![]() If you cast Rain, you remove oil, poison and fire surfaces and remove burning from enemies. Standing in water reduces your Hydro spell costs by 1, which is important as most offensive hydro spells cost 3. Casting Rain makes everyone wet (+10% water/ice damage, +20% electric damage, -10% fire damage). Hydro/Aero: Needs Elemental Affinity and Rain. Shooting a fireball on them makes them explode (extra damage) and the other way around, creating an oil surfaces on something (enemy or terrain) that burns creates a fire explosion. Pyro/Geo: Geo creates oil and poison surfaces. To put it simple: Your team set up deals minimal damage, has minimal defense and terrible crowd control. You’re not going to be able to with other players. The problem with the tank/support concept is that you’d need full control over your team for positioning and other things to properly allow the tank to tank. Otherwise, you may want to slide into a different niche in the team if you want to really feel useful. ![]() You’ll recover a ton of armor at the start of each turn and it links between you. It works best as a custom character for Dome of Protection but either way you’ll want to spam all the soothing cold/mend metal and other armor restores over time on yourself and whoever you soul mate to. Once Soul Mate appears as a spell for summoning, you’ll want that. Keep resistance potions on hand for mages. Use dodge and dodge aura to evade physical damage while you soak magic. If you do stick to the idea, you’ll want Int armor and a shield as that gives the best overall armor coverage. Too often you’ll see a teammate that needs a heal or buff or something but they’ll be dead before you get a turn. Healing and support is a bit more viable, but it’s really best if everyone handles that themselves. The real problem is that tanking neither works because there’s no real aggro control and enemy damage is often too high for raw sustain to manage, nor is it necessary since the best way to handle incoming enemy damage is through evasion or resistance to mitigate or avoid it. Life would be much easier if she were a second Pyro/Geo for now, but she's not. I can't say she's great, but I'll stick with it and respec to Necro later. I'm using a Summoner in my current playthrough. I think you'd have more fun with 2 Pyro/Geo mages, and make it a lot easier for your party. It is useful though, to get your Intelligence up, so you do more damage regardless of what spell you're casting/Aero/Geo,/Pyro/Hydro. Poly doesn't offer much for Mages - at least until Skingraft, unless you want it for invisibility. Staffs don't work so well - not as well as Wand & Shield/Stat stick weapon and shield, or just weapon. Late game it gets some good stuff though. Aero is much more use for Teleport/Evasion, and later Nether Swap, than for damage and CC. Throw Trap/Throw Mass Traps are some of the best abilities. That does not sound like a fun or easy to get through with party - except Ifan, if you go full Archer.
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