Dungeon Siege III: Reinhart
After playing Katarina and Anjali, I find that playing Reinhart seems to be easier. I thought that it had to do with the character itself but now I suspect that it is probably also due to greater familiarity with the game.
I followed this guide in building Reinhart with one difference: the choice of proficiency for Lightning Strike. My build is as follows:
Abilities: proficiencies
1. Lightning Strike: Thunderclap 5
This ability was used only on single tough enemy i.e. mainly bosses and mini bosses. It has noticeable animation time and so might leave Reinhart vulnerable to fast moving enemies. Hence the stun was useful, especially in fights where killing bosses instantly made all other enemies disappeared. This is more useful than Power Surge's 50% chance of the attack bouncing to one other target.
2. Circle of Healing: Vector Dampening 5
Given that Lighning Strike and Geometry of Annihilation have significant casting time, Reinhart needs some additional defensive mechanism. This proficiency is great for this purpose.
3. Geometry of Annihilation: Temporal Inversion 5
Bread and butter. Unlock this ability the soonest as it greatly makes life much easier. The proficiency's slow (on enemies) and Agility bonus (for allies) increases both your safety and firepower. I even used it in fights against bosses together with Ligthning Strike and Mirror Leap.
4. Creative Destruction: Entrophy's Shackles 5
The only ability where I regularly used its empowered version. Circle of Healing was the only other ability I empowered when I noticed that AI companion needed healing. I considered, for sometime, investing in Siphon Life but I concluded that my defenses, including healing capability, were already good enough and so I went for more damage instead for this ability.
5. Perpetual Momentum: Heightened Concentration 5
Focus is one of the two resources you need (the other is power) and so unlock this ability a.s.a.p. The proficiency increases futher the gain in focus.
These are the key abilities and proficiencies. You can sink in the extra points into whichever proficiencies you use, especially in abilities that you use often. As for me, I sunk them into Mirror Leap's Damaging Illusion (last ability I upgraded) and Barrier Field's Angle of Incidence.
Talents
Genius 5 (priority)
Dynamic Mastery 4
Entropic Mastery 1 (just to enable the Drained status and thus trigger Ruin and Restoration)
Eureka Moment 5 (priority)
Quick Thinking 5
Adept Spell Casting 5
Ruin and Restoration 5
I sunk in extra points into Timely Escape.
The order of which you spend your points depend a lot on your playstyle. Just spend on those that help you the most at that moment.
This build has a few ways of healing and defending, one way to regenerate power faster (Eureka Moment), one way to slow enemies (Geometry of Annihilation's Temporal Inversion) and one way to stun enemies (empowered version of Creative Destruction. Yes, you can also stun upon casting Geometry if you empower it but the problem is that due to its casting time, there's a good chance you'll miss a number of enemies, whereas Creative is instantly cast. The other resource, focus, is quickly generated via Perpetual Momentum.
When going against formidable group of enemies or a boss or a combination of these, do this:
1. If the group of enemies hasn't spotted you yet, try to cast Geometry of Annihilation on them.
2. Once enemies are running towards you, immediately use Barrier Field, followed by Geometry at where you are. By the time you finish casting Geometry, those enemies should be upon you already. You can comfortably take a few hits but dodge as soon as you can.
3. Cast Mirror Leap.
4. Use Creative Destruction if need to regenerate power quickly or use its empower version if need to stun enemies to help out your companion or to get a breather.
5. Lightning Strike boss or mini-boss whenever you can.
Prioritise Agility to get at least around 35% critical chance so that Eureka Moment will proc more often. Next will be Will.
Here are some endgame gameplays:
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