And if so, how do you do it? As it takes a lot of time to answer these questions, and I am not generally fond of repeating myself, I decided to create this Guide. Hopefully it will answer everything you want to know about Lone Wolf Builds in general, and how to make my Builds into Lone Wolf Variants. What this creates is an over abundance of Points to place, and not always a clear picture of where to place them.
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And if so, how do you do it? As it takes a lot of time to answer these questions, and I am not generally fond of repeating myself, I decided to create this Guide. Hopefully it will answer everything you want to know about Lone Wolf Builds in general, and how to make my Builds into Lone Wolf Variants.
What this creates is an over abundance of Points to place, and not always a clear picture of where to place them. As it stands now you will hit the cap for your primary Attribute Strength , Finesse , Intelligence at Level 7, and you will hit your Combat Ability cap for a particular Skill at Level 5. Since more than half of the game is played after that point, it leaves a lot of players wondering how to efficiently progress their Builds. Attributes and Lone Wolf Builds Before the Definitive Edition players would simply push their primary Attribute up to 80, maxing the damage they dealt, and that WAS the most efficient method of playing.
Luckily the answer is the same for most Builds: Once your Primary Attribute Strength, Intelligence, Finesse has been maxed out, always pump Wits if you do not need any more Memory. Most Builds will need a few Points for Memory , to be able to slot all the Skills they wish, but almost all additional points will go into Wits for increased Critical Chance.
This means nearly all Builds will follow this principle. Enrage guarantees Critical Hits, so reduces the effectiveness of having Wits. This often results in being CCed, and blown apart no matter how much Vitality you have, unless you have a boat load of it. However, because you will max out Wits around level 17 or so, you will dump all remaining points here. This is simply because there is no other useful place to put them but Memory, and you only need so much of that.
The only exceptions to this are those Builds that deal the same damage type, but use two different Attributes to achieve this. The other is the Death Knight. Once there, you apply this same rule and pump Wits. Wardens and Assassins use the same Attribute, and thus they would increase Wits once Finesse is maxed, and do not fall into the above exception. The Definitive Edition change has taken what used to be a very clear way of making Builds, and made the waters very very murky.
While players used to be able to take their Primary Combat Ability up to 20, now they can only take it up to 10, at which point they must find another two or three Abilities that will help to boost their damage. You will only need 3 that boost damage in order to succeed on the hardest difficulties, but any less than that and your Build will struggle later in the game.
Warrior Builds Warrior Builds focus on the use of Weapons to deal damage, whether they use Strength, Finesse or Intelligence, it makes no difference. Traditional Warriors will pump Warfare to max ideally, while Battlemage types will pump whatever school of magic they are using.
In any of these cases, you simply pump that Ability next to increase your damage with that weapon setup even further. Besides the odd Ability Point into various other Abilities to pick up some Skills, Warrior Builds will now add Scoundrel to increase their Critical Damage even further.
Stats on my level 12 Lone Wolf Warrior with no Points invested anywhere else. The issue with a Warrior is where to put points after Scoundrel. Now, this becomes a bit more convoluted when you add another type of damage to a Warrior Build. However, they are not as complicated as they might appear. Of these, only the Elemental Champion really suffers from the Definitive Edition changes, with respect to Combat Abilities. Juggernaut — Juggernauts will prioritize Warfare while at the same time placing some points into Geomancer.
When Warfare is maxed out, Geomancer should be around 5 or 6, and then taken to max as well. All extra points will go into Scoundrel for further increased Critical Damage with both damage types. Frost Paladin — Similar to the Juggernaut, you will prioritize Warfare while placing some points into Hydrosophist.
When Warfare is maxed, then you will max out Hydrosophist, and then One-Handed or Two-Handed depending on what you chose. When Two-handed is maxed Pyrokinetic should be at around 5 or 6, and should then go up to max. Elemental Champion — Pump Two-Handed to max, followed by the two schools of magic that matches the damage type of your favorite 2 Staves, and then follow up with Scoundrel for increased Critical Damage.
Note that this Build has seriously been nerfed by the Definitive Edition change and is much much harder to play. In short, you are simply prioritizing your primary damage type first, and then pumping up your secondary source. Ranger Builds Rangers are a more simplified version of Warriors in that they all use the same Weapon type: Bows.
All Bows are Physical Damage so they will always max Warfare first, except of course a few points into Huntsman to gain Skills. From here they can either max Ranged or Huntsman, with Huntsman outperforming Ranged in terms of damage, but only when elevated. No matter which you choose, be sure to max it out and then max out the other after. Follow this up with Scoundrel for increased Critical Damage.
They can also max out Huntsman after Scoundrel giving them 4 really good damage increasing Abilities. When you add in additional damage types, the order of things change slightly, and I have really only one Build that does this. Huntsman and Scoundrel boost both Physical and Magic Damage, so are a great choice. The general concept is the same as the Warrior. Then once it is maxed, max out your secondary source, and try to add things that boost both of them if possible.
Rogue Builds Rogues, much like Rangers, are rather straightforward. Once this is maxed you can either pump Dual Wield, or Scoundrel, but no matter which you choose, you will max out both of these one after the other. Or you could use Retribution to return some damage taken.
I strongly advise not supplementing Rogues with additional damage types, as they tend to be much less effective when they spread their Combat Ability Points out too much. However, you can use something like Deploy Mass Traps or Ice Breaker very effectively with Lone Wolf, since you essentially have a 4 Combat Abilities maxed by end game. Additionally, you could play something like the Assassin Build , and spend some points into Huntsman or Ranged for when you use a Bow.
They can of course use Two-Handed for increased Critical Damage, but then they must use a Staff, and this leaves them particularly vulnerable to attacks, as they will have lower Armor. So what does a Mage do then once their school is maxed out? Past this point the only real way to increase damage with a single school is by increasing your Critical Damage or damage from elevation.
The way you do this is by investing into Huntsman for elevation damage, placing points into Scoundrel for increased Critical Damage, and placing points into Two-Handed for increased Critical Damage. The answer to this is quite simple really: When playing a Mage in Lone Wolf it is highly recommended that you choose a second school of magic or Summoning in order to deal with Resistances, and to be able to gain extra Armor from using a Shield.
This allows you to use a Shield for extra Armor, and to be able to deal two different damage types, which really really helps when dealing with resistant enemies. Summoning is probably the easiest to add to a Single School Mage, because it allows them to add damage of the same type easily. In addition, it helps to fill out gaps in skill usage, caused by a lack of skills that some Single School Mages suffer from.
This effectively makes you a Cleric. However, you can add Summoning to make them into a Glacial Guardian very easily. Stormchaser — There is also some synergy between Aero and Necro in the forms of Vacuum Touch and Vacuum Aura , which are both quite good, so I would recommend this one first.
You can, however, add Hydro for the same reason listed above. I would avoid Geomancer because Petrified enemies have additional Air Resistance.
Tectonic Sage — The two best choices here are either Necromancer or Pyrokinetic. Using spells that place Oil or Poison do extra damage when struck with fire, thus Pyrokinetic. Adding either of these schools will effectively turn this Build into a Terramancer or a Wizard. Blood Mage — Blood Mages have so many options when it comes to adding a second school.
Summoning also works very well here, so the choice is up to you. Single School Mages like the Stormchaser are better off using a Staff or their damage will drop off significantly later on in the game. Summoner Builds Summoners are a bit of a different animal than most other Builds, but they are not hard to create, and they work exceptionally well in Lone Wolf.
If you are looking for something to flesh out your Lone Wolf Build, I highly recommend Summoning, because it is compatible with just about any Build out there.
Summoners should prioritize Summoning above all else until they have maxed it out in order to get a much more effective Incarnate. Once Summoning is maxed they will increase whatever makes the most logical sense for what they paired it with. Builds that utilize the Summoning Skill line should prioritize Summoning before boosting damage with their primary means of doing so.
This is the most efficient way, and the exception is placing a point or two into Memory to get more Skills, or Constitution in order to use a Shield if needed.
Once this has been accomplished, they will place points into Wits for increased Critical Chance, which will in turn boost their damage.
Shields require Constitution so you may need to invest 1 or 2 points early on depending on whether you use one or not. All Lone Wolf Builds will be able to max out 4 Combat Abilities by the time they reach the end of the game, or very close to this. Single School Mages are now among the hardest Builds to play in Lone Wolf, because while they have means of increasing their damage, they are heavily reliant on circumstances they cannot always control. Elevation is not always possible in some fights, and their Critical Chance must be very high in order to make use of that extra Critical Damage.
Please keep in mind that these recommendations are not the ONLY thing you can do with them, but just my suggestions. However, at the end of the game these are the 4 Combat Abilities that I would have maxed.
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