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http://youtu.be/4JeDt08oB18?t=8m20s
Oh, you also get two summons, a "shockwave" ability that cannot be interrupted and can knock back all surrounding enemies, a "stoneskin" ability that makes you invulnerable for a short time, an activated that greatly increases your dps, and a few other nifty abilities. So yeah, these guys are insanely powerful.
Then again, Rust-Scrolls can be bought, and there aren't too many chests with 100+ locks on them.
The demon hunter heal is better than the guardian one, since it also heals your partner. They only get one glove spell, but nothing is immune to that (as opposed to fire/ice/lightning, where you occasionally get immune enemies). On top of that, Demon Blade (the DH speed buff) also works with it.
The rest of their spells consists of two summons (which give the enemy mobs someone else to stunlock), a melee damage buff, a defense buff and the usual shockwave and single target attack spells. And to top it off, their spells are IMHO cheaper, as getting enough magic crystals turned out to be a major pain. You better get that mining skill early, else you're in for a lot of frustration. "Ancient Knowledge" tablets are sold by vendors on occasion, and you don't need that many of them to begin with.
The vodoo pirates IMHO got the short end of the stick. Between the other two, both paths were interesting but the demon hunter one was a lot easier in my opinion.
The Guardian "glove" spells replace both melee and ranged combat (holding right-click aims and then left-click shoots at range - pretty far too). Range attacks are single-target, melee attacks are around a 90 degree (guessing) cone and go a little further out than close melee range. Foes cannot block/parry magic, but they can dodge (roll). Different foes are weak to different elements and if you find the right element, you'll out damage melee. If you don't find the weakness, you will do less damage than melee (or none if the foe is immune). You cannot block/parry so will have to rely on dodging to avoid getting hit. The rain of fire spells is a area of effect, centered on you, follows you, decent area. Does 10 damage per second. Duration is based on crystal magic rating. It is not channeled - fire and forget. Magic staggers most foes just like melee. A bit of a glass cannon.
Both are disgustingly powerful after you get them built up enough. Both are fun. Probably doesn't help you make a decision, though.
Depends on which skill you're talking about. There's one skill that adds an attack to a Melee combo (any normal weapon), another skill that adds an attack with a magic combo (that is spells you equip in your main weapon slot)
A couple of other thigns I noticed as a DH. The Heal spell is area effect, healing your allies as was noted. This includes either or both of your Summoned minions if they are in range. Since the summon spell duration baiscally tics down their life, that means the healing spell will effectively extend the durability/duration of your summons.
The duration of the buffs is significant once you get around 70+ Rune Magic. I would hazard it's long enough for the rune to fully recharge by the time it wears off, meaning you can probably keep the spells up at all times. I havn't attempted to do this, but if there is any downtime it would be short.
Meele speed buff + Meele damage buff + meele speed and combo skills = total destruction of just about anything. (and if you manage to get meele up to 100, you can tack on another 25% damage on top of that). I'm only at piercing sword 70 (meele 50), yet with a 55-85 damage weapon I can drop 50 and 100 glory enemies in 2-3 hits. the 200 and 400 glory ones take a bit more, but you get the idea. If you do get surrounded, a quick shockwave can get them off you, and you can probably kill one before the others recover enough to attack.
Oh, and one last thing. Dodge becomes Teleport. That alone makes it all worth while in my book.
the raise dead spell is awefully overpowered imho, esp when you push a bunch of those fast moving claw deamon things that you take out into range and can get 5-6 in some places, they mess up everything even faster than the golems as they are small and fast enough to get all around the enemys first.
i dont know about the weakness or other spells as nothing lives long enough to eally try most of them out, i atk only have 3 spells on QB the rest are utility things like parrot/monkey/food/rum/telek/vodoo dol ect.
Also fighting a certain boss with tons of little critters that attack you while you fight her was very easy this time around with fire storm and fire fist. Her mobs all got stomped in the fire and she couldn't block my fire fist. When I first faced her as a guardian specializing in melee, it took me almost 20 minutes to beat her. Mage did it in about 2.
I ran 1. playthrough Guardian and realy loved it
Now I'm playing as Voodoo Tribe (i refuse to call it voodoo pirates you actually are a part of the tribe and not rly a pirate anymore)
Demonhunter are massive melee orientated while the other ones can be played as ranged caster (voodoo can even be played as tank) I'm sure demonhunters can be used as ranged caster as well but their focus is definatly melee
The story does not change what class you choose but the side missions are different and that makes the game worth playing all guilds.
What might also help you and others:
as guardian you get 3 free sight skills to see Magic items, Gold and worth items and plants
The other guilds have to buy those sights but have other sights as well (voodoo for example has weapon sight as well as undead sight but he has to buy them)
I'm fairly sure the cooldowns don't start until the effect (buff or summons) wears off.