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Now I have seen that you have opened a new topic on this, but I don't want to repeat everything.
Just here is a short stating:
1. Must have Spell Picks IMO for every Bishop:
Start: Energy Blast, Heal Wounds
Level 3: Magic Missiles + One Wizardry Buff (Enchanted Blade and Missile Shield must have)
Level 6: Fireball, Whipping Rocks
Level 8 or 9: Iceball, 1 x X-Ray, 1 x Armormelt, 1x Element Shield, 1x Soul Shield
Level 11: Portal and Summon Elemental
All other spells deemed necessary can be purchased or chosen from the rest of the spell picks. Level 6 and especially level 7 spells are not a must have for the Bishop.
Important to buy if no spell pick: GA, Identiyfy, Knock Knock, Screen, Rest all, Armorplate, Chameleon (and all available buffs), Insanity, Sane Mind, Less Cond., Purify Air, Heal All, Light, Soul and Elemental Shield, Armormelt.
Attributes:
1. Priority Intelligence
2. Priority Initiative = Speed +Senses: I do it in such a way that I first increase Senes to 70 and then increase speed. Once Int is maximized, Senses and Speed are increased.
For Melee Alchemy Bishops (Humans):
3. INT+DEX with 3. Priority Str could be good for Alchemy Bishop with melee.
Races: Elves are best for hight Initiative, Human for + melee. No Faeries = No Shield +squishy. Bishop can equip slightly good armor but no Faeries and you need Speed + Senses for initative build.
Buffs: Every Bishop needs a Wizardry buff at level 3. Later buy buff books for each Bishop to train skills at each realm. Buffs are always useful for a spell pick.
Missile Shield, Enchanted Blade, X-Ray must have.
Chameleon useful: Enemies in the distances can hardly see you and you could surprise them starting combat (firballs from distance), doesn't work if enemy is near.
Shadow Hound: Camp, if Cultists are near with this buff. They stand in your range when you awake and could kill them easier.
Armorplate : Useful, higher AC
Detect Secrets: Useful for Bishop with Psionics as 2. Priority to start Mental realm for later Insanity
Skills:
Spellbooks: 1. All Wizardry first priority for damage spells. 2. 1 x Divinity and 1x Alchemy for 2. Priority, other books is up to you what you like.
realm skills:
1. Start Fire and Divine
2. Earth
3. Water
Mental: somewhere between 2. und 4.
Air: No need (only Missile Shield + Portal) but if you like
Class change: Change before Ascension Peak to Psionic (best Option/Imunity) or Alchemist (best Level 7 damage spells).
Thanks, not necessary. I tried to take already as much as possible from your earlier thread to save you writing.
Thanks, with the exception of Heal and Soul Shield these are all Wizardry spells. Would then a mage, with its many advantages not be even better?
If I understand correctly, you finally give Missile Shield and Enchanted blade to all bishops in the party. How do you cope then with the 3 minute timer.
For Chameleon, I know the theory, but for me, I do not recognize a difference between having it on or not. No more surprise attacks, not less aggro and combat starts at the same distance with and without for me.
Shadow hound, very good trick to lure them into melee distance. The only thing is that their elemental is then also in short reach...
I will come back to those answers in more detail later. Thanks for your explanations.
(all of this speaking for myself, and not necessarily HOK)
1) Stats
Int/Spd is a great build, but I've found Bishops to be quite forgiving in terms of stat spread. As long as I pump Int, I've had effective bishops with Pie, Vit, Dex, Spd and Sen as second stats.
For what comes third, it doesn't matter, since you won't have problems beating the game and you won't get a 3rd stat to 100. Vit or Sen are probably best for partial investments.
The critical skills for bishops are all on the left side and all except Divinity are governed by Int. Furthermore, since a Bishop will cast spells on 95% of rounds in a reasonably-balanced party, Power Cast has by far the biggest impact.
2) Party comp
# of bishops in the party matters. HOK and I now both like 3x bishop parties (I use macros) and with 3x bishops, you can defend, wait for the monsters to rush in, cast 3x AOE, next round starts, if you have high initiative Bishops, they cast again before the monsters move so you got 6x casts in a row. That kills almost anything, especially because Bishops can always target the monster's weakness with the best AOE. It doesn't even matter what the rest of the party does. But if you have instruments, Dracon Breath, bombs, Mindblast Rod, an extra mage, etc, that's even more AOE.
For that strategy, you need Spd or Sen. Both can work--Geepope prefers Int/Sen, HOK prefers Int/Spd. If you are planning to stay in Bishop Spd is probably better because the +20 Snake Speed boots only work if Snake Speed is unlocked.
3) Race
Race is almost always elf, unless you are going for an Str/Int staff build or something. You don't need max possible speed at the beginning. Faerie gives up too much in terms of lost equipment. Faerie bishop is totally viable, but it's weaker in the long-term than elf.
I sometimes take other races, but just for variety. If you want a slow bishop, Gnome is also good.
4) Artifacts
I split stacks for Artifacts to 18, and then split stacks and right-click identify for Alchemy, so Bishops pumping Int and 55 base Sen get a ton of skillups. Using Amulet of Healing requires 81 Artifacts for no backfire, so ~65 base gets you there. Even if you are short of backfire by a few points, backfires are rare, and Amulet of Healing needs are also rare in a strong party.
5) Realms
I run around everywhere so I use Rest All a lot. I also set up casting macros for junk spells like Paralyze, Slow and Freeze Flesh, so I cobble together the water points. Acid Splash and Frost also help once I find the books. In easy battles or cleanup rounds I just spam these junk spell macros to train realms and dump mana.
The whole strength of the bishop is that it cross-trains realms using different books--EB sets up Blinding Flash which sets up Fireball which sets up Firebomb which sets up Lightning which sets up Nuclear Blast, etc.
With 100 Int and 60-70, realms train very fast, even from a low level. Water gets used a ton in the mid-late game, so it always finishes pretty high for me.
Air tends to lag the most for me on Bishops, since Air is usually my last choice of offensive realm.
6) Spell picks
I am greedy so I try to save as many picks as possible, but that's not optimal.
Picks depend on # of bishops in the party. EB is a must-take. Heal is optional.
At level 3, grab Magic Missile and split Enchanted Blade/Missile Shield/Blinding Flash among your bishops. The alchemy guy gets BF. In a 4-bishop party I would have a guy take Detect Secrets as well.
At level 6, grab Fireball if you feel unsafe on Arnika Road. Whipping Rocks is absolutely worth the pick because the book is so rare and expensive.
After that you have access to all the vendors so you can do whatever you want.
(I also like to use fresh Bishop imports from Wiz7 these days, so this changes my picks a bit from the above.)
7) Builds
In a 3 bishop party, I like Wiz/Psi, Alc/Wiz, and Wiz/Div as my 3.
Priorities are (in order)
1) Alchemy to 40 at any cost on one character. Alchemy needs to be ABOVE wizardry on this character. Meaning, for Wiz 15, his Alchemy needs to be 16. This guy gets the light book and stamina book, and full dumps Water mana whenever possible. Blinding Flash is extremely powerful against Gregor even on Expert.
2) Wizardry to 15 for Magic Missile on everyone. This kills everything in the Upper Monastery and also, along with Energy Blast, gets you through Arnika Road, even without Fireball. If the Alchemy guy in a 3-bishop party gets Magic Missile a level late, that's fine. 2x Magic Missile still murders everyone in the Upper Monastery.
3) Wizardry to 30 for Fireball and Whipping Rocks on everyone
4) Divinity to 30 on one guy - the Divinity guy is still Div 2nd, but once you get to 30, that book trains easily from Rest All (Braffit), Armorplate (Kunar) and Magic Screen (Braffit). Bless and Divine Trap from the Monastery train Divinity, and Identify Item (bought in Arnika) will be needed for Cure Diseases and Renewals. All this together will get you a lot of training.
Remember Bishops have tons of mana from all their spellbooks so you can cast all these buffs and still have plenty of mana to fight with.
5) Divinity to 15 on the other two (Guardian Angel training)
6) Psi to 15 on everyone, mana dump Insanity for training.
Having a dedicated Wiz/Psi actually doesn't matter, since it doesn't have any unique utility spells you need. Psionic spells are more powerful when they are stacked, so I value training Psionics on everyone eventually.
7) Allocation of points
After I get these basics, I spend level-up points on bringing up lagging books. Since realms train 4x as fast as books do, I try to spend the minimum possible points on realms to get the basic spells into the green.
Spending points
Get everyone's Alchemy to 40, at which potion mixing powerlevels it to endgame levels.
Get everyone's Divinity to 30, at which point Rest All and rotating Armorplate/Magic Screen will get everyone to 60+ by the endgame.
Get everyone's Psionics to 45 for Ego Whip.
All remaining points put into books until they get to 75. In practice, my no-grind bishops only get to level 7 spells in two books before finishing the game.
8) Buffs
There are 9 out of combat buffs in Wiz8: Light, EB, Missile Shield, Detect Secrets, Armorplate, MS, Shadow Hound, X-ray, Chameleon.
The reason to use a pick on Enchanted Blade is because it maximizes training opportunities per rest even before Arnika--it's good for whoever is lagging in Wizardry. But it can be skipped if you want to save the pick with little impact. The same is true for Shadow Hound, Chameleon, etc., it all comes down to whether or not you want to maximize the training or wait for the books.
The more bishops in the party, the more I want to maximize the training early.
I rotate the buffs among the Bishops depending on who knows the spells and needs the training. X-ray goes to whoever hits 45 Wiz first.
9) Learning books
I try to roughly spread out the books among the bishops into ways that I can organize them into macros. For example, if one bishop has Itching Skin and the second has Web, I will put my next available earth cone on the third bishop so that is my "no damage earth training macro". I'll split Shrill Sound and Whirlwind, etc.
10) Specific spells to look for
GA - trains Div guaranteed. Really nice for pushing to 30 Divinity.
Insanity - trains Psi guaranteed, great for dumping excess Mental mana for offense and pushing towards Psionic Fire/Ego Whip.
Soul Shield - in my experience, in a party with good mental coverage, this spell is almost not needed. I need it mostly for Bayjin, so it's fine to get it a bit late.
The Marten's Bluff ghosts can be easily killed around the corner with 3x Fireball.
Element Shield - I am greedy and usually buy this from Crock. Casting responsibilities shift among the bishops based on my macro setups.
Identify - goes to the Divine Trap guy. Mostly important for identifying Cure Disease/Renewals.
Knock Knock - I sometimes do a short grind with this on the Alchemy guy to get to 40. I've timed it, going from ~34-40 takes about 7 minutes. After that I buy KK books when available for everyone.
Sleep - imported bishops start with it, so I sometimes use it for training. I set up a 3x or 4x or 5x (with Bard) sleep spam macro.
Paralyze - a great spell to dump water mana, since the backfires are inconsequential in easy fights. Imported bishops start with it.
Basically, rush Alchemy to generate money and then backfill books as you visit vendors throughout the game. You will have most spells on most characters and have more mana than you know what to do with.
----
I do have some bishop runs in mind. I am thinking about doing an 8-bishop challenge as well as a run of HOK's 3x Fighter/3x Bishop party. Both would be streamed, so you can see how I use the class.
The bishops in those two parties would be built differently.
Thanks a lot for all the effort and your explanations. Just want to encourage you to come up with your bishop guide, even if version 1 is not perfect. This would be really going to help a lot of people how to build strong bishops. It would be a pity, if it got buried under these threads. Of course only until AI starts writing guides online just from the existing forum posts
Kindly allow me a few remarks:
1) I understand these bishop will do magic and only magic till the end. So you need support for the few fights when magic alone is not the solution. So I expect your mentioned 6-8 bishop parties will work differently.
2) You mention Dracon Breath quite often. I personally use Dracon Breath only in survival critical situations, because while it has a nice AoE effect, it doesn't build skill. So if I have the chance to beat the enemy with melee, ranged or magic attacks, I prefer those.
3) Your SPD preference is explained, this means that Haste is not used very often or not at all to keep the order of movement plannable. Including Haste and excluding situations, when Haste has no or limited effect, pumping SEN has the better effect on INI, because it cannot be boosted with a party spell (only Superman)
4) School priorities are very clear, and I conclude that with Alchemy at 40 and stack splitting you can bring the char to 50 in Arnika, which is necessary for cash and also restoration potions en masse.
5) I do not quite understand the remark of Wizardry 15. Elf Bishops start with 7 skill in Wizardry + 5 at allocation is 12 + another 3 at Lv2 should already do it. Or do the allocation points go elsewhere? Realms, to reduce backfire risk?
6) You mention Armorplate from Kunar, but this involves an early visit of UBC, allegiance to the Umpani. Does that mean that using that hidden portal is a prerequisite for the build?
7) Also understand that you use Identify as part of Divinity training, not psionics. You explain further down why. Clear.
8) Psionic is for me the only class to make use of that tons of mental mana during combat, too precious to be wasted. Psionic has also outstanding defensive capabilities in some situations. For these 2 reasons I like to have on char focused on Psionics second.
9) About points allocation, take into account that realms have an impact on casting skill 4x as high as books in their realm. So getting key spells into the green in most cases is faster with training realms than books imo. More to come on that. Books is important to get higher level skills, and if your spells of one book are spread out across more than 4 books. I do not have the complete overview over the consequences for bishops yet, but I suspect improvement potential in this case.
10) About these buffs, I fully agree with you. A bishop always has tough choices with every spell pick: Shadow Hound or Iceball? Chameleon or Elemental Shield? Both build skill, one in combat, one out of combat. I plan to provide data on the effectiveness of these spells.
11) I also understand you even out training of realms with "empty spells", spells that are not supposed to have an impact on the battle, but are for the training.
12) The marten's bluff ghosts come in different flavors, my SFN recently had Lv18 ones. Three fireballs won't be sufficient for those. But even if you need 10 Fireballs, the message is understood.
13) I understand the usage of KnockKnock training to get Alchemy to 40.
Again thanks to you and HOK for sharing your experiences with bishs.