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
Magic is usually very big in AoE, and deals very good magic, I don't see why you find it pointless.
There's also the fact that if you're in front of enemies you can just nuke them before the battle starts, and there's also a lot of utility, I found it funny to flood an area in Alvora, then just use lightning, making sure everything got zapped.
Always keep an eye on the indicator that tells you what turn your magic will land in, makes the whole "moving out" thing much less of a hassle.
You can manipulate the enemy's time bar with any ability or passive that stuns or removes time from the enemy.
You can also use abilities to hold enemies in place, like Trip Up, Stonefoot, or Break Legs. Chill has a minor effect, Oil is better.
Alternatively you can just use fast-casting abilities like those from Scholar and a few other classes, or equip a wand(or wand-like weapon) to do magic damage.
But yes, basically, its about monitoring the time bar carefully when using Sorcerer. If your AOE will not hit the targets (highlight each of them in turn to check before commiting) then cancel the movement (if you made one) and look for a different option.
You can also drop an AOE in front of your characters as a preventative measure as well (the A.I. will almost never voluntarily step into one, so you can use a priming lightning bolt as an impromptu wall, albeit an expensive in MP one).
I was using Reeve as my battlemage (due to his +10 MP race), but I still gave him Darts and Javelins and Bandages just in case there is no opportunity to use Defiler or Sorcerer stuff. But I did have a Scurrio Sage for healing, which is quite helpful.
Ultimately I ended up modding it myself and removing the cast time from offensive spells so I could enjoy the classes more. (steam/steamapps/common/Horizon's Gate/Content/Data/SystemData/Definitions/actions/class actions)
On the flipside, some magic is definitely worth the cast time. Elementalist's Freeze is extremely good, despite its cast time. Defiler's Heartburn and Brainshock, and Unmaker's Wither, are good as well. Sorcerer's Cyclone at least has a large AoE with good damage; I've managed to use it, despite its cast time. Pulling off a Cyclone on a foe before combat is pretty nice too.
Course, high cast time is still an issue. It's a big reason why I prefer Elementalist to Sorcerer. And unless you're wanting Gatewarden's Gate: Barrage technique (which IS a GREAT skill), I wouldn't bother going for the Gate classes.
If even that fails, you could just put your magic exp into unlocking Spell Archon. Lightning Imbue is great, though it needs level ups and lightning ranks to truly shine.
And if even that fails, at least Warden is still amazing. > _ >
I can't support a 'turn delay' though, as then you lose the option to Cancel/Distract spellcasting, or push/pull people out of the way of an attack. I'd rather see finer balance of the skills in question, perhaps a one-of-a-kind accessory for quicker casting (at a cost, like higher MP or something).
I've actually been a fan of 'let me choose and pay the cost' systems. Only one I've seen do it, was the original Asheron's Call. Imagine being able to double cast time, but have 0 MP cost, or instant cast time and double MP cost, with variation in between (think a slider).