安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Debuffs is still superior which hasn't changed, enemies just have higher stats than your characters do, so debuffs will always win out.
Combine Toxic + Special Effect II & III and you'd have 100% damage increase against monsters, but you will feel pretty weird when fighting a boss. You have the debuffs from your Jutsu's but you don't have many abilities to improve your melee at all.
Here's the thing though Light Nomad has Toxic + Special Effect I & III combo as well if you really want to use it, as well as and is consistently a good fighter against everything.
Class 4 has the exact same stat increase no matter if you change from Rogue or Nomad, so the attack different "on paper" won't matter. Then you combine all of these melee-tasty treats:
- Critical Damage I & II
- Pinpoint II
- Moon Energy (+20% crit)
- Attack Boost All II & III
So Nomad would win out once you're changed into a Wardenkeep if you straight up want to melee.
Only got Riesz left, but she is also simple so shouldn't take people too much to figure out on their own.
Still providing a chance for party-wide Crit at the start of combat is handy as heck though.