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Dealing 700 Damage (unbuffed) or up to 1000 Damage (Buffed) oneshots any enemy under level 15, two shots those above and kills Bosses extremly fast.
I play Coop with someone tanking the Enemy, but even if i run around alone i can just shoot them in their face before they get to me, most times they are dead or can be really easily killed. And i dont even wear the Magearmor (Healerset instead)
For general use, Staves are useless. Way too slow and way too heavy on mana.
EDIT : ( Got to add, I play Solo... Just for context. )
Charge time is fast enough that a crit stun will easily let you throw another without having to move.
Big aoe radius as well.
There is "Commanders Ring" (+30%Mana, +30Health) that drops from the Boss in Pike. Another Ring you will want/need for near endless Staff spell slinging is "Ring of Rapacity" (-20% Mana, +20% Mana Regen).
Also make sure you pick up "Quick Charge" in the Wizard Tree for an additional +50% charge speed.
Fireball I, II and Eternal are great for long range AoE sniping. You can basically cast with no downtime and easily level an entire outpost from a safe vantage point.
Bosses get absolutely shredded by Acid Breath. They typically die in 1-2 casts.
Few more things to note, lower level spells cast faster and might be better in certain situations than higher variants or eternals.
Side Note i'm also Wand Slinging, but most of the time i clear areas with the Staff.
Edit: Also don't forget to actually equip your Staff to benefit from its stats. By equipping it that way you can also quickly charge a spell by holding "Q" and swapping back to Wand&Shield for example.
Mage spec needs the charge time reduction and range on the skill tree to turn into a primary weapon.
It's more the old D&D system of mage progression than most games - early game, you're squishy and don't hit very hard. Late game, you can easily outnuke anything melee and ranged phys damage can make, and do it just as quickly.
Mages here really feel they're geared toward party play and not solo at this point. They're great as healers, but for most of the game, playing straight wizard kinda sucks in favor of sword/bow.
It's a better experience playing more a battlemage early-mid game.
I'm hoping they add more DOT and status effects to magic going forward in EA, because that would make it a more fun (and viable) class to play. Because staves in particular *feel* more useless than they actually are. Early-mid game and solo, anyway.
Helps that a very good Int boosting Talent is actually behind the Water Aura
Stationary Healers for a cast, sounds doable.
I play Wand, with Archer/Sniper. My Axe is rarely used.
I switched now to mage. Full elder set + the same p35 shroud weaver.
I hurl fireballs ranging from ~600 (resisted normal hit) to 1.5k (crit effective). Infinite mana due to bloodletting (oh no it takes hp, instantregen from water aura, full again), 890 hp and the dmg i take is only marginally higher than with the soldier set.
Each fireball hits a decent large area, stuns them if it crits and makes orbs if close enough (states no range strangly enough). +10%crit (skill), +10%crit (staff), +15% crit +baseline make sure i crit very often.
So yes, mage pretty powerful unless ambushed.
Now i only wish for more eternal spells to test better.
Oh, i forgot to mention. Walls don't stop the blast.
E: There's still the elexir buff and the flame prayer to boost the dmg even further.
Just as heads up, don't use fireballs in your base.
Not sure if its the max, but i've hit 1650 before. Full soldier is mere 260/130 resistance, paladin is slightly stronger.
Yes, you die quick as melee if you let them hit you.
Like its same in every game I played with magic, close quarters is you weak point. I mean what proposed fix a summed pet to tank for you?