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Otherwise you might just have to slow down and treat it like when you first started the game. Dont pull more than one, heal between fights etc... The mobs have more health and damage, the nightmare version gain new attacks/status effects
The most hilarious thing in this on my second run a rogue ambushed me i saw him in the goblin caves and he was near the centie pied and funny thing is i was running phantom and flame i guess i forgot about it, but yeah thx for pvp i guess i kite them with flame
ok thank you for the tip
hydra will usually catch aggro so you can pop down hydra(drop it right under/in front of an enemy or just to cut off their path to you), place yourself on the other side, and then angle hellfire to hit the most enemies, and repeat as soon as it finishes moving through them(usually by the time your second cast is finished if you are close.)
Usually 1-2 hellfires are enough to kill an average mob.(more on highroller, depending on gear. I go in with greys/whites usually and it's probably 2-4?) You can pretty easily walk close to enemies and bait a swing, then dip out so you have time to cast hydra and hold them.
Hellfire is also great for cutting off a path and forcing enemies(players) into the position you want, and since it can go through anything you can easily lock down a hallway if you place it well alongside Hydra.
Dark bolt allows you to then deal with enemies at a range via quicker projectiles- and if you hold off on using it until an enemy thinks you only have hellfire you can get some really cheap kills...
i think i run the same build except no life drain, could you tell me your like perks and spells?
I play other class i like the allure of dark casters i always play them in most of my rpg and medieval fantasy games , you seem to have some issues of lock players killing you or you seem salty , it's down playing the class, every class has it's ups and downs
That said the change to CoP was a good idea, less up front damage for a DoT is kind of standard game design imo.
Yeah, I run with Hydra>Life Drain> Hellfire>Dark Bolt> Curse of Pain.
Perks are Dark Reflection, Vampirism, Malice, and Antimagic (I don't feel like I need antimagic that often but I don't see anything else I really "need" so it seems like a solid pick.)
Warlock is definitely "overpowered" in certain ways, but I think players fail to realize that it leaves you open a lot if you don't carefully control the situation. My health is often dropping to as low as half depending on how well I upkeep and although I can longsword parry well enough- the moment someone closes on me and gets a hit in I drop like a rock.
People seem to think warlock can infinitely cast, but you have to take time to lifedrain. Often. I think part of the reason people get upset is that they can do other stuff in the process, unlike wizard- although you have to stay still for life drain you can stop at any moment and be casting something else. Hell I use it as a way to bait people into thinking I need to heal when I don't. If you don't you risk a stray arrow dropping you. it's high risk for high reward.
Torture Mastery is still alright, but it only barely gets you past the cost for summoning hydra without gear on. You can certainly play more of a skirmisher with it though, as it allows you to be very mobile while healing up. (though without mobs or players you of course don't have a way to fully heal, sans enough gear/life drain to get past hydra cost)
Honestly rather than nerf warlock's utility(because that is where I feel like they shine- utility, control, and skirmishing) they need to add more utility and pve abilities to other classes. I think another big reason everyone thinks they are OP is because they have the best PVE capabilities. Give rogues smoke bomb a de-aggro mechanic. Give fighters a leap or roll to get around enemies, give barbarian a roar that keeps enemies off of them for a moment... make the game fun....