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回報翻譯問題
Haste and Armor are shamanic spells.
It's not mental, but it doesn't work on inanimate objects. (Needs a life force/astral presence/essence/soul/whatever you want to call it.)
Manabolt should be a mana-spell. You resist against mana based spells with willpower.
Powerbolt is a phyiscal based spell. You should resist against physical based spells with body.
Most grunts should have more body than willpower, they should as well have dodge. They should have an easier time with powerbolt.
Qi casting a bit like shadowruns version of kungfu magic, or spiritual martial art.
EDIT: That said there not real options for traditional mage class, glass canon i mean. The basic magic attacks fairly weak compared to other attack forms, ontop of that all damage spells except flamethrowers have fairily medium to long cooldowns. Mage i think here in there best functional state more a support class than raw range dps.
But thats just my opinion.
IF you want a mage dps you properly get best result going into pistols and pick mage skills like aim and strip armor(also if you can get hands on stun with low cooldown to force enemies out of covers), than picking mage damage spells.
So without taking things way off topic to answer your question they are trying to do spells like the table top game where ever they can in this computer version and in the PnP game magic fell into one of two classes and that was NOT conjuring and spellcasting but rather physical or mana. physical follows the laws of physics so range, cover, armor, ect will apply, so powerbolt flamethrow, all that kind of stuff reacts like it was ranged combat for the most part. mana does not follow the laws of physics but simply requires LOS alone. All casters manipulate mana for all things magical and conjure it out of the the astral plane into the physical one and only things with Auras (essence means living thing means it has aura) are conduits so mana based spells actually are attacking someones Aura if you will, rather than their body so the only defense against mana spells is willpower, magical effects that do so, and was affected by essence. all others were physical and more easily resisted by the average mudane person and came into being out of the caster rather than the target, then physically had to travel from point A to B.
Didn't dragonfall state if the spell being purchased or viewed in general state M for mana and P for physical or was that in someones well made UGC that I remember playing but don't see used in Hong Kong?
Not true, again they wanted to follow PnP as much as they could and a mage could "level" the rank of the spell he was casting as low or up to as high as the rank the spell purchased was... and the higher he chose the grater risk he had of not being able to resist all the damage feedback that came with any spell ever. This game chose to try it out as more familiar cooldowns and so the way to experience it in the computer game is casting before cooldown allows and basically "fail" your resistance roll
I picked up a couple of new damage spells with cooldowns of 2 and 3. I now have 3 damage spells and I should be able to do a rotation between them + the stun spells.
Thanks for the tip about stun spells by the way, i didnt realize stunning someone removed him from cover. That'll come very handy, and is much more accurate than gun equivalents.
Just saying when i compare i bomber based mage here compared to how mage was back in shadowrun returns they fall way behind other classes. Saying that as i oersib who played both close combat class here, range dps via weaponry and finally dps mage with combat damage spells. They just don't add up as viable against other damage types less your interested in putting out mediocore damage.