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Oh right you could target specific part of the body...
BUT THEY ONLY DO MELEE DAMAGE
You can get to the early 20's with possibly a perfect record just mastering the mage's starting abilities: arcane blast, arcane grasp, and buying the shove skill (shove is optional). The one caveat is the 2nd town boss, you would have to skip him for later.
The goal is just to keep the melee gladiators wasting a lot of their turns doing lunge attack which have low accuracy or just walking/jumping in our direction. When they step in melee, arcane grasp deals big damage and pushes them back, ideally out of melee range. Arcane blast is also big damage and ranged, so we can spam that. When they are on cooldown, most the time we'll be taking a step back, especially when a single step back takes us out of melee range and forces the enemy to lunge at us.
As for skill points, pump attack 10-20, 7-8 vit, 7+ int, 4+ stamina, etc.
Consider using a sword or polearm, arcane blast / grasp adopts your weapons damage and bonuses. The sword would give arcane blast/grasp +20% more damage once you beat the enemies armor fully off, the polearm simply adds more base damage.
You can beat the first and second town, all except the 2nd boss, then go to the northern town where no special abilities are allowed. Just go buy the best polearm and armor you will basically outslug any gladiator that's unfortunate enough to not also being holding a polearm, and even some that are.
Now you'll probably be early 20's with enough talents and skill points to make the traditional mage route more viable, and we didn't have to use any special build to get here.
I got my mage to level 65~ and was doing upwards of 6K damage with molten death, effectively 2 hitting everything. I was using shield block to survive a few turns reliably, but that only lasted to grand champion 10 (or 11? the undead priest) He kept resisting almost every spell and stacked debuffs more often. I was out of time and got the bad ending but in hindsight I think having one alternate source of damage or a different choice of spells would have really helped, like something from warfare pool.
Also Frost and Necrotic were the damage types I used the most, one lightning spell to counter other mages or bards was enough
Sorry about that, maybe I could've gone further but still it was miserable..
My one and only good ending was with a knight class, which also the first class I picked. I can't seem to go that far with any other class (I focus mainly on STR)
What were your stats priorities? INT? the INT-focused bosses will definitely countered you, since they have absurd amount of stats. Meanwhile melee class get a lot of hit chance bonuses from warfare talent tree (not sure if gigantification helps but it boosts your STR also?) like the weapon talents.
And yea I really need to skip that tanky regional champion, I can't even shoved him down the chasms... its like he had 100% chance to resist the fall or something.
However that wouldn't really help with the survivability though, taking a step back seems useless when your opponent landed those lunge attack that have low accuracy, but since I don't know how much you invest in defense to actually increase those odds, with your low STR and DEF you'll be likely to get hit and it will whacking away your armor, meanwhile they took no damage and you waste your turn on just taking a step back. Not to mention they will gain spirit for it... which highly favors melee fighters (All physical do crit/hp regen/etc.,)
Maybe you might get somewhere after that but... beating the game? It will be hard when I literally lucked out hard with my run. (my knight literally blocked almost every single attack and landed most hits)
Can't imagine the same happening with mage.