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If you find out that your PARTY attacks a lot. Like less defending or provoking. You should equip some gems that deal high single target damage or moderate ALL enemies damage. Then socket those gems with "% to trigger on attack" then you will just attack enemies and get some free gem use in. Otherwise for gems that I find handy to use manually. There is an Astral Gem that unseals all gems and can never sealed. I would keep an eye out to craft and use one of those if you have a creature that supports it.
I would also find a gem that HEALS or Resurrects creatures. And a gem that removes all enemy buffs for the entire enemy group.
All of these are gems that exist. Finally... a gem that grants your entire party stats. Typically stars that favor your monster. It's hard to go wrong with Speed and Defense. If your party if more defensive or you have a monster dedicate to provoking. Socket there gems with % chance to trigger on defense or provoke etc. Final tip I can give is. Figure out if a gem is one that should almost only be triggered manually or if it would be helpful if it triggers automatically. And socket them accordingly.
P.S It's difficult to make your party weaker by equipping gems VS having none. And none of my traits have gem synergy. Neither does the cleric class really. So my play-style just relies on automatically triggering helpful gems on attack. And having the odd gem around for exact situations.
Swords > Attack
Helms > Provoke
Shields > Defend
Staves > Cast
Boots > Either start of turn or dodge (I forget)
Having said that, slotting gems is not cheap. You're looking at 25K brimstone per spell gem so you want to make sure you are slotting the gem you actually want to use. Don't just waste slotting random gems.
Spells cast from your artifact count against the total number of spell casts you are allowed each turn (15) so if you're running a setup that already casts a lot of spells (spellweaver, Evoker) you may hit this cap earlier than you'd like. If you're running an attack/defend/provoke build you're less likely to hit that cap.
Spell gems slotted into your gear retain no added properties so adding "% to trigger on attack" is pointless.
Artifact spell gems do not have charges so you don't have to worry about them running out.
As for spell gems, spell gem properties can be very useful. Like the above user mentioned, having them equipped with a % on attack property will ensure you are getting some use out of the gem even when you're running with a non-spell caster party. Having said that, gems cast will always drain charges unless you have something to counter this.
Some of the most useful spell gem properties are:
Generous (gives an ethereal copy of that gem to all your creatures. Ethereal gems only have 1 charge but can be cast every battle. Really useful for things like Life Orb)
Morph: Class (change the spell gem's class to match your creature class)
% Additional Cast (at max rank this is a 100% chance to cast the spell twice. It uses double the charges though so this is really only useful on setups where you can cast for free)
More Potency (straight up increase to damage dealt at no extra cost)
All spell gem properties have a use but IMO these are the properties I equip to almost all of my gems. I typically don't bother with the % to cast based on X stuff becuase I don't like randomly spending charges.
An ethereal gem is a temporary spell gem. They have 1 charge (typically. Some traits/perks might affect this) and unlike reglar spell gems they don't have special properties. You can use them once per battle.
6 Life Orb spell gems equipped with Generous means your creatures each have 5 ethereal copies of Life Orb so they can cast it at least 5x per battle without consuming charges of the original gem.
I suggest telling us what specialization you choose? For example I have only played as Cleric. The specialization has a strong impact on the creatures you should be using. And also the gems to a degree. My original answer stands even though multiple classes of creatures and you can only equip gems of those types. Each class generally still has stat buffing gems, damaging gems... If you lack healing grab healing gems, if you lack Resurrection grab Resurrection gems. Gems that damage the enemy are almost always good. If you tell us your speculation (Class) it's going to help us help you. Good night.
Spells that revive your team (Life Orb, Minor Resurrection etc.)
Spells that apply/remove buffs
Dealing damage with your spells isn't the only thing you can do with spells. There are many effects available to you. Spell gems are one of the deeper systems available to you.
My go-to setup is to have Life Orb on all of my pets. Greater Dispel is also really useful.
You could also do a spell that applies Burn and Radiant Sunfire to apply up to 6 debuffs on all enemies.
So, in short, I would do something like this if you have an attack-focused setup.
Artifact: Sword
Spell Gem: Self-Analysis (gain 5% of your other creatures' stats)
Spell gems of your creatures:
Requiem (with generous)
Affliction (with generous)
Greater Dispel (with generous)