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Commented on Class Builds Feedback page

While the ability to view possible builds and mix and match the gear and equipment and numbers could be useful for some players, I think what a lot of newer (up to 15k PR) players need is demonstration of "ideal effective builds" and "good enough builds". This is hard to put into words here, but the question I get asked the most by newer players is "will this piece of gear work/be good enough for X class", because very few players (including myself) have all perfect gems. So when faced with a decision between the three star CD CH HR gem or the two star PD CD (CH at 5) gem players can make an informed descision of what to use to best suit their needs. Maybe this would work best as a flow chart or even a written guide. I feel like gear stats take way less precedence over the convoluted RNG gem system.

I also like @MoonKnight98's suggestion to have player submitted builds tagged with their intention. (Endgame, tank, solo, etc)

Also my Chloromancer build (not for farming, why farm on anything but NN :P):

The "Effective Chloromancer"

Hat: MH / CD / Any / AS

Staff: MD / AS / CH / ER

Face: MH / CD / MD / AS

Ring: MD / ER

Flask: Minion Multiplication (DD if you have lag)

Emblems: Arcane / Evil Eye

Ally: Chronomancer (Important! This allows you to throw your exploding flowers more frequently)

Gems: MD, Crit Hit up to 100%, CD

Notes about build: AS is maxed on gear instead of CD because your basic attack grows the exploding flowers. This is where all your damage comes from. Throw the flowers, shoot the flowers, do the damage. Chronomancers and higher ER allows you to throw more frequently, also increasing the spawn rate of the Green Galting cacti. Chloro is a sustain and NOT a burst class, and requires some set up time, which is why I don't recommend it for farming.