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
Namely Flame Blast - it does huge aoe damage to 3 squares ahead of you. Can potentially hit up to 9 targets. Each get a seperate chance to crit/resist, so chances are even against high fire resist mob,s youll get some hits in, and probably some crits if your magical focus skill is high too.
On my freemage at 100 magic, even with grandmaster prime magic (and master fire as thats the limit for fire for her) - flame blast was outdps'ing implosion by quite a lot.
Grab some jewlery to bring it over the level limit and it does some serious damage. I've had 700 point crits, or over 1500 total damage hits across a group of mobs.
Air - chain lightning sounds good on paper, but yea in practice it just never works well. Seems like 90% of the harder mobs in the game have 50% or more air resistance. Where as many have 0 fire, or even take bonus damage from it. The highest any seem to have is maybe 50%, and even vs those, it works well.
Though actually my biggest damage hit ever was with light magic on my paladin heh. And she used a sword, so no boosted crits from a focus. Was versus 6+ light weak monsters at the end of the game, around 1800 damage. Human freemage can't get grandmaster light, thus can't get this damage spell (And the lower lvl light damage spells are rather terrible).
And yea crits in this game are devastating, they use some weird formula so they get boosted way more then in other rpg's, netting you around 3-4x the damage for the top end staves (didn't even manage to try duel wielding orbs, that may be better), so the magical focus skill is very much worth it. (Also the prime magic spell that boosts destiny is also very useful)
Also re: radiant weapon - seems bugged. Says it will prevent enemy blocks, but doesn't. Worthless spell due to this.
I guess due to this set up, the best magic damage dealers are actually runepriest sand paladins oddly enough, not the free mage. Freemage is the best all arounder tho, I mainly used mine for her 3 stat buffs (might, destiny, perception), and various resistances. Only started heavier on the flame blast in endgame to speed things up when my defenses were enough that I didnth ave to worry much about survival anymore.
Do you think it's even worth it to invest fire magic skill now, he's great and everything like buffs and healing, maybe I should just stick with those, also can I get a critical on a heal abiltity, so maybe investing in magic focus to get crit chance to ultra heal my party. TY
getting some STR/Magic is basicly only really good for opening secret doors. The effect on the spells or attacks themselves is very minimal compared to other things, so the value of putting alot of points into it just doesnt feel worthwhile in alot of ways and is usuasly better spent on increasing characters survability with evade/vitality, or just increasing their mana pool.
The game itself is fine, but the choices the player gets to make with custimizing their party is very underwhelming and can be pretty disatisfying experience in terms of RPGS.
and I dont think theres much to be done at that stage of the game since you are near the end.
if you want a damage capable mage you need either fire or air, air for freemage, fire for runepriest.
you may also consider getting grandmaster in magic focus for high critical dmg and high critical chances with spells, it depends on your party setup.
as for stats, mage should have at least 1.5 magic per lvl increase on average, reccommended 2.
and then the other 2 points cycling between spirit and vitality.
for more details read:
http://steamcommunity.com/app/238750/discussions/0/558746089908793042/
Yeah +magic skills on gear are good (+water +fire or whatever u need) stack well with high magic attribute. I used the 2h staff relic from early in the game untill teh end. The blade dancer was also pretty decent. My 2 last chars was rather useless (pala and warden) just tagging along and ressing the druid now and then..
you also dont "need" magic stat, its just something you get if you want to boost your magic spells.
grandmaster isnt there just for new spells, the last skillup actually boosts the amount of spellpower for spells (not to mention the points you invest to get there also boost spells) of that school, resulting in higher damage and durations.