Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Druid staff + tome is a personal favorite of mine for a mage build, with extra propagation bounces + poison damage.
Knife + Gun
Hand Xbow + Shield
High block and armor with Spiked defense, insane multi (I have 7x attack with crossbow). I go into the middle of the fight and just poison everything, and let them die as they attack my hero. Even the titans get shredded. Because I can just use hand crossbow to armor pierce, and she has high enough block + armor to survive. She single-handedly held a side that spawned 3-4 titans. Although Lancers nearly killed her...
Edit: She also has quick reload, and 6 AP. So you're looking at potentially 42 bolts, or 53 daggers, plus a momentum pistol.
Completely achievable by 4th level.
Also having the for every 6 mana spent get one AP back:P
Hello killing machine. (The 4x9 multihit doing 450+ damage at least per each hit without critting, thereafter i still have 8 AP to either give other chars AP, or....use 8 times the normal attack for 450+ damage:)
2. Tome/wand, preferably with the diagonal propagation upgrade. Can deal with just about anything as long as they have mana. Massive mob clump, debuff and zap. Scattered mob, multihit. Armored, fireball. Dodgy, sword of damocles. Resistant, debuff it. Elites/bosses, debuff and multihit.
3. Two sets of pistol with inertia and a lot of range increase. Zooms through the map, instakill key targets, and grapeshot whatever big clump they run into. Sheer mobility means each shot will have near max momentum bonus, and the range allows them to keep shooting at the same target if they need to.
3.2. Same as above, but with power staff and scepter. AoE feels clunkier to use, but the staff move attack does not need line of sight so it's better on some maps.
Actually this could work with my wand user as well. I would switch out the teleport crystal for teleport scrolls and place two offhand crossbows in each hand.
(reliability + damage bonus:D)
Yeah getting level 5 archmage wand really makes a huge difference. Also perhaps the refresh skill is not such a bad idea here, the one that returns a charge for each action/attack used.
I actually started to boost reliability these days. Getting it up to 60% along with 60% damage, is quite a good thing. (For a An archmage wand that is easily over 370 damage without taking into account the damage bonuses from items and magic damage bonus)