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Water is a good thing for fire mage: Steam is incredibly powerful. Steam lets you attack enemies without getting hit. The low damage against eels doesn't matter if they can never see you to attack. No need for heals, you can permanently block eel vision with steam. Steam can also draw ranged enemies onto land in water levels, as they will approach to get in vision.
Wall of fire lets you use burst of flame and flame portal anywhere, this is a key part of the fire mage kit. When you can use the insanely powerful burst of flame and flame portal anywhere...
Every mage should try and get an alternate dmg staff, it is very useful. This is not uniquely a fire mage thing. Same for spells, if you do not get an alternate dmg type you are severly handicapping yourself.
And yes, many elemental mages want another damage type, but fire needs it more than the others do. Then you're left with the fact that fewer cross-class spells work well for a Fire Mage vs other mages.
Not sure yet about enemy resistances in RF4 vs RF3, but in 3, fire resistance was much, much more common than lightning or cold.
https://www.youtube.com/watch?v=BgI6Md15fso
Steam is also incredibly effective against Yendor, try it against Storm and Ice Yendor.
Fire mage is not able to use freeze as effectively, this is balanced by being extra effective with poison cloud. What other spells are less effective? (Maybe freezing cloud, but that spell is useless).
There was more stuff with fire res, but after most of the Click Clock Keep had fire resistance removed the raw number is on par with toxic. 40/40/27/11 fire, toxic, cold, shock. 22 enemies are weak to fire, 30 weak to cold. Toxic is by far the worst with no weak enemies, two side dungeons and the abundance of skellies in VoY. Fire/ice feel pretty balanced (1 SD each, equal amounts in the Vault). Shock is the outlier, need a shock related SD to balance things out, and less toxic res in the vault.
I was playing RF3 last night as a Fire Mage and got that area and the Core. Really sucked as I couldn't use a fire spell or starting weapon for most of my run, making my class choice meaningless.
Ah, I didn't actually state the basic mechanic: To block vision, you need 1 cloud between you and the enemy. If the enemy is standing in a cloud at the edge, it can see you.
Eels usually cannot move out of the steam as they are stuck in water. Use the way steam expands to make an extra row of clouds in-front of them on land, blocking their vision.
In places like sunken sea, use the way enemies walk through steam to get the ranged enemies onto land. It doesn't prevent all damage, but will let you kill them with fire damage. It can be possible to stand on water and maneuver them onto land, it depends on the terrain and the enemy, and is more risky.
For Yendor, he will try and approach, but every ~10 turns will blink away, making it hard for him to ever get through the steam.
Ranged enemies have a chance to kite away if they are within 3 tiles of you. This can be used to increase the time they are in the steam.
Another little trick with steam is you can block enemy vision to cancel smites or lightning strikes.