Hướng dẫn assassin blade and soul leveling năm 2024
Alternatively, you could meet the requirements for the multiple badge class on the same character if I wanted to play with them all. Which is exactly what happened in my playthrough. You may even touch one of the badge classes briefly just to grab a tasty passive ability. Leveling tips 1: Game Mechanics & Guidelines Let's establish the ground rules for leveling up our characters in order to reduce grind. Game Mechanics on leveling:
The thing is, you really want to level up in a class whose stats growth you like for that character's role. But you also might want to learn abilities and passives from a class whose stats growth you don't want for that character. You'll want to earn AP without EXP for classes whose abilities you want but dislike the stats growth for . My guidelines for leveling:
Follow these two simple rules, and you won't go wrong with developing your character's stats. Based on first rule, it's generally okay to level up in classes which have similar stats distribution. Therefore, it's important to know which classes have similar stats distribution (see next section). Example Although I don't want Kyrie to use the Assassin skillset, I want Kyrie to learn the Dual Wield passive from Assassin. I decide that I like the stat distribution for Assassin and plan to field Kyrie as an Assassin in battles so that she gains AP in Assassin faster. Before I can level Kyrie as an Assassin however, I need Gunner 4 to meet the requirement for Assassin. However I hate the stats growth for Gunner. So whenever Kyrie is benched, I make it a point to change Kyrie's class to Gunner so that she gains AP in Gunner without having to level up as a Gunner. If I can tolerate grind, I can field Kyrie in extremely low level Battle map (Crossroads will always be low level, regardless of difficulty settings) and refuse to take any actions which grant EXP with her. That way Kyrie will gain good AP, but not EXP. As a last resort if I mess it up, there's always resetting Kyrie's level back to level 1 and starting over after I have gotten collected all the AP I wanted. Where is the best map to grind levels/AP? For AP only, Crossroads and other low level maps. For Levels & AP, Phougamouth Bogs is probably the fastest to clear due to the sheer number of enemies who can't swim and convenient ways to dunk them in water. Lava levels like Devilsblood Ascent work well too if you're leveling up Assassins with hover boots. Leveling tips 2: Stat groups For the purpose of fielding troops, I named three main roles: Warriors, Rogues, and Mages. HOWEVER. For the purposes of leveling, the most important issue is having similar stats. So we have to group together classes which have good stats for a role. I define 4 broad categories for stat groups based on the role:
ATK MND SPD SPD Weighted DW+IE Assassin 4.25 3.5 1.47 18.67 Vampire 4.25 4.25 1.33 18.09 Bounty Hunter 4.25 3.75 1.37 17.81 Spymaster 4.25 4.25 1.25 17 The Exiled 4.75 4.5 1.13 16.84 Warmage 4.5 4.75 1.13 16.61 Alchemystic 3.5 4.25 1.33 16.09 Gambler 4.5 3.5 1.2 15.84 Scoundrel 3.5 3.5 1.38 15.456 This is a bit more complicated. You want to know who hit hardest with the Dual Edge + Infused Edge combo, don't you? (see the section on Combos) Well, you should. The formula for the last column is "SPD weighted DW+IE" = SPD*(2*ATK+1.2*MND). Constant multiplier of 2 for ATK because we hit twice with DW. Constant modifier of 1.2 for MND because that's the modifier for the Warmage's bolt spells. Whole thing multiplied by SPD, of course. BTW, if you don't care about SPD then the top 10 best at the DW+IE combo are Demon Knight, Vessel, Marked, Lich, The Exiled, Fellblade, Warmage, Werewolf, Lord, Reaver. Building by Role 1: Warriors In general, when choosing a build for a character, we need to consider:
-- Warriors Warriors are your front-line units. Their primary role is to engage the main bulk of enemy forces to draw fire away more fragile units. The AI will target units that are within range rather than take a turn walking towards priority units. So by stepping forward, hopefully your warriors will draw away most of the enemy fire. (But not ALL! Don't expect a single warrior to be able to withstand all the enemy attacks! That's part of the drawback of positioning your other units TOO far away.) Anyway, point being. The warriors are going to need to be tough enough to take a lot of punishment, yet they should be proactive while fighting the enemies themselves. That's why I had prioritized stat growths of HP, DEF, and ATK. So when building a warrior, we should prioritise:
Building by Role 2: Rogues Rogues are typically less focused on soaking damage and more focused on dealing damage. Or putting out important conditions that debilitate enemies. Rogues are your best source of ranged combat, ranged weapons having longer reach than spells. But melee rogues can be very effective too, if more risky. Ranged rogues are also able to pick-off priority targets, say that enemy Mender who keeps healing the enemy party. Placing important conditions on enemies (say, Mute on the enemy Mender) can change the course of the battle. Melee rogues however can bring a lot more damage to the playing field due to the back attack mechanic. Melee rogues using daggers are also more adept at piling on numerous conditions on powerful enemies which don't die so quickly. A lot of folks build their so-called tanky warriors like melee rogues for the purpose of killing everything quickly. It's a fun way to play, especially if you have a big roster for injuries. To do their job well, rogues typically need a lot of SPD. Rogues seeking to do damage will also need decent ATK or MND, or both. So when building a Rogue, we should prioritise:
Building by Role 3, Mages Most of the best support skills come from the spell casters (for our intents and purposes, consider the Gadgeteer as a mage). The best healing abilities are MND based. So it's important to build mages to be able to support the rest of the party. So I like to be especially careful with how I build mages. Our list of dedicated spell casters are: Mender, Wizard, Plague Doctor, Alchemystic, Gadgeteer (sort of), Druid, Sorcerer, Vessel (sort of), Lich, Princess, Anatomist. Here are some of the different things mages should try to offer with their combination of primary class and secondary skill set, in order of importance:
So out of our dedicated spell-casters, who has which spells?
Here are some sample Primary/Secondary combinations which embody this Swiss Army Knife philosophy:
You may have noticed I prioritized abilities over stat growth for my mages. If you want to prioritize using Primary Classes with good stat growth in MND weighted by SPD, then in descending order the highest MND*SPD growth are Princess, Vampire, Alchemystic, Warmage, Spymaster, Vessel, Assassin, Bounty Hunter, The Exiled, Anatomist, Druid and Scoundrel. If you want to prioritize Primary Classes with good stat in MND and don't care about SPD, then in descending order the highest MND growth are Lich, Vessel, Princess, Sorcerer, Anatomist, Wizard, Warmage, The Exiled, Druid, Marked, Mender, Fellblade, Vampire, Alchemystic, Spymaster, Lord, Plague Doctor and Gadgeteer. Note that the Lord, Gambler and Peddler has some powerful support skills. They will be discussed in the individual sections in Class In-depth. *Phew!* That covers the Primary and secondary class considerations. Let's look at the rest.
Combos 1: Dual Wield + Infused Edge Let's address the elephant in the room. Yes, the Dual Wield passive (from Assassin) used in conjunction with the Infused Edge skill (from Warmage) is one of the strongest combos in the game. Essentially you hit with each weapon, then finish with a spell. This is a monster damage combo - not the strongest (see the section on Cleave combos) - but the easiest to pull off consistently. After all, characters gain 10 mana at the beginning of their turn and Infused Edge used to cast a Bolt costs 4+6=10 exactly. Total modifiers are 2xATK and 1.2xMND, or about 3.2x. So it hits as hard as a single target nuke (like Righteous Blade's 2.8x for 24 mana, or Sniper Shot's 3.6x for 36 mana) for a fraction of the cost. Mind you, Infused Edge is one of the select few skills which interacts with Dual Wield in this manner. The only other active skill which allows both damaging hits from Dual Wield is One-for-all (which has it's own section in this guide). For ranged, you have to use guns as they're the only one handed weapons (Sure you COULD use Sturdy Grip and Dual Wield to use two bows, but folks like the range of guns). Other than using the Equip All as a custom passive, that generally means Gunner, Bounty Hunter, Vampire. ALL of these classes have good stats for the combo, but the Vampire, Bounty Hunter and Spymaster excel (see the section on Stat groups). For melee, well. You're probably going to end up dumping this combo on almost everyone. That's how powerful it is. Anyone with high ATK and semi-decent MND is a good candidate, regardless of SPD. It's even worthwhile on classes with mediocre MND growth like the Werewolf and Duelist (but I would recommend something else for Duelist, see Class In-Depth section on Base classes). Check out the section on stat groups for more notes on which base classes have the best stats for Dual Wield + Infused edge. In case you're interested, here's a list of interesting spells to consider combining with Infused Edge:
Unfortunately, Marked abilities are considered SKILLS, not spells, and so cannot be added to Infused Edge. BTW, Reiner can inflict the Charm status with a gun. Can you figure out how? Any non-story character can do it too, but Reiner has two different builds which can use this combo. Try to avoid charming more than one enemy at a time however since Charmed enemies can hurt each other and thus break Charm. Combos 2: Cleave So is there a combo which does more damage than Dual Wield + Infused Edge? Of course! Two in fact, one for single target nuking and one for mass nuking (see Blood Magic). Let's talk about the highest single target nuking combo. Repeat after me: There is no such thing as overkill. Anadine was fresh out of killing the final boss of the game when I took this screenshot. She had 538 ATK at the time, level 45. And yes, that's a zombie summoned by Yates for the convenience of setting up this screenshot. Realistically, I was seeing numbers of about 800-1.2k throughout the game. My Lord/Templar did 780 damage to the final boss while the boss was still enjoying some damage reduction. Lots of fun. Basic combo: Cleave + Boon Advanced: + Scythe Extreme: + Exploit weakness FALCON PUNCH!!!: + Single Target Nuke Attack (egs. Templar's Righteous blade)
Only two classes can have all three passives and a Scythe: Demon Knight and Lords. There are a number of single target nukes skills in the game, that is abilities which have a high multiplier (about 3x) but often use a lot of mana. Often times these can take out an enemy by itself, after which Cleave activates and then you can take out another enemy with a regular attack. Sometimes though, you just want to see big numbers. Here's a list of potential candidates who have single target nukes, in descending order of damage:
Characters with single target nukes can quickly start their Cleave chain with mana support from Mana Stone(s) or Energizer (from Gadgeteer). The Templar can also Siphon mana from enemies. Not interested in overkill? While single target nukes are great for starting Cleave/Boon chains, it's not very pragmatic. Pragmatically, you don't benefit from overkilling everything. Once you've got the Cleave/Boon chain going, the Demon Knight's Enraged Blow (1.6x modifier) or the Duelist's skills (1.55x modifier with element) are sufficient for doing 400-600 damage to enemies; enough to kill most non-bosses. Cleave works especially well with low base speed characters (*cough* Demon Knight *cough*). Deleting another enemy right after making a kill is extremely powerful, and if given another turn (*cough* Quicken *cough*) the Cleaver will probably delete another two enemies thanks to the way boon works. At which point the fight is over. Not just Demon Knight and Lords Having said that however, Cleave is a great passive for any martial character. Getting a free turn after downing an enemy is a huge benefit, even for a ranged Rogue who does not have Boon. Boon isn't so good with Dual Wield + Infused Edge anyway since Boon only affects the first hit. Note: Cleave combos don't provide the highest damage potential in the game. See the Combo section on Condition stacking for that. Combos 3: Blood Magic Oh my. You're really going to do this? Really, really going down this path? The potential rewards are great, this being the final combo that beats out DW+IE in pure damage. But you had better know what you're getting yourself into and plan VERY carefully. Blood Magic is a passive ability from the Badge class, Lich.
You do NOT have a choice and MUST use your health instead of your mana, unlike Focused Rage (where you can choose if you want to use your mana to empower your regular attacks or skills which count as regular attacks). If you don't have enough health to pay the health cost, you cannot use that Ability. So if you run out of health, you can't even cast Heal on yourself. However, since you pay the health cost FIRST, then use the ability, the effects of healing magic come after you pay the health cost. You can heal yourself to full health, in other words. The Weakness condition is incredibly deadly to Blood Magic users. Let's talk about supporting passives and counter abilities to make Blood Magic worth it.
And that's it. But what abilities do we want to use Blood Magic with? The expensive spells, of course. Sorcerer spells come to mind. THE Combo First turn: Use Double Cast II to cast two Sorceror/Lich global spell. Second turn: Use Double Cast II to cast one Healing Spell to replenish your health and one Sorceror/Lich global spell. Repeat as necessary. Global spell are a top pick not just because of the high mana cost, but because of safety. By casting global spells from afar, you negate the inherent risk of using your HP to fuel your spells instead of mana. This can be done with a Sorcerer/Mender, Lich/Mender, Sorcerer/Princess, Lich/Princess, Princess/Lich, you get the idea. Any combination which allows you to have at least the Double Cast II (from Princess), Blood Magic (from Lich), or Economy (from Sorcerer). So one of those classes has to be the Primary Class. Princess has the best stat growth out of the lot, by the way. Works even better if you have two of these suckers in the same battle. Kudos to my friend Vash who first shared this build with me. Incidentally, his Lich died instantly to party of enemies which had the Magic counter ability (or was it Thorns and Pounce?). Incidentally, that's the best way to counter global spells yourself. If you want to avoid being Pounced on, surround your lich/sorceror with allies/impassable terrain. There are other ways to use Blood Magic, but I think they are difficult to justify due to the risks and inconvenience. Mana Font + Economy and Initiative tricks serve better than Blood Magic in my opinion. Combos 4: Initiative Initiative is a specific passive from the Gambler that grants a free turn at the start of battle. In the event of multiple units having Initiative, the last unit with Initiative placed on the field gets priority. While you could do almost anything with the free turn, Initiative works well for preparing for battle rather than starting to do damage due to the enemies still being far away. Initiative is best used in the following ways:
Combo: First; place down the Spymaster with Initiative and Item Potency. -> Place down another character (say, Peddler) with Initiative and Item Potency. -> Peddler gives Mana Stone to target fro 40 mana (Alchemystic, Lord and Sorcerer are all great targets) -> Spymaster uses Mirror Trick to give Mana Stone to target for another 40 mana. Your targets have just gained 80 mana before the combat has started. If you had used each mana stone on Sorcerors with Economy, Mana expert and Double Cast II, they can cast each Double Cast 5 global spells in three turns. If you had used both mana stone on a single sorcerer, she can double cast 8 global spells in 4 turns. Who needs Blood Magic? Mirror trick, an ability from Spymaster, works as such:
Initiative is also excellent used in conjunction with Mana Expert for early buffs. Alchemystic and Gadgeteer have AoE Haste buffs. Lords has the stupidly powerful Rally which grants ATK Up, MND Up, and Haste all at once to him and adjacent targets. But there are plenty of other shenanigans we can get up to. Stacking buffs on the Spymaster (such as the Druid's Total Shield which grants DEF Up & RES Up together, and the Gadgeteer's Molecular Infuser grants ATK Up & MND Up together, Crit Up from Peddler, Haste from Alchemystic) then using the Spymaster's Exemplar is super strong too. Exemplar works as such:
As you can see, it can get pretty crazy. Just don't use this strategy when there are enemy Zohls, Templars or Scoundrels who will punish characters with buffs. Assassins and druids will dispel too. If you want to use the Initiative Mana support strategy in combination with Initiative Buffing Strategies, just place the Mana Support units AFTER the buffing units with Initiative. Combos 5: One For All One For All is an ability from the Knight that works as such:
Notice that it can be used with ranged weapons. So Gunner/Knight or Ranger/Knight is quite popular. Here are some considerations to beef up One For All:
Combos 6: Condition stacking Conditions are extremely powerful when used strategically. Berserk and Mute on Mages, Cripple or Charm on Warriors/Rogues, Sleep on Warriors or high evasion enemies (Sleep seems to lower evasion to zero), and Bleed and Poison does % damage, great on bosses. But why on earth would we stack multiple conditions on a single enemy? Well... Opportunistic Bullet (Gunner ability)
Health Siphon (Fellblade ability)
Infestation (Arcafflictor's ability)
Opportunist (Arpia's passive)
The general idea is to have a whole party of condition inflicting characters, then removing the enemies with Opportunistic Bullet, Health Siphon and . Due to the control benefits of conditions, this is a very safe and strategic way to play. Most Fellblade abilities and a few Scoundrel abilities (Blinding shot and Arterial strike) count as regular attacks, meaning the attack can Crit and carry weapon conditions. Using these attacks with dual daggers with take conditions from both daggers, but only hit once. There's a dagger which both poisons and bleeds. There's also a Mute inflicting dagger and a Cripple inflicting dagger. Used with a Fellblade/Scoundrel skill, dual wielding daggers can consistently confer 4 different conditions in a single attack. And look at that! There's a weapon which inflicts 4 conditions at once! Pestilence (unique Maul)
Mercenaries, Gadgeteers and Marked can use Mauls. If you crit with the Pestilence maul, you'll induce all the status effects the enemy isn't immune to. So that's 5 different conditions in a single attack. The next Opportunistic Shot will likely down the target immediately. Passives and abilities to support condition stacking For Fellblades and Scoundrels, crit stacking works best. So Know Weakness I & II are the best passives.The Ranger and Peddler have skills to give the CRIT Up status. Fellblade is favored over Scoundrel due to Sleep Slice and Chaos Strike. For gunners, the Malice passive (which improves condition inflict chance by 10%) is generally better. Biggest damage potential in the game Did you figure it out? Condition stacking can lead to the biggest single target damage in the game. After inflicting every condition in the game (16 in all) on a poor sap, take a turn to Focus, then make an Opportunist Shot with a scythe and Versatile/Exploit weakness. If you're lucky enough to crit, that hit will yield the biggest damage in the game. I didn't say it was practical! Combo 7: Mystic shield mana charging This combo was nerfed as of patch 1.2.0. "Mystic Shield: Fixing an issue where Mystic Shield would absorb damage as MP if the character would heal from the damage due to high elemental resistances." Oh well! It was broken anyway. Mystic shield from Alchemystic works as such:
Enter elemental stacking. Water/Earth/Fire/Thunder shields gives 150 to an element, Flowing/Molten/Sand/Spark Robes give 100 to an element, Glacier/Blazing/Quake/Surge rods give yet another 100. But that's probably overdoing it. Now combine this with Double cast II. Who needs Blood Magic? Class specific highlights 1: Base classes (Warriors and Rogues) This is less a detailed write-up on each class so much as highlighting useful abilities, ways to build them, and combo potential. Check out Lasci's Comprehensive Class Guide if you want a more detailed description of each class. Base warrior classes Mercenary
Knight
Templar
Reaver
Scoundrel
Ranger
Peddler
Duelist
Gunner
Assassin
Fellblade
Warmage
Gambler
Class specific highlights 2: Base class (Mages) For this whole section, make sure to read Building Mages first as Primary/Secondary class combinations are based on Abilities. Mender
Wizard
Plague Doctor
Alchemystic
Druid
Sorcerer
Gadgeteer
Class specific highlights 3: Story Classes (spoilers) Most of the story classes have interesting Condition counter abilities that work well in Condition stacking combos. All the story classes also have superior stat growth and are thus great choices for Primary classes. Marked
Spymaster
Demon Knight
Anatomist
Bounty Hunter
The Exiled
Class Specific Highlights 4: Badge Classes Like story classes, most badge classes have counters that confer conditions. Good for Condition Stacking teams. |