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
note:- magic is op yes. have you tried melee build? I tried. I ran when I met with wraith.
It got great synergies with both stunning and chain lightning (skill).
Albeit I am only like level eight or nine so far though, so maybe this gets better? Had a big fight last night with a number of enemies and it was basically cast a couple of times, then kite mobs while I down another mana potion so I can get a few more hits. They are too strong for me to face tank even with the shield.
I mean, I'm doing decent damage per-hit. But when you can only cast a few times, need at least two hits per enemy, and are facing more than two enemies, it can become a real struggle fast.
I'll also note that I am pure mage. Not wearing heavy armor, and not diluting my stats by multi-classing.
And sure you can just spam the wand. It does a measly amount of damage compared to the staff though.
Eternal fireball hits for 1k ish and has a chunky aoe radius, which makes it good vs groups.
The eternal hit harder than the consumable in general (quest ice is a lowbie to introduce the concept and gets an upgrade later on) but the consumable versions cost less mana and have a shorter cast time so you can hop between them as situations require.
Don't ignore the other bits that work with the spells like reduced casting time by 50% or the very handy 4s stun on a crit. Things like sun aura and on crit zap do start to lose usefulness since they're flat damage but that stun will let you very easily get a second cast off to kill a 30.
There are ways around the mana problem, some swear by blood magic but I picked up a ring in the revelwood area with a 20% regen boost and using that very rarely find myself running out. Knowing resistances also helps a lot, pointless burning mana on a spell that isn't as effective as an alternative.
Armour is only class locked in peoples head, caster armour has a lot of magic defense but poor against melee so slotting in a bit of heavier armour will hurt less going into a new area. The shroud carrying the longer sword can oneshot pure caster armour if they catch you unawares from behind or the side.
I'm not sure if any other food had manaregen, but i think the lategame fruitbowl had a few points of all 3 as well.
So your answer is to compleatly ignore staffs until you hit endgame and only use wands? I mean its def a way to play it and you dont have to care about mana at all.