I noticed recently that a lot of builds posted here, especially the swordsman builds are auto-attack builds that rely a lot on buffs to boost auto attacks. I think this isn’t very good, as there are limits to how many buffs you can apply on a character without the Krivis’ max buff increase skill (7 buffs I think?)
For solo play you might be fine, but with the release of 4 instanced dungeons and many more to come in the future, party play is going to be a big thing, especially towards “end-game”. Swordsman X2 > Berserker X2 > Corsair X2 is a classic example, these two classes already have 10 buffs altogether:
- Gung Ho
- Concentrate
- Restrain
- Pain Barrier
- Aggressor
- Savagery
- Warcry
- Frenzy
- Double Weapon Assault
- Steal
Let’s say you pick 7 of the useful buffs (Frenzy, Aggressor, Savagery, etc.) and you go into a party with a cleric (who does not have Krivis) and he starts buffing you. Immediately you lose some of the important buffs like Frenzy, Aggressor, etc. and you start hitting like a wet noodle again. During battle it’s hard for your support clerics to be careful not to override your buffs, they’re not going to have the time nor effort to manage your buffs because they have other people to buff as well. You have to manage your own buffs yourself.
Meanwhile, attributes aren’t affected by this. Granted a lot of attributes are linked to buffs/skills, but you get some like 2H sword mastery which doesn’t require you to cast any buffs. Attack skills that have attributes enhancing them also will not be affected by this, the skills stay powerful due to the attributes.
This is why I think there should be a balance between taking damage skills and buffs, not purely just relying on buffs and auto-attack when considering your build.
