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Mana is basically unlimited and an absolute non issue. it even regenerates between fights and you start every fight with full mana. from lvl 1 to around lvl 42 i played a lightning spellblade with arcane bombs which was pretty good dps wise but was very very squishy. I switchet to an Ice evoker now and this has even more damage but on the other hand everything is screen wide Perma frozen.
i dont think the other classes can achieve this based on their Ressource system.
Is there is something I'm missing about mana regen? Do tank companions work as viable tanks?
You can pick talents that increase your mana. And no, since your companions are essentially an extension of you, the mobs pretty much always go for your character.
your gear define most of what you'll play, as simple as that.
some legendary are straight up broken, i found some blade which applied bleed on all hit and gives +6 max stack, just go stab stab in melee and everything will die with tics of dot for 1000+ damage per second, and if you can apply another source of burn/chill/necrosis then ... easy win.
unlocked bows recently applying either burn or necrosis on weakpoint, so play with proper team and you can just troll the game.
early game regardless of class isnt the funniest.
I will say this much, my one gripe with the classes is that they all have a "magic feel" to them. Obviously from previous games you had Templar, but the lore implication was they sucked down lyrium to gain the power.
In my Nightmare playthrough I used corrupted ground and staff charge weak points to melt things. Frost Nova to CC and Spirit Bomb for the healing. And I this was just free balling it not looking at guides or anything.
All in all, play what you find cool. I'm doing a reaper build on my warrior playthrough just because I think it looks fun and cool.
I will add, one thing I'm not huge about with warrior is the Captain America shield throwing.
Ok, that just made me want to try a warrior.
(alll things I say are assuming, you skill all core skills first, which needs 6 skillpoints.)
If you specialize in spellblade, you can get a skill, which halves the mana-cost of explosion-skills
There are several skills, which will regenerate health and mana after en elimantion (e. g. using the "e"-prombt, when an enemey is fully struggling, You don't acutally need to kill the foe with that afaik...)
Getting advantage of the struggle, which a lot of skills add will help with that.
If you skill to Necromance, the direct access-skill to that speicialication let's you manually regenerate mana (with using block and light attack)
The Necromancy-area (NOT specialication) of your skilltree also has a skill, which will easien your mana-management if you equipe mixed armor-parts. (e. g. not fully light, medium or heavy, but mixed in any combination. This is also the only skill, where you can take some advantage of heavy armor.)
The tiny circle-skills are little advantages, but they still can be VERY important (additonal 50 mana is one of that...)
The normal circle-skills will improve active skills
The hexgon-skills will add attack-combinations-skills. (but a lot of them are defense-skills, which need momentum like perfect dodge or perfect block, e. g. parry.)
And the big diamond-shaped skills are actual active skill for your skilbar.
Each skill has a category (except the ultimate, it seems...):
Explosion, area, length, "hit" (I don't know the english term... in German this is called "Schlag"), projectile and control. And the medium circle skills will improve those skills. Each active skill falls in two of those categories.
Your equipement can also help with mana-management. One of the light armors will give you addional 50 mana, so you can relative easily use 200 mana (e. g. 4 dots.)
Also, don't unterestimate the detnation-combinations. It isn't stated, (maybe the last patch added it) but your core-active-skill will detonate the drained-state, which rogues can provide. On the other hand, rogues can denotate the "overcome" (I don'T know the exact english term... "überwältigt" in German...) state. One of the first active skills (the lightning attack) will prime that. So I suggest to get a rogue-companion as fast as possible. (which you - of course - even don't need to rrecruit first, since Harding is one...)
Your other primer-abiltiy will be "weakened" which fighters can detonate. To get those, you need to invest some skills, though. (either in Necromancy or ice, with ice being accessable faster.)
So having always at least one rogue with you is best, because you can detonate two different primers, then. With a rogue and warrior, you can detonate all 3 primers.)