Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fireball and Flamethrower are very common as well. They do solid damage and not much resists it. Manaball can work in a pinch as well. For the base campaign Chain Lightning works wonders for group damage and AP removal, but it loses effectiveness in the Extended campaign where 70% of the enemies have a JoltAlert arm.
Of the crowd control spells, again, they don't offer much in the Extended campaign if they do AP damage. Blind/Glue/Distraction are amusing replacements if you enjoy crowd control.
HBS added in the JoltAlert since so many people (myself included) were soloing the Dragonfall campaign with AP stripping mages and physical adepts. So you get a majority of stun-immune enemies to shake us up in the HK Extended. For a normal run through of HK, go as AP damage heavy as you want, but be ready to mix it up when you load up the second campaign.
Oh, and you *can* use AP spells in the EC if you want. Chain Lightning/ Lightning Bolt still do their damage, and removing 2 AP can be helpful, but with the way the JoltAlert arm works, if you knock an enemy out on their next turn they are back at full capacity. You don't get the turn or two leeway of finishing them off at your leisure. I find it far more effective to just "blast them into their component atoms" as your guest puts it.
I used a mage for one Tai Po run, and basically equipped a combination of damage plus buff and utility spells. Flamethrower 4, Fireball 3, Haste 3, Aim 3, Blind, Heal 2 and Armor Stripping 3 (or was it AS focus 2; I forget offhand) were what I carried, and it worked well in that regard.
I'd have loved to try out Haste 4, but there was no way to get the karma for it. I'm bringing up a Shaman right now, maybe I'll finally get a chance to check that spell out.