerable in this Diablo 4 Rogue Build – Death Dealer, and usually, because you’re attacking so quickly, by the time the 3 seconds have worn off of your original Vulnerable if anything is still alive, you’ll reapply it with Barrage. For instance, against a Boss, you’ll keep reapplying this status effect for every 4 uses of this Core Skill. 

    Affixes

    • +Vulnerable Damage
    • +Damage to Crowd Controlled Enemies
    • +Physical Damage
    • +Critical Strike Chance

    Second Ring

    Legendary Aspect

    Aspect of the Umbral: This gives you up to 4 of your primary resource when you CC enemies. You have a lot of ways to do it with this D4 Rogue Build to help keep your Energy topped up. 

    Affixes

    • +Damage to Crowd Controlled Enemies
    • +Damage to Slowed Enemies
    • +Critical Strike Chance
    • +Damage to Distant Enemies

    Gems

    For gems, you’ll want to slot:

    Paragon and Glyphs for the Rogue Build

    When it comes to Paragon Boards, we are mainly going to aim for Rare Nodes that increase our damage output, as well as Glyphs that synergize with our Build. Please note that the order in which I get the Nodes is just a general guideline, and you can adjust it to your current needs.

    First Paragon Board – Base

    For your Base Board, you’re going to make use of the Control Glyph to increase your damage to CCed enemies as well as Chilled and Frozen targets, which works well with Frostburn. At lower levels, you’ll probably put Exploit or Combat Glyph here but because you have more boards to move things around accordingly, I’ve decided to place Control instead. 

    Control Glyph for the Death Dealer Rogue Build to Deal Increased Damage to Crowd Controlled Enemies

    Second Paragon Board – Exploit Weakness

    For my Second Board, I’ve gone with Exploit Weakness due to the numerous good Rare Nodes that increase Vulnerable Damage, which multiples separately from a lot of other modifiers with its own bucket. This is the type of damage you should be on the lookout for even with your Equipment because you simply can’t get enough of it. You also get the extra damage against Elites.

    Exploit Weakness Paragon Board for the D4 Death Dealer Rogue Build to Deal Increasing Vulnerable Damage

    For your second Glyph, you’ll be slotting Combat to further boost your Critical Strike Damage with Barrage. Critical Strike Damage gets multiplied after all. 

    Third Paragon Board – Tricks of the Trade

    For your Third Board, you’ll use the Tricks of the Trade. I don’t really care for this Legendary Node but there are a lot of other good Rare Nodes here. Some give increased Physical Damage, which is everything you do besides Shadow and Poison Damage. So if you’re attacking with Barrage only, then that constitutes Physical Damage. You’re also going to get some more Critical Strike Damage, Damage Against Elites, and a lot of Damage Reduction.

    Havoc Rare Node for the Death Dealer Rogue Build to Deal Increased Critical Strike Damage and Physical Damage

    For the glyph socket, you’ll slot Exploit, which is essential in pretty much any Diablo 4 Rogue Build you’re running. This allows you to put Vulnerable on everything and further boost your Vulnerable Damage.

    Final Tips

    This Diablo 4 Rogue Build – Death Dealer lets you run Nightmare Dungeons way higher than your level, and because of crowd control, you’ll rarely encounter problems handling dangerous enemies since you’ll usually Freeze, Daze, or knock them down. So they never have a chance to retaliate most of the time to cause an impact on you. 

    Activating the Barrage Skill and Gaining Precision

    But you do need to be cautious against Elites who deal Lightning and Fire Damage even when they’re CCed. Otherwise, the others won’t be a nuisance to you. Just run in there, drop your traps, let them get Knocked Down, and kill them before they even get up. 

    So that wraps up my Death Dealer Diablo IV Rogue Build. I hope you guys enjoy this Build.


    Be sure to check out our Diablo 4 Wiki for any other questions you have about the game and the Builds page if you are looking for more Diablo IV Builds, as well as our Ultimate Beginner Guide and All Classes Overview if you are looking for more Diablo 4 content!

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