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Cryomancer
Death Knight
Druid
Fighter
Priest
Pyromancer
Rogue
Swordmaster
Every class in Dungeonborne features a range of active and passive skills. The former are generally more powerful because they are easier to unlock and execute without having to meet specific gear-related conditions or requirements. That, however, does not mean every active skill can be paired with every build. Your gameplay style and preferences dictate which active skills are the best in Dungeonborne. Hence, do not change your class just because it is not doing enough. You might be using the wrong skills. On that note, here are the best active abilities to take for every class in Dungeonborne.
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Cryomancer
Ice Storm (Q) and Frostbite Barrier (E)
The Cryomancer uses ice magic to control the battlefield. Ice Storm can be a difficult active skill to pull off, but provides far more value compared to Frostbite Curse. It summons a moving ice storm that damages and slows enemies in its path before becoming a stationary blizzard that does more cold damage in a large area. Enemies caught in the blizzard will gradually freeze, making them easy pickings. Frostbite Cruse, on the other hand, is a single-target Q skill that reduces cold resistance and restores a little health. This might work against low-level solo players, but not against experienced ones.
Frost Barrier is highly recommended as an E skill for both PvP and PvE in Dungeonborne. It encases you in a block of ice, making you invulnerable to all damage while recovering your health. The best part is that Frost Barrier does not interrupt Ice Storm, so you can keep channeling while making yourself invulnerable. Ice Armor applies an ice shield to an ally (and yourself) that slows attackers. Considering how valuable health potions are in Dungeonborne, you should always avoid taking hits. Hence, skip Ice Armor for Frost Barrier.
Death Knight
Soul Shroud (Q) and Grasp of the Grave (E)
The Death Knight excels in close-quarters combat with the added advantage of draining life from enemies. Soul Shroud and Soulstorm are both excellent active skills in Dungeonborne. The former summons evil spirits to damage and slow enemies around you, while the latter continuously deals damage to nearby enemies until it drains all your Soul Energy or is canceled. The slow effect from Soul Shroud comes in handy to stop enemies from running away. It also scales well with better gear, unlike Soulstorm.
Grasp of the Grave is the only E skill the Death Knight has in Dungeoneborne. It fires a spectral hand that pulls the target while dealing damage. You can also pull friendlies to safety, but without damaging them. This works well in both PvP and PvE situations, so well that the Death Knight does not need any other E skill.
Druid
Primal Awakening (Q) and Force of Nature (E)
The Druid is a unique class in the sense that his active skills depend on his form. As an elf, Primal Awakening transforms the Druid into a panther with increased movement speed to chase down enemies. Using Q again will revert him to an elf, but punching E will perform a Shadow Assault where he does a leap attack.
The Druid's E in his elf form is Force of Nature, which summons a stationary treant. The spirit grants the Druid a shield and slams nearby enemies in range. Force of Nature is excellent for crowd control, especially when guarding an escape portal in Dungeonborne.
Fighter
Whirlwind/Battle Cry (Q) and Charge (E)
The Fighter is the perfect close-ranged class in Dungeonborne. He has two active skills for his Q key that are equally excellent for offense. Whirlwind is your spin-to-win ability that deals damage to all enemies in a radius with a two-handed weapon. Since two-handed weapons do the most damage in the game, the Fighter can potentially take out multiple enemies with a single Whirlwind. Battle Cry, the second Q ability, increases your damage, physical damage resistance, and life steal for 5 seconds. It always proves to be devastating if you manage to pin down an enemy, but requires a bit of combat skill on your part.
As for his E active skill, Charge trumps Inspire by pushing you into an enemy's face within a second. Inspire is designed for team play, increasing the movement speed of all allies. In both cases, Charge is always helpful in getting the Fighter within striking distance.
Priest
Cleanse (Q) and Guard (E)
The Priest fills the role of support, making him a difficult class to dominate with in Dungeonborne. Divine Guidance heals all friendlies in an area while also dealing damage to nearby enemies. Cleanse, the other Q ability, is a single-target healing spell that can be channeled to increase the amount of health restored. That said, the amount of healing from either of the two active skills is underwhelming. You are more likely to run out of mana after spamming heals after heals. If you are bent on playing the Priest, Cleanse proves to be better of the two active skills for both PvP and PvE.
When it comes to choosing an E active skill for the Priest, Guard is always better. It grants a shield to yourself and nearby teammates for 1 minute to mitigate damage. Divine Protection grants a stronger shield in comparison but for only 3 seconds. Guard might be weak at the start, but becomes a lot stronger with better gear.
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Pyromancer
Pyroblast (Q) and Fire Blast (E)
The Pyromancer is one of two classes with only two active skills. Hence, you do not need to worry about unlocking or changing skills in Dungeonborne. Pyroblast can be either channeled to release a large fireball that does massive damage in an area or released prematurely for three small fireballs that guide themselves to the nearest enemies.
Most players tend to forget that pressing Space after releasing a large fireball levitates the Pyromancer for a few seconds. Being airborne gives you an advantageous line of sight. Enemies cannot attack you if they are below you.
Fire Blast is the only spell in Dungeonborne that can knock back enemies, making it a highly useful survival skill for the Pyromancer who is severely weak against close-ranged classes. If an enemy manages to get in too close, cast Fire Blast to push them back while slowing them and dealing fire damage.
Rogue
Petrifying Poison (Q) and Vanish (E)
The Rogue is all about using stealth to catch enemies out of position before crippling them with poisoned weapons. Petrifying Poison is the perfect active skill for this purpose. It causes your next attack to stun enemies for 10 seconds. When playing Dungeonborne with friends, a Rogue player can use Petrifying Poison to disable a high damage-dealing enemy. Quick Blades, on the other hand, slows enemies for 3 seconds while doing moderate damage. It offers less value in a team PvP setup.
Between Vanish and Swift Concealment, the former is highly recommended for a Rogue build in Dragonborne. Vanish has to be channeled, but it keeps the Rogue in stealth mode for 15 seconds. Swift Concealment has no channeling time, but the stealth mode is reduced to 6 seconds. In most cases, Vanish provides more value since the long stealth time allows you to freely scout areas and get in position for a surprise attack.
Swordmaster
Psionic Blades (Q) and Whirling Blade (E)
The Swordmaster is hailed as the best PvP class in Dungeonborne at the time of writing. He is another class with only two active skills, one of which does enough damage to more or less one-shot enemies in most situations.
Psionic Blades launches four one-handed swords as projectiles to do base damage and apply various debuffs to enemies based on your passive skills. The swords are consumed upon use, but you can always get more one-handed swords by looting enemies and chests.
Whirling Blade, on the other hand, consumes only one one-handed sword from your inventory to hit all enemies around you in a whirling attack. When fighting as a team, the Swordmaster build relies on Whirling Blade to stop enemy players from flanking you.
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