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Wortox Knabsack and Soul Jar Swap


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Can Wortox's knabsack and soul jour abilities have their positions swapped on the skill tree? 

The soul jar is basically a requirement for skill allocation for all builds, and there is no real scenario where you would not take it. It also requires you to select the knabsack skill to get it.  This results in Wortox basically having 13 skill points to distribute, and probably is why so many posts discuss having difficulty making builds for him. 

The knabsack skill is often a completely wasted skill point since it: is pretty questionable as a weapon in general as has been covered in many other posts, and becomes completely obsolete late game.  Even if it wasn't so problematic an item, having it be a prerequisite to a baseline skill is an odd choice (it was probably originally set up this way because in the first beta release it was so interrelated with all of the other naughty side skills).

Having the option to only put 1 point into that skill branch would be really helpful for selection in general.

I would prefer this for support builds. You're also giving up Overwhelming Greed by doing this anyways.

I don't think Wortox's skills need any condensing like other people have suggested but an extra point or two of flexibility would be pretty nice for personal expression through your build. Reorganizing this would be helpful to that cause. An extra point would actually make some room for Pleasant Pastorale on Nice builds that go all-in on Soul Bastion, even though it's not very good. You'd be just sacrificing either Soul Decoy I or an affinity, rather than both.

I agree that some rearrangements could be nice.

Like swapping functionality of Good Talents when comes to Soul Hearts, I'd use tier one for emergency heals while tier 3 could allow friends to teleport with it.
Still waiting for Knapsack to be a proper net upgrade tho.

In some respects it's fine that you need to take somewhat useless skills to get good ones. It makes the tradeoffs compelling. Greed is just the last 10% of utility on top of jars.

What's weird is the complete separation of Lifted Spirits II (needed for Reverb/Capricious) from Lifegiver I. Are you going to rely on another Wortox to craft twintail hearts if you don't take Lifegiver? Something needs to be reorganized there, or Spirits II needs to also work on telltale. Edit: This was wrong/outdated. LS II increases echo duration, not remove revive penalty.

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