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Underwater Builds

underwater combat builds underwater combat underwater builds

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#1 Krazzar

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Posted 17 October 2012 - 10:10 PM

As it is now, skills will change to fit an underwater build, however, I feel this is not actually enough to make a player viable underwater. While playing a necromancer my main build focus, wells, are not availible underwater. As a secondary build I focused on minions, however my traits were still setup for another build, making my "underwater build" very lackluster. I have also found the dynamics of underwater combat is different as well and there are usually fewer people participating in underwater combat, as a result my preferred underwater builds are more defensive than land builds.

I would like to have traits be set and change for underwater combat to make the most of a single character underwater and on land.

Edited by Krazzar, 17 October 2012 - 10:11 PM.


#2 Giga Strike

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Posted 17 October 2012 - 11:56 PM

I was thinking the same thing.  It's always such a pain to have to make my underwater build something that works similarly to my normal one, despite not having the same weapons.  I don't even care if my trait points have to be distributed in the same way, just change what traits are selected.

#3 Levistis

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Posted 18 October 2012 - 02:28 AM

I'd definitly go for this - I forsee an all underwater dungeon(s) update in the nearby future.
(Bubbles)

#4 Trife

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Posted 24 October 2012 - 11:50 PM

Keep the fighting on land, cause underwarter sux. Perfect solution :)

#5 Raagar Deathclaw

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Posted 31 January 2013 - 08:19 PM

I agree that underwater combat, while it doesn't totally suck, definitely needs work. @Krazzar. you have my sympathy i also play a necro and avoid underwater like the plague, my effectiveness goes out the window as soon as i go under

#6 ben911993

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Posted 01 February 2013 - 02:48 AM

As a warrior running a condition build, I agree with OP's sentiment a bit. I have very little in the way of conditions underwater. The best I can get is broadsiding an enemy with the bleeding attack on the harpoon gun and having the 33% chance to bleed on crit trait; otherwise I'm not hitting very hard cause my build isn't made for direct damage. Luckily, my build is based on crits, so I can switch to the gs/spear trait and not lose too much, but I'd still like to have some kind of way to work around the weakness of underwater builds. At least give underwater skills more variation, or give us a pool to select from. Although the latter idea is something I'd like to see in general.

#7 Falfyrel

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Posted 01 February 2013 - 08:27 PM

I agree with this thread. Whenever I go underwater, I always feel quite out of my depth.

#8 Mystika

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Posted 01 February 2013 - 08:37 PM

I agree with this thread also. Traits need to change with underwater skills, without having to go to a trainer and pay to change them. Maybe the underwater skills would work better if the skills were traited appropriately.

#9 Dirame

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Posted 02 February 2013 - 05:02 PM

I find that life stealing works a bit better underwater for necros than on land but yes, I agree with this thread. Underwater Trait selection plox.

#10 Reason on Cooldown

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Posted 02 February 2013 - 05:12 PM

Definitely some valid points here.  I usually drop my shouts and go for Sanctuary and Avenger Shield, just because I like having bubbles to absorb the attacks coming in from all angles.  Plus being a Guardian who's used to occasionally swapping out my MANY, MANY weapons based on the situation (or mood), there is less versatility with that underwater.  I either go full melee damage, or ranged support.  I suppose classes like engis and thieves are used to that already having a limited land pool to pull from.




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