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Tavern of Gods

Tavern of Gods – Beginner’s Suits Guide

에 게시됨 07/25/2021 에 의해 Lorska 코멘트 없음 ~에 Tavern of Gods – Beginner’s Suits Guide
  • 제목: Tavern of Gods
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Information about Tavern of Gods is still incomplete. 이것을 사용하여 게임의 세부 정보를 입력할 수 있도록 도와주세요. 문의 양식.

A general overview of the power level of equipment suits.

일반 정보

  • 에스 – Must have or core suit for multiple strategies
  • ㅏ – Widely usable or build defining suit
  • 비 – Useful but not build defining or required
  • 씨 – Occasionally useful but generally weak
  • 디 – Only useful with very specific strategies
  • 이자형 – Never useful

So what is the optimal suit usage?

일반적으로, suits have a power level about on par with a legendary item = 2 normal items. That means a full suite of non-legendary items sits at ~5 normal items worth, which puts them slightly above a regular transmutation (~4 normal items).

This means that suits can be utilized greatly in the early to mid-game, especially when you are still lacking a high level or high rarity carry.

That also means this difference completely evens out once you start transmuting everything and the only advantage that you’d keep is the additional bonus for wearing a transmuted set (~12 normal items vs ~14 normal items) which tends to be completely offset by being restricted to items you don’t want.

This makes it incredibly beneficial if you can find an item build that utilizes transmutations for each item of a suit. You can pretty much ignore any of the rankings below for such a build because at that point you will just be getting free stats. 반면에, it’s almost never worth it to put a bad legendary into your build because of some forced suit synergy.

If you disagree with some of these choices please let me know in the comments.

Attribute Suits

Probably the weirdest class of suits. Half of them are unusable because they are just inferior versions of existing items. The other suits however offer some really nice bonuses.

Block chance – 에스

  • This suit will get you to 80% block chance and 75% block reduction on your guardians with synergy. You’ll want this basically every game.

Critical damage – ㅏ

  • Only really useful if you go for mages or assassins, but it’s the only reliable source of critical damage and the suit comes with a critical chance item as well.

Debuff damage – ㅏ

  • This one is only usable for exactly two units. Poison isn’t really viable because it doesn’t really scale and the application isn’t great, but for bleed this gives increased base damage and a huge debuff modifier. This item alone lets you just pick up bleed units on practically any comp.

Dodge chance – 비

  • Another form of damage reduction you can’t really get elsewhere. It’s not unique so you can stack it but really you want this for dodge-based characters. 안타깝게도, the individual items are not great, especially if you really want to stack them.

건강 – 이자형

  • Outclassed by a regular item.

Attack Damage – 이자형

  • Outclassed by a regular item.

공격 속도 – 이자형

  • Outclassed by a regular item.

Spell damage – 이자형

  • Outclassed by a regular item.

Aura Suits

No matter your strategy there is always gonna be at least one or two auras that can be of use to you, so this makes a majority of the options here show up in your games. None of these are gonna make or break any build but they are always nice to have.

Protections – ㅏ

  • Very cost efficient suit with defensive options.

재건 – ㅏ

  • Very cost efficient suit with defensive options.

Hit chance – ㅏ

  • Hit chance tends to be quite hard to come by and is useful for all your characters.

Mana restore – ㅏ

  • Getting mana back is useful for basically every comp. This might also change certain mana restoration breakpoints for heroes.

Critical chance – 비

  • Usually unnecessary if going for crit builds but adds some decent damage.

공격 속도 – 비

  • Extra speed tends to be useful on any character but the suit lacks defensive options.

공격 손상 – 씨

  • You’ll usually get your damage in other ways and not having any defensive item for the aura carrier is rough.

Spell damage – 씨

  • You’ll usually get your damage in other ways and not having any defensive item for the aura carrier is rough.

Effect Suits

Apart from one notable exception, utility suits are not really something you should consider unless you have a very specific strategy in mind. As expected, situationally useful things when you need consistency are not very desirable.

Summon stats affect carrier – 에스

  • One of the strongest suits. This gives any character the highest possible % health or % damage increase in one item and basically doubles the effectiveness for additional % health and % damage items.

Debuff immunity – 비

  • Quite useful on your main tanks but not required.

Summon secondary attribute ratio – 비

  • On paper this is an incredible suit bonus, 안타깝게도, it competes with the suit that gives the highest bonuses for the exact things this doesn’t work with. You need a really good reason to not just spam overstated damage and health items.

Leech immunity – 씨

  • Nice to have but way too niche and hard to get a room for.

Reflect chance – 씨

  • Damage reflect is okay but struggles against healing and it’s generally better to have more sturdy tanks.

Chance to fear – 디

  • Only worth on multi-hit basics on supplementary characters.

Chance to freeze – 디

  • Only worth on multi-hit basics on supplementary characters.

Chance to stun – 디

  • Only worth on multi-hit basics on supplementary characters.

Mana reduction immunity – 디

  • Your mana-reliant characters should be attacked last and most of the time it does nothing anyway. Just don’t fight demons if you are that worried about it.

Chance to slow – 이자형

  • Only worth on multi-hit basics on supplementary characters. Unlike the other effects, it’s not even a hard control effect

Class Suits

Class suits are where you generally find you’re on average highest power level suits.
Easily accessible team-wide bonuses and powerful higher synergies for any carry type are the standards, though it also includes the probably worst suit in the game.

I make no differentiation between tough, arcane, or sharp suits here because you usually just use the one that fits your current strategy the most. The same will apply to the race suits.

전사 – 에스

  • Team-wide defensive effect and an insane final synergy for any physical carry. Useful on any comp. Critical resistance is also very convenient to prevent unfortunate rolls.

레인저 – 에스

  • Team-wide accuracy increase is incredible and the other synergies are just great on physical carries without really overlapping with stats you usually get which makes it even better.

보호자 – 에스

  • Team-wide base health bonus is really strong. The second bonus however turns your tanks into an unkillable wall. The fact that you can skip the last synergy makes this suit so easy to pick up on any comp without having to pick up low rarity guardians.

마술사 – ㅏ

  • Team-wide mana restoration is okay. Turning certain characters into mages can be incredibly powerful because there are some powerful spells outside the mage class but itemization can be awkward and you want the maximum synergy.

암살자 – 비

  • Great selfish effects for physical carries but really only safely usable on melee characters. The team-wide effect is completely useless because by the time you have 7 assassins you have a critical chance on all the characters you want it on anyway. This means you want to go all-in or ignore them. You pretty much only use this for early synergy access on assassin comps and then adding more “assassins” as you increase leadership later.

Summoner – 이자형

  • Characters without summons gain no benefits here and if you need mana quickly you need a repeatable way to get it. Worst suit by far. Unlike assassins who can rush higher leadership and get more units out early, summoners are also very level-dependent, so you’ll never really be in a situation where you can place more units early than you have summoners.

Race Suits

Racial bonuses tend to be a little less strong to build around because the synergies found here are often more about utility than offense. This makes them less attractive to focus on than the more offensively oriented class suits. Despite that, they have access to the mechanically probably most broken suit.

Human – 에스

  • 50% CDR and 50 mana restoration in one item while keeping access to another CDR item? The arcane suit alone enables crazy no mana cost no cooldown strategies. You won’t use this every game but it’s probably the best suit to build around. You also get silence on attacks against bosses and control reduction.

자연 – ㅏ

  • Great team-wide defensive bonus. 대개, that’s all you use them for though but they’re easy enough to pick up and that speed bonus is decent for carries. The final synergy is difficult to make use of, but there are some good targets.

Savage – 비

  • The health regeneration is okay but you want this for the damage increase on bulky characters. That’s basically the only reason to pick this suit up but it enables tank comps to deal good damage.

Bizarre – 비

  • Great team-wide bonus with some weird additional effects. 대개, you’ll just get this for the cheap speed boost. The other bonuses are fine, just difficult to fit in.

악마 – 씨

  • No real reason to get more demons apart from some weird mana drain strategies against bosses. The bonuses are just relatively weak compared to other races/classes.

이것이 오늘 우리가 공유하는 모든 것입니다. Tavern of Gods 가이드. 이 가이드는 원래 작성자가 작성하고 작성했습니다. Lorska. 이 가이드를 업데이트하지 못한 경우, 다음을 수행하여 최신 업데이트를 찾을 수 있습니다. 링크.

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