- Sun Sep 06, 2020 2:02 pm
#16254385
Decided a newer write-up of best general talents was needed from someone that plays Tactician/Honor Mode.
If you're not using the Gift Bag Pet Pal, give it to at least one character by level 3 for extra quests/exp.
After deciding on Lone Wolf/Glass Cannon or not (I prefer Lone Wolf myself), the most important talents are AP efficiency related:
Elemental Affinity for mages, Opportunist (AKA 0 AP attacks) for melee, and Gladiator (from Gift Bag) for melee w/shield.
Executioner works for everyone that does damage, give it to your primary finisher early, and add it to others when you've eliminated the better options. (It also triggers on Opportunist attacks, Reactive Shot, etc. when you get a kill and applies the AP to the start of your next turn!)
For Fire/Earth mages, Torturer in the early game is also the equivalent of extra attacks, plus it makes Worm Tremor an unblockable CC and Spontaneous Combustion more powerful. It also means extra healing when you poison undead.
And Ambidextrous for those that want to take the time to craft and abuse scrolls.
You'll want at least 2 of the above by level 8.
By level 8, you'll also want Living Armor for tanks, Parry Master for dual wielders, and Savage Sortilage for mages.
By level 13, you are probably pumping crit, Hot Head is great for everyone as it's easy to maintain max vitality.
Your build's talents should be mostly done by level 13. Late game, you may want to throw Living Armor on non-tanks as well. You should also be able to afford giving mages Executioner around this time. And Sadist (Gift Bag) can top off your melee types.
Other Notes:
Given the amount of fire surfaces and damage you'll see in game, Demon is a reasonable defensive choice as well.
Fire-Star Diner has some (ab)uses as well if you have the stomach for consumables, pun intended.
Mnemonic is an okay choice for non-Lone Wolves when you can't remember what else to go for (yay, more puns).
All other talents are either class/build specific or trash:
Low vitality/revival talents are essentially saying you are planning to fail. The Idol of Rebirth is far better insurance.
Unlike many, I'd argue against The Pawn. Most ground/cloud effects make movement skills the better option. Being an executioner is a far better choice than being a pawn. (Hah, executed one last pun for the road!)
Far Out Man isn't as useful as being on higher ground. So again, it's better to give your ranger/mages movement skills to take the high ground and make better use of the talent point.