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Then you pretty much just need a unit with high Speed to go first and cast any spell. If you've grinded for a Mimic that would be a good candidate but otherwise Boots artifact with Speed slotted will probably get you to the top of the timeline since the level differential isn't that big yet.
Instead of holding E for turbo, you set ultra-turbo so you don't need to hold anything for the turbo mode to run, thus the game stops automatically when ever one of your creatures can take a turn. That will give you a better opportunity to respond to threats you notice during the battle w/o risking skipping things because you didn't notice the retaliatory damage.
Arcane Fortitude and a mastery perk or two can do a lot for an evoker. You use the masteries to ensure all of your creatures can equip spells not of their own classes, then stack as many as you can. If you can hit 9 spell gems equipped this way, that's a 90% damage reduction. Evoker can be very tanky because the enemy won't be able to stop you from equipping the spells, or be able to remove them, so the 90% damage reduction is effectively permanent.
You have a clever workaround for clearing debuffs, but there are a number of spells that do the job w/o needing to inch toward your resurrection limit. Dispel (sorcery) for single target removal of debuffs and buffs, Absolute Corruption (death) turns all debuffs on a target into random buffs. Spreading Plague transfers your debuffs to enemy creatures. Mass Dispel (sorcery), and Greater Dispel (sorcery) are spells that hit all creatures, and do the best job. The former strips buffs and debuffs on everything, but the latter only removes debuffs on your team, and only removes buffs on the enemy team. There are other spells of course, but that should give you some options. If you don't have any of those, you can always open the codex, get the spell gem list, and search for the word "debuff" and see what other options come up.
That trait plus Mirror image evoker perk and Echo perk can work very well as a first strike to possibly kill some enemies before they have a chance to do anything.
it counts the first 3 spells starting from the top of the list so put the ones you want it to cast above the ones you don't want cast,
Spells like Cyclone strike that do damage to all enemies but split between enemies are good because they are still potent even if only a few enemies are left,
Spells that do damage and debuff the enemy or lower their stats can also be useful (like shattering ice) but I usually go for spells with lots of damage that don't require any specific target. (Steel Storm for example is all around good wheres as scourge spells wouldn't be so great being cast randomly)
Carbuncle (the rabbit monsters) can also work well , giving you a chance to do something based on how many spells have been cast in the current battle.
With your first 3 slots taken up by damaging spells you might need more spells ,an ashmouth cerberus can share 6 spells with everyone else but can't manually cast his own spells, you can consider fusing it with a centaur ranger and making him your spell carrier/melee attacker,
Imp shamans have some useful traits , casting nature spells an extra time or a 50% chance to cast a single target spell on all enemies can be very useful with the powerful nature spells. I forget if this works with cyclone but it would be very good if it did.
But thank you all for your answers! You gave me a lot to think of! Please keep them coming.
Remember to go to the options and turn on turbo mode and then the second turbo mode option so things go faster.
If you get some lucky drops on the spell gems you can get some powerful all enemy hitting gems, then with the terra vulpes and sources of extra spell casts you can steam roll enemies before they even get their turn and if it doesn't finish them off your Centaurs will now attack 4 or 5 times on their first turn.
If you kill everything before the turns even start you don't need to worry about defenses.
The spider occultist pinging things with magic missile slows things down but if you can find a way to make those low damage spells trigger something else it might be more useful.
If you don't like auto casting with vulpes try looking for monsters who grant spells and improve the spells, like the lich class enemies or imps that I mentioned previously.
Djinn types have a lot of spell based traits aswell.
You can also try looking at it differently , instead of trying to make your spells hit hard and kill things you can try to make your spells debuff enemies or buff yourself and then have monsters fused with the centaur to get the extra attacks from spells cast, turning the centuars into your main damage source.
Also don't forget to enchant the gems themselves , you can make them more powerful , have a chance to cast twice , change their type or what stat scales their damage.
Take a look at your evoker class perks and try to plan around them. Mirror image , echo , efficiency , burst , all of these work together to make you cast more spells , and do more damage from the multicasts.
The evoker has a lot of passives that a simple "allows you to equip life/chaos/nature spells" etc etc, ignore those and "arcane power/arcane fortitude" until later get the main perks that boost your multi casting first.
If you really aren't into the whole multi casting spells don't feel bad about switching classes/starting a new game.