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generally tho, on the lone mage I start off 1:2:1 magic-spirit-vitality and keep magic and spirit even, later, at around lvls 10 or so I go 2:1:1.
if I know I will have the points to invest in endurance and/or mysticism (by making very specialized builds) I even go 3 points into magic and rotate the other point between spirit and vitality.
true but he isnt really a normal mage, I mean sure druid can use armor and weapons, runepriest shield and weapons, but they cant go above expert and have the typical caster skills, they are grandmaster is 2 schools have masters in mysticism and magic focus, the shammy is clearly more akin to a hybrid that devides his focus between magic and melee.
In all seriousness, great guide and write up. +1
thanks :) hope it helps people choose their maejix
Lightening strike and chain lightening awesome against the elementals,used Dark's sleep mid game as crowd control and Sunder was used constantly.
Sunder in unison with the Runepriest fire rune was a great combo,throw poison cloud in too and the mages Storm spell nothing would get close to my melee guys with these 4 Aoe spells running at the same time end game.
My Rune priest was used as full time healer and buffer.He was GM Earth,GM light,Gm Focus,GM Mysticism and master expert fire.Celestial Armor,regen,stone skin were his job to keep active in rotation plus the occasional poison cloud.
Plus 2 x duel wielding Bladedancers made for a good group.Hope expansions allows the group to develop further.
you mean master mysticism :p cant grandmaster air and mysticism :p
I imagine that 2X dual wielders, especially if one uses daggers would have made agony completely shred anyone affected by it :)
regardless of setup you may want to drop 2 points into vit one every 3 levels or so in the early game where tanks cant really tank for he party properly yet, and after that one point every level is recommended.
this is also dependant on how much investment you have from endurance skill points and gear ofc.
In the end-game, I ended up just casting fire and heal spells with my free mage (didn't want to waste my rune priest's turn casting heal when his fire damage was so effective). And you get groups clustering around you a lot. In MM6-8, Sparks was king. It just wasn't very impressive compared to the fire spells in MMX.
Overall, I was very disappointed by the magic in this game. Anything I tried other than fire just seemed lackluster or ineffective. And on top of that, my elf Hunter ended up consistently doing more damage than my Merc thanks to daggers and dual wield. Point-blank shot (Warden) was useful with the Mage Killer bow equipped.
there are a a few enemy types with some resistance to air, but overall you prly feel that air was weak because, well it IS weak in damage in relation to fire, but much more mana per damage effective as spells costs less.
air also allows to chain aoe spells like storm+cyclone and the like, while fire is a on turn nuke kind of deal.
like my guide says, fire is a superior damage school ideal ofr builds you want up front dmg and dont care about sacrificing mana pool, mana efficiency and pots/money to get it, but usually a bad idea for support mages that are required to cast others things and need to be conservative.
other schools are obviously much weaker damage wise, but offer vary powerful bonuses instead, like enemy debuffs and party buffs or disables/cc.
all in all I see rpg's with much more serious balance issues but they are far from being great too