Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Magic Archer has no melee capabilities at all. You gotta play a better positioning game with this one and be aware of your cast timers.
here are some recommendations:
-consider your main pawn to be a warrior pawn with 1 or 2 ring of disfavor eventually, if you don't have it, you can get them fairly early on when you first enter cat country. if you wear two disfavor rings on your main pawn enemies will mostly ignore you. it's great!
you can also do this with thief i think, with the evasion they will still target your pawn but miss repeatedly.
magic archer's only weakness is getting bodied by enemies so this helps a lot. Fighters can also equip one taunt skill for extra coverage.
i run frost bolt on magic archer
bubble shield on spearhand to deal with close encounters
with rearmament taking up 1 skill slot
you have 1 slot left for whatever