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Elf:
I also made the elf a healer but that is mostly because having 2 heroes cast area of effect heal and ressurecting the dead will make fights alot easier.
Dwarf:
I turned the dwarf into an elementalist because i though earthquak would make destroying buildings faster(i was wrong)
He is now mostly my area of effect damager.
Orc:
The orc i turn into a shapeshifter because his bearform is an awesome tank.
As a general rule i prefeer:
Control>Buffing>Healing>Tanking>Dps.
As control doesnt exist in this game and the buffs are near-worthless(they dont do enough to justify using them).
I will also share my point of view. I am playing on the circle mage difficulty, so for me survivability was the key factor for choosing builds(well, mostly).
I am writing it from memory and I am playing the game in a non-english version, so I do not use the proper names of the spells, abilities, or even stats. Sorry if it does not make much sense.
My main hero is a full Constitution + rest in Strenght with the three auras maxed from the leadership tree(+Res, +Dmg, +Regen) and now I am going into passives for 2h weapons damage and probably life leech from black magic.
Yria(Elf):
Reset her and made her a front line fighter with heavy armor and dual wield Dex based weapons.
For skills, I chose the left side of the white magic tree with the shield buff(for fights with debuffers, especially silence) and the HoT spell. The HoT spell has an additional buff, that says, that EACH beneficial effect gives additional HoT and spell points regen, so it is a combo with my main heros auras.
This alone makes my party almost immortal, as Yria can regen the spell points used for casting the HoT faster, than the spell duration, or even the decreased cool down(25% lower from passive) and the healing is massive.
Isgrimm(Dwarf):
Reset and went full Constitution and Will Power.
Went for the AoE taunt in the Dyscypline tree and for the Ice form spell that makes him invulnerable with decreased spell cost and cool down for ice spells. Now I am aiming at the stone cyclone spell from his unique tree.
The idea is to taunt and ice himself as much as possible.
With these three I was able to kill in a fair fight the two trolls in the map where you first meet Isgrimm and my party was around level 7-8(in circle mage difficulty each had around 2.7k HP and hit like a truck with 100-150 dmg per swing with knock down).
Gor(Orc):
As I already had survivability, I wanted some damage and CC(and the only cc worth anything in this game, in my opinion, is silence). So I reset him, went with 10 Int and rest in Will Power. Maxed the summon undead(as it provided some synergy with my mains auras and Yrias AoE HoT in melee range) and the two spells on the bottom left of the tree, the AoE debuff(4 different harmful effects for 10 sec) and the single target burst damage that also damages nearby enemies(the spell also deals additional damage for each harmful effect on the target, so it has some synergy with the debuff field). He has great spell point regen, due to his high int, so even when he is out of Yrias HoT range, he can cast spells quite reliably.
Respite II, Preserverence II, Exploding Zombies, Talisman: Summon Walker
Auto: Hammer with Blunt+Fire+Black
Role: Tank with con 9 + Tower Shield (27% block) and Heavy armor, Aura buffing 20 allies for health, focus and resistances, and summon more allies
Yria (Arcane Archer): Restore II, Tiaras Shield II, Impaling Shot I, Talisman: Heal
Auto: Bow with Pierce+Black+White + chance to purge + chance to summon goblin
Role: Healer and stunner
Ianna (Assasin): Flurry of Blades II, Phantasm I, Doppelganger II, Talisman: Fire Nova
Auto: Two daggers with Pierce+Slash+Ice+Black, inflict Dreamweavers Mark II, chance for bleeding+impaired, 30% damage=health
Role: Run into combat with two dopplegangers, kill kill kill
Undergast (Mage): Paradox II, Retailiation II, Exploding Zombies, Talisman: Summon Walker
Auto: AOE staff with Ice+Black+White, chance to weaken and silence
Role: Debuff and damage enemies (Auto+Paradox), Buff allies (Paradox+Retaliation), Summon allies
Basically, the party is a small army with 6 exploding Zombies, 2 Walkers, 2 Doppleganers, all of them buffed by 2 auras, retaliation and paradox.
Main (Full tanker)
Stats: Mostly in con, enough str to use weapon. Once max con, invest in str.
Gear: Best tanker armor/helmet/shield available. Highest DPS one-hand weapon available. HP or Direct attack accessories
Abilities: Brutality/Discipline/Black Magic
Abilities: Leadership Tree, aura path
Abilities: Discipline Perk, Sword & Board Perk, Black Magic Perk
Yria (Reset)
Stats: No strength, no con. Mostly int. Enough dex to use bow. Enough will to use robe/hood
Abilities: Everything on White Magic Tree
Isgrimm (Reset)
Stats: Enough con to use default armor. Max int, rest will.
Gear: Magic staff, will or focus regen related accessories. Fire amulet works well with ice/white/black staff.
Abilities: Everything on Elementalism
Main character
White magic
-Clarity II (better for healing than restore)
- Hierophant I
5pts on CON and all the rest in INT/WIS
Active spells : Clarity/Call of the forsaken/seed of darkness
Dark Magic
- Call of the forsaken II
- Seed of darkness (insane aoe combo with the aoe bleed from elf)
the third one is really flavor you could take elemental only for the first passive (+x% spellpower)
Elf
just put things in her passive and took all the arcane archer stuff and took the stuff that heal anyone that hit the target in white magic
I play her with INT/WIS
Active spells
Arrow of light/ aoe bleed / the debuff that heal all that attack targets
Dwarf
i specced him in elemental (full fire) + only all resist from his special tree
I picked the mono target Fire + fireball + earthquake
Orc
i just play him with Darkness / fire totem when i take him
Int/wis
Active: Seed of darkness/call of the forsaken/fire totem
Assassin:
i picked her decoy things and the "psy" tree i use her with a bow but i think would be worth a try to get her an AOE staff to see if the passive from her psy tree work on the aoe. ( i seldom pick her otherwise)
Demonist:
i dont play him
the Inventor's guild mage:
call the forsaken/ethereal blade/seed of darkness
(thats all i got for now)
on a final note, basically your zombies are your tanks, it spawns by 3, and make the hardest mode a joke, they can tank 10 mobs like its no big deal.
i seldom have to use any heal/mana potions, i didn't die once since i have 2 summoner in the team, even the maps that are supposed to be "RTS" and payed with an army (especially in circle mage mode) i only need my team to do it (and faster than rts mode) the dwarf does wonder with its earthquake II to clean ennemy bases.
I killed all the Orcs in the first village without using the village militia army, and i killed all the orcs clans to get the Orc toon without using any army either.
just aggro every pack of monsters by casting 1 or better 2 zo;bies in the middle of the pack, everything aggro them.
then its just AOE bleed, 2 seeds of darkness and be done for 90% of fights.
qt my current lvl (i didnt even get to the 2 relics yet)
the 2 darkness seed do about 250 in aoe each.
and with 3 toon using AOE staff + yria with her bow everything drops super fast anyway.
just make sure you pick one or 2 guys that can pop zombies and your game becomes easy.
maked my main bow-dark m - ligth m
summon undead best skill for tanks, also fun corpse booom, i like combo it with bow tree Mine and ricochet
do no but in my option elemental mages look weak, take it only for fire side not best invest, skill vs buildings mostly useless and warrior have same, but he can single-attack kill any watch-tower.
in RTS mode most units have high element.defence and phys attack work much better, 50% other enemys killed by my ranged auto-attack and undead as tanks
my team
main character spe dark magic undead summoning 3 devorer summoning 3 healing 3 and all the dark magic aptitude 3, walker summoning item
Angar pure tanking with is 2 aura and aoe taunt 3 , concentration item
Uram , dps with heavy axe vampiric, haste aura 3 whriling attack 3 demon summoning, walker summoning item
Undergast healing 3 paradoxe 2 undead summoning 3 walker summoning item
Main: full tank: holy shield (later Avatar); Respite, Preseverence, and full discipline
Uram: Melee damage dealer: whirlwind, death kneel, and demon summoning
Yria: mostly healer, but also damage dealer and summoner: healing, resurrection, and this chain-arrow thingy that jumps to other enemys. +bow with chance to summon random wild animal + helmet with chance to summon goblin = one chain shot into an enemy army: horde of animals tearing apart EVERYTHING
Rohen: damage dealer, kills stronger units: with chain lighting, fire ball, fire spark for stronger units ,full elementalism, and his combat opportunist perk
chain lightning kills weak units instantly => infinite focus
So one chain lightning + chain shot and armys are mostly dead, especially with the AIs addiction to spam of trash units
Old post i know sorry, but did they remove the aoe bleed from yria?