Buriedbornes2 - Dungeon RPG

Buriedbornes2 - Dungeon RPG

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How to not run out of skill uses
By CotePathos_EpochToaster
How to avoid running out of skill uses when playing because apparently people struggle with this.
   
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Remaining Use Protection & other petrification counters
Eventually you will encounter enemies with petrification, a status that drains remaining uses from your skills without using them. TBH that status is arguably overtuned right now and a likely source of peoples complaints about the usage system. Thankfully it's pretty rare outside of certain dungeons (temple) has several counters:

Remaining use protection is a stat that gives a % chance to ignore skill usage that doesn't come from using skills, protecting you from not just petrification but other sources of skill use drain as well. it can appear at the mod board at the end of floor or on gear, so keep an eye open for it.

In addition, petrification is a debuff, so any debuff removal skill will remove it from your character. refresh can be used to clear all debuffs at once, detox to remove them one at a time, and sources of medicine can be used to pre-emptively protect yourself from debuffs.
Get damage boosts
Rerolling is now an expected part of the game and completely unlimited. Focus equipment spaces (helmet Icon), roll until you find something that boosts your damage or HP depending on what the gear is.

Even on the first floor new gear is like a 50% damage increase, which means your skills can take you 50% further

In addition skills that are more rare often deal more damage. It's often worth re-rolling until you find a skill that deals more damage per use than one you have, and relying on only one damage skill is a good way to die to stun or status
Use free skills
Free skills are below average in power but have unlimited uses and generally charge your burst. burst generally makes skills deal more damage per use so finding a good free skill and weaving it into your gameplan is excellent.

Some of the better ones will also heal you or buff stats/reduce cooldowns, leading to higher damage even without burst

Also if your enemy is losing a health pip to status damage anyway there's often no need to burn a skill use, save it for when they get their health back.
Stack repleneshment and -usage effects
Humans recover 3 skill uses when encountering an event and commoners are more likely to find events, so all starting loadouts have built in bonus skill recovery. several jobs and species have usage reduction, and even -1 usage will DOUBLE the number of uses a wizard gets from their damage skills.
Don't ignore enemy resistances
Some enemies have a ♥♥♥♥ ton of resistance to a specific damage type, which you can see with the observation skill or other sources of scouting. Hitting a damage type they resist is wasted usage, so either have multiple damage types, the ability to escape a fight, or an ability to ignore resistances (wizard starts with a burst skill that does that)

Other enemies have skills that boost all their resistances for a few turns, so either use your free skill, healing skills, buffs, or resistance piercing when they do.
Use a summon
While a Summon might not be strong enough to solo a dungeon boss, if you stall against the first basic enemy you encounter until you can use a burst summon it can often solo a floor for an extremely small amount of uses, ensuring you walk into the boss with maximum health and uses.

Summon skills can be obtained by rolling, you can start with them and summon related abilities as a necromancer, and they are available to craft in many contracts
Contracts and crafting
Contracts can be obtained from Unions fairly easily, and they allow you to bring in recipes to a dungeon at 0 risk. Skill recipes can be used to craft a skill anytime you find a skill, letting you re-obtain a skill over and over, resetting its uses. there are multiple ways to lower or refund the cost of crafting, and even a class that will refill skill uses of other skills whenever you craft anything, so take full advantage of this!
Auto Runes
When triggered through an auto rune, skills have one cooldown and only take one use. Excellent for powerful skills with high usages and/or long colldowns
Conclusion
Now you should be able to beat the first dungeon without running out of skills. things can get more complicated later but most reviews complaining about skill usage limits have less than 3 hours playtime so I doubt they've gotten that far.

If you have any counterarguments or concerns, I'd be happy to hear them.
14 Comments
Alecs_Rain 28 Jun, 2024 @ 12:21am 
And how to change the skill to another one, let's say I have a punisher and how to put a holy hammer instead of it, I click with the mouse nothing happens
Eldritch Warden 18 Feb, 2024 @ 2:56pm 
Don't forget that race matters. Elves can forego runes and get double damage essentially out of all offensive options. Something to think about.
Endgame 4 Feb, 2024 @ 9:52pm 
Also having Convert Skill Uses built with gear, the RNG passive skill map and corpse parts to Max: 75% can help with making direct skill use free almost 100% of the time.
CoolStory 19 Jan, 2024 @ 2:39am 
Belts has intrinsic remaining protection quality, just using a belt already gives you enough survivability against most petrification sources unless you take too long in a fight (which is possible with some nasty yellow elites). You can roll remaining protection on any item as well or take a node on the upgrade tree, it's quite easy to raise it to 100%. A belt with +100% remaining protection is rollable even on the lower floors (I rolled one on floor 4 once). I found that on most lower rarity skills the 5 soulstone "cost (weak)" rune that reduces uses consumption by 1 was enough even for 30F dungeons. For something like Black Orb that has consumption 3 stacking halfling's racial bonus with that rune also makes it manageable.
SaucySanders 17 Jan, 2024 @ 12:50pm 
@[OP]Fragilehardass Remaining uses has been addressed in the latest dev update - they're nerfing the encounter rate of problematic things including enemies such as the medusa and basilisk, as well as removing exhaust runes (-1 per cast) and modifiers like evil eye (-1 per hit) from the pool for the lower floors.

Truthfully, if you interface with the crafting system at its most basic level you can get maximum use increases, percent chance to ignore consumption on spell use, lower consumption, and remaining use protection modifiers fairly easily from rerolls alone, much less the guaranteed contracts. The skill tree can also throw you a bone with 75% remaining use protection and the like, though you'll mostly see maximum use nodes.

As a bonus tip, Auto Rune proc'd skills always consume only one use from their skill and are put on a one turn cooldown (before slow), regardless of the consumption. So that can be a great way to get more value out of your abilities rather than casting them.
[OP]Fragilehardass 17 Jan, 2024 @ 11:43am 
I'm sorry but tbh... how can you forget to punch? I understand if you create a game named 'Alzheimers' but it just feels wrong now. Imagine you would have the same mechanic gear wise, after a few levels you just forget to keep it on, makes no sense. Was really looking forward to it but I'm not gonna play it when the skills have uses. People (like me) complaining about the mechanic with fewer than 3 hours on it are players that could go 100+ hours if the feel of the game is good, it doesn't mean they are right but neither that they are wrong
Meijin-Sama 16 Jan, 2024 @ 1:43pm 
Sociability also helps a lot just up the encounter rate
CotePathos_EpochToaster  [author] 15 Jan, 2024 @ 9:46am 
Added a section for auto Runes because they're op as hell.
SaucySanders 13 Jan, 2024 @ 8:58pm 
@Azella Likely some sort of debuff. Particularly, 'stun' resets all of your skills to their full cooldown, as well as 'slow' adding however much of its potency to the cooldown. Of note for new players, the burst variant of the warrior's 'slash' is one such skill that actually stuns yourself whenever you use it, which is really bad. The caterpillar race is innately 'sticky', which applies 1 slow every time they're hit (also sticky or legendary elites).

With the Necromancer Union, you can unlock the race 'halfling' which has a trait that reduces both cooldown and usage by 1. Besides that, take note of situations where you feel this is happening and consult the bestiary/skill list for more information.
Azella 12 Jan, 2024 @ 4:56pm 
Awesome guide! I have a kinda unrelated question but on higher levels my skills seem to always be on cooldown. Do you know what causes this?