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Even then of your not playing wilbur and you didn't take his perk for it stacking sparks on a single target just lowers resistance. Also sparks does lightning damage but it doesn't seem to proc the extra damage from wet
If anything Chill seems the weakest to me.
Yeah, since AFAIK there's really no difference between an enemy having 0 speed and -26 speed, while the secondary effect of the other two will keep adding more damage with each stack.
I agree that Chill got the shortest straw, though. Outside of crack combos, there is no meaningful synergy to recommend chill charges beyond speed = 0.
Sparks is more difficult to remove and is, at it's base, an AoE tool.
Wilbur can make it a single target effect in addition to AoE, which makes it far superior to Burn, if wanted. It can be enhanced with Wet, which makes it synergize very well with repeated- and 0-cost cards.
Cold is a control debuff that helps ensure that your team acts before the enemy(helps a lot with damage mitigation). Their spells have reasonable costs and a lot of them are AoE or multi-hit types.
They each have their strengths and roles.
The Charged Trident combined with spells like Ball Lightning or Winter Orb(Winter Orb is one of the best "stacking" enabling spells for the Mage class), is extremely effective in stacking both Spark and Wet on targets, greatly empowering your Lightning damage.
And then you have either Storm Tiara or The Polluter, which empowers Wet in various ways(you could use The Polluter with Thuls and Toxic Rain).
Similarly, the Frostfire Ring, which lets you apply Burn for every Chill you apply, actually lets you stack Burn faster than most burn based builds, especially if you also use the Glacial Hammer. Again, due to spells like Blizzard, Icicle Barrage and Winter Orb. Mix in 1 or 2 Combustions, and you have a cold based deck that has both utility and very high damage.
Burn is limited by which spells you can use with it. You HAVE to focus almost exclusively on Burn and limit the card selection of other characters as well, due to Wet completely negating Burn.
You cant add utility spells to the deck, if they have a Wet component.
If the enemy has ways to dispel effects from themselves, you usually lose more progress with pure Burn builds than with Spark+Wet. And Burn based builds typically have poor versatility, as they dont really add anything else than damage(no slowing effects, energize or armor gain).
The 3 best Burn cards are Combustion, Meteor Shower and Scorching Ray. My reasoning being that they either provide very high burst damage to a single target(when properly set up), or can hit multiple targets, to limit the chance of overkill.
However, one of them is super rare and very costly(10).
Fire also has the worst "book" in my opinion. Both Lightning and Cold books allows you to reuse powerful spells in your discard pile for a reduced cost(like Ball Lightning and Winter Orb). The fire book simply adds a few 0 cost fireballs to your deck, which is not bad per se, but unless you have a lot of draw, it will hurt your overall performance in my experience.
Fire and Burn spells are good. No doubts there. But I dont think they are strictly better than other elemental builds that you can make.
(Luckily, both gear can be gathered quite constantly due to them being unique to boss loot/ event loot on adventure mode)
After that, you just need to have tons of cards that gives you little to no cost and does alot of multi hit like repeat AOEs, or chains, after that, each hit will stack atleast 5~10 spark/wet, and can stack from 50~100 stacks depending on your hand, (to be honest, the mobs probably already died, caz mobs will takes over 50~100 dmg per hit from a single 1 cost lighting spell by that point)
The other good thing about spark is it deals dmg to not just the side of the target, but to the stack holder itself if the lighting mage is in the party, combine it with evelyn to stack spark, and you can see the crazy amount of stacks you can inflict in a single turn (though beware that evelyn kinda removes wet stacks very easily due to burn stacks being applied constantly if you use fire spell or her 1 turn unique skill, resulting in total damage lost.)
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On the other hand, fire stacks can be easily stacked up due to easy access to gear to apply burn on enemies, and fire tend to have alot of low cost aoe spells.
But one thing about burn is that if you accidently applied wet or enemies did, all the effort to stack them become wasted.
Also, not to mention the lava boss kinda heal itself using burn stacks, making the fight become longer and more dangerous as it spams the 10 cost meteor if you don't kill it fast enough.
Of course, this strategy will be limited with some of the Madness modifiers, but same is true for the other debuffs.
There are plenty of Wet combos that can drive Lightning damage to absolutely absurd amounts
Spark is basically irrelevant since it doesn't work with Wet
Tho, Fire is neck and neck with Lightning... Cold sucks, I have made a post about Cold sucking in the past
dissagree lightning is the worse since it needs the most including other elements and spells to work well. burn is just plain strong with a small weakness to wet but seeing as only mages and healers can do wet and most healers have healing rain set to team only wet is never an issue. cold is good due to the fact that it can stack fast and lowers the enemys speed allowing you to control the game more. lighting while strong when paired with wet, items and wilbure. is only good when you get said character items and wet spells.