Specialises in Pierce, Poison and Bleeding damage. Rogue Mastery: The most complex mastery in the game. General Builds: Summons, Support for other mastery trees Group buffs, heals, debuff, CC, multiple pets, etc. Can be comboed with pretty much every other mastery. Nature: Oriented around Support / Summon builds. General Builds: Bow, Spear and Shield, throwing weapon Excellent passives, best debuff in game and by far the best mastery for bow users. Hunting: Oriented around bow and throwing weapon (Ragnarok) ranged, spear melee, throwing weapon ranged. Shield Charge or Battle Awareness (with synergies).Shield Procs (Shield Smash, Disable, Pulverize).General Builds: One hand + shield (club / axe) Strong but can be slow in the early going. Has multiple abilities related to the shield (both for offence and defence purposes), heals and defensive buffs. Onslaught (one of, if not the best, LMB attacks in the game)ĭefence: Oriented around defensive melee builds.General Builds: Dual Wielding Melee (Swords preferred), One hand + Shield A very strong overall mastery with few dud trees, excellent stats and good mix of skills (CC, pet, damage, avoidance, etc.) One of only two trees which allow for dual wielding. Warfare: Oriented around offensive melee builds. Summoners, Throwers, Bows and melee in general are easier / less gear dependent from my experience. Pure casters and hybrids aren't friendly for new players. Hybrids are not recommended for new players through as they are trickier to setup and gear properly. Masteries tend to be slanted towards melee or caster in general, pairing both types can create a 'hybrid' character that can do a little of both. Quick synopsis of masteries and general builds. Illusionist (Rogue / Nature) - Trapper / Summoner / Poison Caster (can be tweaked to be more melee, archer, etc.Dreamkiller (Rogue / Dream) - Melee / Trapper Ninja (0 death, xMax x3). ![]()
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