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Whether you take telekinesis with him really depends on whether you plan to have him doing most of the item pickup. It's much more useful for your 'looter' since it lets them grab things from a safe distance (especially if they're the sneaky sort).
You probably want to put 1 each in Body Building and Willpower. More helps, but the escalating cost means that you don't want to raise them very much.
All Skilled Up and Bigger And Better are natural choices at some point. Glass Cannon is an option but you do need to mind his health if you go that route - invest heavily in Constitution and don't worry so much about Speed, both because this will help his surviability and avoid having him waste surplus APs (due to the higher max cap from Con).
If you get to rank 5 in a magic skill, the perk involved may be worth your while. Aerotheurge in particular gives stun immunity, which is a strong benefit. If you can spare a few skill points to get Man-At-Arms 2, the perk to gain additional vitality is also helpful (especially if you've gone Glass Cannon and want a bit more of a health buffer).
crap got one more speed D: , oh well havent got myself killed yet but will focus cons now (my int is 10 already so...) i see air looks great high level will focus on that , just have atm earth (1 point) water (2 points) fire (2 points) air (2 points) dun have witchcraft or man at arms :x guess i should get those too right?
focus int up on him, and get some more speed for ap.
Not with a glass cannon. A little speed doesn't hurt, but with the double recovery and needing to have a high max cap to avoid wasting it, Con is a much better secondary for AP purposes and it prevents the character from going splat too easily.
OP: Speed 6 won't hurt. At this point you should really focus on a single magic school and try to get it up so that you can access higher level spells as they become available. The other magic types will provide a smattering of support for it. You can work on a second magic type later when you have the points, and the man-at-arms talent can also wait a little while until you have the free slots for it. (All Skilled Up and Bigger And Better are more helpful in the early going, and you'll want that aerotheurge anti-stun ability ASAP because of how vulnerable Glass Cannon can leave the character.)
I would suggest taking 2 "skills' at most, and if you feel it's necessary for a build, a minor in a 3rd skill that doesn't go above level 2. At least not until late in the game.
and if i want to max air should i keep pairing it up with water?
You *do* want a second magic type, but Witchcraft works just as well as Water for that purpose.
cool
I did the same. I have been maxing his Aerotheurge and Hydrosophist which is great for cc/damage/healing. One of my mains is also a mage Geomancer/Witchcraft which is a really great for buffs/damage/summoning.
At first my group struggled, but now that they have hit level 10 and they have gear my group has a lot more sustain in fights now. I don't have to kite enemies like I did during earlier levels.