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Báo cáo lỗi dịch thuật
soak
perma cast
i think you confusing both mode. electric spell that crit you in wet is blaster mode. it start fight in slasher mode.
Try manually casting soak.
Anyway, at this point in the game, even with crazy buffs, you tend to get more power out of casting a ton of attack spells on perma-cast rather than your main attack. I tend to either go with a "slow fighting" earth/water build to bury the enemy, freeze the enemy, poison them, and generally slow them down while having extreme amounts of defense and HP and trying to out-heal the damage, or else going for "fast fighting" with lots of potions, fire/air, and trying to kill the boss before it can get much done. Unless you need the ceremonial dagger to break an enemy's buffs, you can give up on having a decent attack speed, throw on mithral plate and a staff and just go for magic damage. Once you get the next element, you'll have a good use for multiplying the damage off splash, as well.
The bangle of critical protection is -40% mana production, but you can pair it up with the gloves of deft spellcasting, which cut mana costs by -50%. If you've got a +9 weapon, note that downsides to things like the gloves don't get multiplied, but the benefits are.
Also, it's possible to knockout the mode change. It doesn't immediately try to mode shift again, although if the fight goes on long enough, it can happen.
Edit: yep, just full damage got there. thanks!
Equip armour and a weapon that will massively boost your max MP.
The Robe of Time Wizardry or the Druid's Robe would be the easier ones to acquire.
As for Weapons, the Golden staff is probably easiest, and needs around Fire 38.
Then perma-cast the Mind spell "Mana Expansion" which is unlocked around Mind 38.
The combination got me just above 100K.
If you're a bit under, just upgrade the weapon/armour enough to push through, and/or use spellcraft to boost Mana Expansion's spell power.
The thing is, the elemental familiars are not really balanced at all. They're just some of the bosses that have level scaling of their stats. This makes the rock golem a real letdown because earth's big thing was high defense, but if you're earth primary, YOU probably have higher defense than your golem and you don't get to cast your bunches of healing spells on the golem, so the rock golem is a defense-focused familiar that is weaker than you! When I was earth primary, I just used the sewer fish (for raw damage) and stood in the front, myself.
Windglider, the wind-elemental familiar, meanwhile, has scaling evasion, and unlike defense, if you get evasion up high enough, the familiar can tank anything that isn't auto-hit (like those damn corrosion spells you see in the next couple areas), and a couple areas after that, you hit enemies with 180 or 200 accuracy, and if windglider takes hits, it's pretty fragile, so I have to shove it back behind me.
Basically, having elemental familiars be your same element can often lead to your familiars stepping on your toes because they generally try to do the same things you're best at worse than you do. It's just that evasion is an odd one out because your equipment's evasion doesn't scale as hard as the monster stats scale, but your defense sure does. Having a familiar with a 0.3 second attack delay using wind slicer from the back is still great, but I don't look forward to a poison familiar that is likely to just do a poison spell worse than mine which therefore doesn't even get applied...
I really wish there were options to make your healing spells, antidote, and/or status protection target your familiars, because they'd be a LOT more useful that way...