Core Keeper

Core Keeper

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There should be more craftable weapons
I picked Mage as a starting class, but I ended up being a Ranger because turns out, you can only make swords and bows at an anvil, and a shotgun is the best weapon I've got so far, whereas the magic staffs are super rare drops, which I haven't got, neither from the first two bosses or from fireball shamans.

So I think Mage and Summoner classes are so far, late-game thing probably. There is no point in picking them at the start. Since you can make jewlery and potions, I assumed there's a way to make slightly better staffs, but no. Kind of disappointed
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Showing 1-5 of 5 comments
Palo Wagner Sep 2, 2024 @ 7:14am 
You are mostly right, there should be more craftable weapons for mage and summoner, summoner has only 3 weapons at the moment and only 1 of then is viable, its not really late game but has 0 variety.
Mage is the exact same as ranged but uses mana and has only 7 weapons that functions all the same.
Ishimuro Sep 2, 2024 @ 7:23am 
yes they need to add some weapons for the 2 new classes into crafting, also they need to add a few more at all
best guess: it will be added within the next patches, both mage/summoner are new, they will get more stuff in the future :)
Originally posted by Palo Wagner:
You are mostly right, there should be more craftable weapons for mage and summoner, summoner has only 3 weapons at the moment and only 1 of then is viable, its not really late game but has 0 variety.
Mage is the exact same as ranged but uses mana and has only 7 weapons that functions all the same.

I don't think so? Staffs not only provide a different damage type, they also inflict status effects. But I only got to that conclusion after reading the wiki because again, I am unable to get other staffs than the Simple one. Seems to me like it's was rushed.
Jello Fox Sep 3, 2024 @ 9:12am 
There should be more summon weapons for sure. Like mini slime staff as boss drop, Perhaps a mushroom summon, heck a mushroom pet would be cool. My friends and I searched for hours for better weapons for our summoner and found nothing.

As for magic I could see mage being different based on the elemental effects of their attacks but perhaps casting time should be added to make them a ranged stationary build. There are already skills and gear for standing still so why not use them for mage as well? Magic should be powerful but slow to cast. Have mages be low agro ranged high damage or high effect.

You could also make magic a support class with optional side weapons that apply buffs or healing to other players. Not as useful in singleplayer unless the spells effect pets and summons. A summoner mage build could work well.
soundtoxin Sep 3, 2024 @ 1:17pm 
For Mage one of the best weapons is Arcane Staff which drops from Malugaz pre-wall. Fireball Staff was also quite good early on I think, its alt fire could even break some blocks before you could mine them with your pick. For Summoner most people are saying the Bats are the best weapon, which is again pre-wall. Keep in mind you can upgrade weapons at the Upgrade Station later to raise their stats. So you wanna look at unique effects, attack speed, and so on more than the raw damage to start with.

Also the other guy is right, Magic is Ranged. So first of all note that a lot of tooltips will mention "Physical Ranged". Magic is *not* physical, but it is ranged. So anything that boosts your Ranged damage applies to Magic as well, it's in large part reskinned Ranged. In fact if you are playing Mage you should train Ranged as well because I believe every single Ranged perk applies to Magic. Such as doing more damage with successive Ranged hits, that activates when using Arcane Staff. There is also one Magic weapon that is a sword, and in that case I'm guessing that having Melee trained will also help there. This is a game where you wanna train every stat for the most part. Another interesting thing for when you *aren't* playing a Mage is that training up the first 25 levels of Magic actually helps every single class because it increases your Critical Hit Chance %. Not for Magic, for your *entire* character. there are a lot of weird interactions like this, I don't know if they are intentional and here to stay, but for now there are some weird builds because of this. Other than MP and Magic Barrier you basically wanna treat Mage as playing Ranged and use similar food and gear and so on. I think both want to aim for high crit stats usually as well.

There are also skills for Melee and Ranged that benefit the other in a more obvious way, like % chance to increase Melee damage every Ranged shot so that once it kicks in you go up and hit with a sword, and then Melee has a skill that works the other way around. They definitely do not intend you to do a one pure skill/class run here, and if you do you'll be notably weaker.

Also for status effects you can get those from skills and weapons as well, like just training your Gardening will let you apply a chance to poison on hit, Melee can apply knockback, Ranged can apply slimed/slowed or stun, etc. That's on top of some weapons like the Blowpipe for Ranged already having a chance to poison.
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Date Posted: Sep 2, 2024 @ 7:05am
Posts: 5