Talk:Kazarak

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Revision as of 10:08, 14 August 2023 (edit)
Calabora (Talk | contribs)
(Port of my Concepts doc tips.)
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Current revision (18:08, 12 October 2023) (edit)
Reden (Talk | contribs)
(Added details from a google docs guide I found)
 
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This is a series of suggestions, not a definitive guide, but: This is a series of suggestions, not a definitive guide, but:
 +==Specs/Attribute Distribution: ==
-Specs/Attribute Distribution: 
Focus all attribute and spec points on the power skills and krystallaturgy, etc. Focus all attribute and spec points on the power skills and krystallaturgy, etc.
-Leveling/Skill Gain Method:+1000 SP is a good milestone. Gives you plenty to work with.
-Clear [[Storm Rock]] first.+ 
 +It is helpful but not necessary to have a weapon skill and the general combat skills at a usable level (1 spec point or so each, at most [least??]) to supplement very early-game attacks so you’re not going through ALL your SP all the time (and thus leaving yourself very helpless when it runs out).
 + 
 +==Leveling/Skill Gain Method: ==
 + 
 +Clear [[Storm Rock]] first. If you struggle with this, [[Og]] will do in a pinch.
When you feel strong enough, move on to [[Muspelheim]]. When you feel strong enough, move on to [[Muspelheim]].
-Once you are capable there, you can loot the staves’ scholars there to feed to the pillar so you can get lives from it.+Once you are capable there, you can loot the staves’ scholars there to feed to the pillar so you can get lives from it. Pillar tends to only give lives if you have <3. Probably better off using Galduron.
 + 
 +==Other notes/tips: ==
-Other notes/tips: 
I did also discover that the biggest spiders in [[Spiderwood]] are big enough to make a noticeable increase in my stats after I nom their corpse, but they are too resilient to be fun to kill. I did also discover that the biggest spiders in [[Spiderwood]] are big enough to make a noticeable increase in my stats after I nom their corpse, but they are too resilient to be fun to kill.
 +
Basically, charges seem to grow in effectiveness when you put more power into them, even past the whole upgrade to greater thing, though it was only by a few points, skill matters too of course Basically, charges seem to grow in effectiveness when you put more power into them, even past the whole upgrade to greater thing, though it was only by a few points, skill matters too of course
 +
But yeah, I also had several attempts at making a kaz until finally I somehow figured out enough to get the ball rolling. But yeah, I also had several attempts at making a kaz until finally I somehow figured out enough to get the ball rolling.
 +
 +With enough skill, rebuild becomes an instant full heal, so you just have to survive well enough for the cooldown on that to dissipate.
 +
 +If you find yourself dead and need a quick source of SP, the horse traders of the world will sell you a quick meal.
 +
 +Charges/Infusion: You can get them all maxed eventually with enough skill - not that I have any real strong opinions on charges, besides infusion helping with charge filling and physical helping you not die
 +
 +Infusion and physical are the ones to prioritize first.
 +
 +Prioritize intensification as well just to make ‘drain structure’ more effective, etc. Follow with resistance, haste, shadow imo
 + “I managed to get my tiny pixie kaz working that way”
 + -Marili, 2023
 +
 +Infusion is sort of a hazard since it makes it easier for you to get stunned, and you can't do much kaz stuff while stunned

Current revision

This is a series of suggestions, not a definitive guide, but:

Specs/Attribute Distribution:

Focus all attribute and spec points on the power skills and krystallaturgy, etc.

1000 SP is a good milestone. Gives you plenty to work with.

It is helpful but not necessary to have a weapon skill and the general combat skills at a usable level (1 spec point or so each, at most [least??]) to supplement very early-game attacks so you’re not going through ALL your SP all the time (and thus leaving yourself very helpless when it runs out).

Leveling/Skill Gain Method:

Clear Storm Rock first. If you struggle with this, Og will do in a pinch. When you feel strong enough, move on to Muspelheim. Once you are capable there, you can loot the staves’ scholars there to feed to the pillar so you can get lives from it. Pillar tends to only give lives if you have <3. Probably better off using Galduron.

Other notes/tips:

I did also discover that the biggest spiders in Spiderwood are big enough to make a noticeable increase in my stats after I nom their corpse, but they are too resilient to be fun to kill.

Basically, charges seem to grow in effectiveness when you put more power into them, even past the whole upgrade to greater thing, though it was only by a few points, skill matters too of course

But yeah, I also had several attempts at making a kaz until finally I somehow figured out enough to get the ball rolling.

With enough skill, rebuild becomes an instant full heal, so you just have to survive well enough for the cooldown on that to dissipate.

If you find yourself dead and need a quick source of SP, the horse traders of the world will sell you a quick meal.

Charges/Infusion: You can get them all maxed eventually with enough skill - not that I have any real strong opinions on charges, besides infusion helping with charge filling and physical helping you not die

Infusion and physical are the ones to prioritize first.

Prioritize intensification as well just to make ‘drain structure’ more effective, etc. Follow with resistance, haste, shadow imo

“I managed to get my tiny pixie kaz working that way”
-Marili, 2023

Infusion is sort of a hazard since it makes it easier for you to get stunned, and you can't do much kaz stuff while stunned

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