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About Alessar

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  1. Castle mission

    Hi folks, I recently did the Castle for the first time and found after the fact the guide was unclear or wrong in a few places. Mr. Pyre finished it this weekend with difficulty so I did it again yesterday and I have some notes I'd like to see incorporated into the existing guide. I don't see the typical "edit page" wiki function so I'm leaving them here with inserts in braces and suggested removes struck thru. Notes when needed in asterisks. I only mentioned the lore I missed on my first run (because the guide told me to not open the door to the room it's in, ha) but the other 2 should probably be mentioned in here too. Objective: Find the servant’s keycard (red) Head through the doorway to the left of the window and up [two flights of] the stairs. *my graphics were dark and I got stuck here for a bit before I saw the 2nd flight.*Tier 2 Objective: Find the guard’s keycard (green) With the red keycard in hand, head back the way you came. If you want, you can open up a shortcut in the event that you get caught later. {There is another keycard locked door in the hallway but you can ignore it as it's just to stairs down. Trying to unlock it from the hallway will probably cause you to be captured.]Head back to the staircase you originally came up and go back down [just one flight of stairs to the landing with] it. At the bottom, but before you get back to the room with the window, you will find another keycard locked door. Tier 3 Objective: Find the bodyguard’s keycard (blue)There are two ways through this room. The first is to wait until both vampires disappear from view to the right, count one full second and then quickly run through and to the left. The second is to use the chair to the left of the doorway to jump over the bookshelves. This method is tricky and can take some practice, but once you’ve mastered it, it’s far and away the safest way through this room. On the other side of the bookshelf, unlock the door with the green keycard and quickly duck through. Wait until the vampire patrolling the room has walked back around from behind the bookcase and moved a bit to the right, and then simply dash behind him and around the corner. *Chair is no longer jump-able; only 1 vampire now. He's pretty blind.* You will find yourself in a large room with several vampires on the far side. [one vampire in the far corner.] down the stairs and then walk to the far wall [close to the open doors to the courtyard] before you head up. *seriously don't wait that long as soon as he's 10' away from the stairs you can slip behind him and you're good to go* When it’s safe, continue [to the next room, duck back into the hall past where the vampires are guarding and then enter a third room] past where you will find another room with a security camera and another blackboard you can hide behind. [Note that if you are caught at this point you can come back to the main room with the crossover balcony by taking a shortcut from the security room into the courtyard, as detailed below.] Tier 4 Objective: Gain access to the main hall At this point, you have two choices on how to proceed. For brevity, this guide will only cover the faster of the two methods.[Returning to the start of the long hallway that lead from the main gallery room,] Wait for the vampire to leave this hall and then you will find two doors that are unlockable with the green keycard. The far door just opens into a small room that contains a lore, and that’s not good for anything but hiding in, but the closer door opens to a stairway [down]. *after Gray fight notes* If you do get killed during this fight there is a shortcut back. In the [security] room with the window that you first entered is a door locked with the green keycard. Open it and you will find yourself in a courtyard with a lot of vampires, with 1 vampire patrolling toward the door and then toward the back. [Wait for his back to be turned and you can dash out into the courtyard and hug the right wall and go up the stairs to the small ledge. When the patrolling vampire is heading back toward the security room door, just jump down behind the servant vampires and go into the main hallway -- just keep alert for the vampire who patrols across the balcony and down the stairs. Head up the stairs to the right where you will encounter several Servant vampires that you can easily kill. Once you’ve done that, head across the small ledge on the far wall and hop down when above the doorway to the inside.
  2. Passives for Build Enhancement

    Thanks for the comments .... this was just the reference/appendix section for a longer build tweaking guide I'm working on.
  3. Hi folks, I started writing a guide to explain how to evolve a beginner/starter build into something more end game and it simply was too big and complicated. Instead I've cooked up this list of some of the most useful general passives for each type of situation, such as build needs more hit, build needs more pen, etc. The focus is for the new player and their survival build. I would love for some proofreading and comments before I finish formatting it all nicely and posting it on the official forums. Thanks!! ----- Here are some of the most useful passives in the game, organized as a general shopping list to add whatever you need to your deck. Many of these passives require a certain trigger. If I note that anyone can use it, there are no requirements. If a power says “If applying whatever” it means you have to actually be applying that status effect to get the benefit. If it says “If using whatever” it means you just have to be hitting a target with that status already, whether from yourself or a teammate (like in a dungeon you can assume every target will be weakened because your tank SHOULD be applying exposed). This list ignores the Impaired state as it can only be applied occasionally, and therefore isn’t the kind of every-attack boost most of these abilities are. After each ability’s short description is the total cost in AP necessary to buy that ability starting with 0 points in that weapon tree, so you can see how much you have to invest in a new weapon tree if necessary. You’ll notice that many of the most commonly-recommended abilities turn out to be the cheapest options for what they accomplish. However, there are sometimes some nice, but more expensive, alternatives. Since this is a general list it omits almost all passives linked to specific subtypes of attacks; there are booster abilities for all those sorts of things you can look up in the ability search pane. I made a few exceptions for frenzy and focus because of their special usefulness. To add more Hit Rating (reduce glancing) For anyone, Call Your Shots (+40 hit/stack on hitting, removed on glancing) [59 AP] For anyone, Accuracy (+75 hit, +5% damage, flat) [157 AP] If applying Weakened, Paradigm Shift (30% chance of Minor Hit reducing glancing by 10% on apply) [5 AP] If using Weakened, Fever Pitch (10% chance to gain Major Hit reducing glances by 50% on hitting) [157 AP] If using Weakened, Fixation (33% chance for +40 hit/stack on hitting) [47 AP] If using Frenzy attacks, Hysteria (+40 hit/stack on hitting) [96 AP] To add more PEN (increase penetrating hits, reduce blocking) If applying Afflicted, Dark Potency (+40 PEN/stack on apply) [5 AP] If using Afflicted AND penetrating somewhat already, Iron Maiden (on penetrating hit on Afflicted, +15% PEN chance) [59 AP] If penetrating somewhat, Doom (after 4 penetrations, the next hit auto-penetrates) [59 AP] If penetrating somewhat, Overpenetration (after 3 penetrating hits, +15% PEN chance) [123 AP] If penetrating somewhat, Body Piercing (+40 PEN/stack upon penetrating) [96 AP] If applying Hindered, Beanbag Rounds (+15% PEN chance on apply) [47 AP] To add more Crit (increase Crit rating or just increase chance of critting) For anyone, Elemental Force (every 8th hit automatically criticals) [3 AP] For anyone, Rapid Getaway [E] (+10% crit chance after using a consumer) [19 AP] For anyone, Death Density (+10% crit chance after you or teammate kills a foe) [59 AP] If critting already, Mad Skills (+40 crit/stack on crit hit) [96 AP] If using Manifestation or Turret or Drone, Critical Help (+40 crit/stack on summon) [96 AP] For anyone, Seal the Deal [E] (+5% critical chance of all consumers) [207 AP] To increase damage, generally If using Chaos, Blade, or Hammer, add Breakdown to make foes take more damage with all hits (2% exposed/stack) [47 AP] Elite Passive Selection -Starter elite choices [19 AP for any]: If penetrating, use Fluid Defense (+8% damage after you penetrate) If critting, use Cool, Calm & Collected (+8% damage after you crit) For anyone, use Rapid Getaway (10% crit bonus and 15% move speed buff after using consumer) -Advanced elite choices [207 AP for any] If using weakened and critting, use Thunderstruck (extra hit for damage on each such) If using affliction [Bloodsport implied], use Gross Anatomy (extra hit for damage on each reapply of afflict) For anyone, use Seal the Deal (+15% damage to all consumers, +5% crit chance) Static damage boosts Closer (+7.5% damage to all consumers) [157 AP] Accuracy (+5% damage to all; +75 hit) [157 AP] Knuckle Down (+10% damage for builders) [157 AP] Specific skills for each weapon that add 10% If penetrating, Twist the Knife (+3% damage/stack on pen) [59 AP] Passive self-healing For anyone, add Lick Your Wounds [1 AP] For penetration builds, add Immortal Spirit [1 AP] For critical hit builds, add Advantage Me [75 AP] For critical hit builds, add Sweetspot [59 AP] For affliction builds, add Circulation [157 AP] If running Pistol Builds with AoE builder, add Coup de Grace [5 AP] If running a frenzy build, add Leeching Frenzy [157 AP] (not in Tokyo until your AEGIS is advanced) If critting reliably, reduce incoming damage by applying Debilitated with Insult to Injury [75 AP] If penetrating reliably, reduce incoming damage by applying Debilitated with 12 Gouge [59 AP] To Increase Damage with Procs (additional hits/effects) These abilities are tricky to evaluate. Procs have a 1 second cooldown but it can be tied to the caster in which case it can only function once per second anywhere in combat (Molecular Exploitation); but some passives have the cooldown applied to each affected mob once per second (Sudden Return, Gross Anatomy). If a proc has a % chance to function on hit, such as Fortunate Strike, the chance can be checked each time a hit happens (if an attack multi-hits) until it processes and then goes on cooldown. (Some abilities which hit multiple times only count as 1 hit; but most channeled attacks do seem to treat all or at least most of their hits as individual full hits.) When in doubt, do ask the community about these choices or test them. Still, even a weak extra damage passive is more damage than an empty slot. Affliction-based A note about affliction: Affliction itself is generally NOT a good/significant amount of damage though some abilities have specific passives tied to them that do yield moderately strong results. So no general affliction passive is recommended for its own sake. Instead, affliction is primarily valued for the many triggering effects it can enable. However, pairing any affliction--especially the weak but quick cycling Bloodsport which can apply to ALL attacks--along with Gross Anatomy is one of the most solid damage boosting combos in the game and is the cornerstone of one of the official Elite decks for Tokyo. If using affliction, Fortunate Strike (chance of big bonus damage per hit. On average, markedly more damage than the other similar choices.) [96 AP] If applying affliction, Salt in the Wound (small damage with each applying hit, but higher than Molecular Exploitation) [47 AP] If using affliction, Molecular Exploitation (small damage with each hit; Fortunate Strike likely to deal more damage on average over time) [47 AP] Weakness-based If using weakened, Gnosis (33% chance of bonus damage) [1AP] If using weakened, Tenderizing (bonus small damage on hitting) [123 AP] If applying weakened, Gunsmoke (bonus small damage on apply) [3 AP] Critical Hit-based If critting reliably, One in the Chamber (bonus damage on crit) [123 AP] If using hindered and critting reliably, Damage Control (bonus damage on crit) [75 AP] Penetration-based Sudden Return (bonus damage on pen; more damage than Arterial Pulse and outperforms it unless 4+ foes) [59 AP] Arterial Pulse (bonus AoE hit on pen) [59 AP] Focus Attacks Finish the Movement (gain +1 builder resource for current weapon; which means a 2 resource consumer can immediately be used. This is the basis for bloodline/bloodshot spam builds.) [157 AP] Torture (small bonus damage when finishing each focus) (note this is the only passive that automatically deals bonus damage for an entire attack type) [157] Note that when Elemental Force triggers, it affects every hit of a focus ability.