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Only in my opinions.
The Dark master has a nice antiboss spell. Just like that.
The teleport is some neat thing, but is also a bug-fest induced spell.
Depend on you want use fire to deal damage or not. I strongly recommend your shaman get expert in Fire. Burning Determination help a lot !
Dark - Only used wards and detection spell.
Prime - Get expert for identify if you're playing on warrior, and then go GM or stop at expert. Until GM (implos) it's bleh.
Air - It crits for a lot, i got it to GM, not really need it. Problem is, i felt like most enemies resisted this school of magic, even at GM level.
Fire - Cool buff at expert, mucho dmg.
Earth - Must have imo, playing without this is really challenging. I'd get it up to master, since the GM spell never really worked wonders for me. Master gives you some cool -50 armor debuff which works on bosses.
Just remember, since you can only cast 1 spell per turn, combine the schools in a way where you can get defense up in 1-2 turns, then deal damage and heal at the same time. What you should split up:
Light - Earth -- Split this up as both have heals, on preferably 2 chars.
Water - Light - (Earth) -- Split these up as all have some damage mitigation spells (water shield thingie, celestial shield thingie, stoneskin) to pref 2 chars.
Fire - Air - Prime -- Most direct damage spells, don't put everything on 1 character, you won't use it.
Hope that helped.
Many players already finish Warrior mode with All Magic.
They claim All Magic is easiest among All Might/Hybrid/Magic.
So, without a tank is fine.
Also, one thing, for your freemage, consider getting focus to GM (gives you crit chance and dmg). It's especially impressive in the late game when you start critting 1000+ dmg with chain lightning (unless monsters resist it).
That said, I would never raise Primordial past expert. Identify is absolutely required, but Implosion does terrible damage, Spirit Beacon will most likely break your game, and Hour of Power is better to just get from a shrine if you really need it.
Dark is fairly lackluster too, but Freemages have nothing else worth putting their points into and it's not nearly as bad as Prime. At the very least, having GM Dark gives you a very large buff to dark resist that you'll be thankful for late in the game.
Earth - Heal + Damage/Debuff. I haven't really played much with Earth, but it's supposed to be awesome. Stoneskin can provide survivability. Acid can strip 50% of a target's armor. The highest level spell operates like a Demi, doing a percentage of HP damage instead of a set #. The first level spell can root an opponent to the ground, useful if you're nuking from a distance. The only problem I see is that most of the undead opponents are completely immune to most of it's damage-dealing.
Fire - DAMAGE. Standard nuker + some decent support skills at expert level. Immunizing against status effects is usually better than curing them. The master-level fire-shield is an awesome way to hurt opponents who get lots of attacks (in my fight with the Crstal Spider, it was doing a good 150 damage a turn, passively, while my party blocked or dodged 1/2 of its attacks).
Wind - AOE Damage. Kinda lackluster damage until master-level, where it's AOE damage is king, though I guess the starting spell's ability to push enemies is useful.
Water - Support/Damage. It's first level spell can take an attack off of its target, which is very useful for multi-attacking enemies. Liquid Membrane is supposed to be one of the best support skills in the game.
Light - Heal/Support. Useful for heals, ressurection, and damage-soaking. The best character for it is a Paladin, IMO; they've got the kind of survivability that makes them good healers.
Dark - Support/debuff. Kind of a one point wonder. Infravision + secret detect are very useful (I don't know if its a bug, but it "paints" secret walls for me, so that I can see them kinda far off). Apparently Agony, the GM spell, is the bee's knees, though.
Prime - Support/debuff. At least on Expert in the party. Identify is such a useful spell that it's worth 7 skill points on its own, plus you get to shatter any groups armor, and you can rid your entire party of status effects with dispel (careful, it takes out buffs too).