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Checks out, managed to get the timing down for the most part. Still need to figure out how to handle abomination, but thanks for the help
Also, remember that magic potions restore your charges on spells, and boosting your int grants you more spell charges per campfire. Prepare ahead as best you can!
Magic missile's main use is for quickly finishing low-hp enemies, and for getting bonus damage on bosses, midair/while on high/low ground. Its utility significantly diminishes after Forest/Temple/Halls of Blood, but it can still be used to whittle down some foes such as imps in Tower and mechanical spiders in Factory. Potentially one of its best uses is for knocking whisps off of Whisp Queen, in Forest, or detecting the Evil Mage boss before he teleports in to attack, in Ruins. It's also quite good for killing off the shopkeeper without being harmed.
But yeah, magic missiles are freakin' useless on hands. They're actually better saved for getting chip-damage on zombies to make killing them faster, so you're less likely to get swatted in the process. For the hands, you want charm, iceball, or fireball, or just smack them with an enchanted spacer or wave rod shot or two.
Another thing to consider, is Magic Missiles do physical damage, and are buffed somewhat by applying the 'fairy magic' debuff to your target, first.
Lightning is essentially just a poor man's magic missile/chain lightning hybrid that can damage golems and potentially start a short-circuit in water, and it ultimately needs a buff, as it charges slower than missile for about the same damage. Even stacking intelligence, it is infinitely less time consuming, level-demanding, and exposing you to enemies, just to hit the thing you're trying to cast at with a sword or axe, once.
Basically, though, spells in general--and especially higher level versions, with the exception of iceball--have needed a buff, ever since they changed 'Encounter Death More Frequently' and 'Death Acolyte', not to multiply spell damage. They should not be considered your primary method of defeating just any enemy in general, they mostly have extremely niche uses that you have to experiment to find. Additional copies of spells are most useful for giving you extra 'charges' per floor, and the low-int heroes in the party are going to be the ones who get the most value out of say, multiple levels of charm, frost nova, dash, blink, or evil transformation--while pretty much one level in anything but iceball or summon monster is sufficient for the int-stacking party member(s), with those two spells getting better both the higher your int and the more levels you get (albeit summon monster 2 is arguably better than 3+, since the imps poison enemies and have less predictable AI)
Iceball, on the flip side, needs nerfed to either have a casting time, or to not do damage--preferably the latter, because ice-casing by making ledges against walls, is a super useful and entertaining gameplay element for getting around, that also frees up your dash spells for Knight.