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Maelstrom is best used as a fight opener/initial trap. The cast times are just too high to do much else with it unless you have pawns that are beastly at drawing aggro. The only thing I really find myself using maelstrom on consistently is to set one up before opening a chest that might have a maneater in it, since it stuns the maneater instantly, preventing it from grabbing you. By the same token, you can also give a throwblast or a rock/brick to a pawn before opening the chest as well.
The bread and butter spells for sorceror, as far as I remember, are levin, bolide, comestion, miasma, and gicel, with the last slot being variable, although most use holy enchant, since HFB is the absolute most OP thing in the game, especially in post game/bbi, where almost everything has a holy weakness and low magic resist.
would be when a dragon fell onto its side because of damage, and is expected to remain that
way for a while (due to a newly started High Bolide/High Maelstrom or similar)..or when you
have decent protection because of your location.
For that reason, it isn't something you'd want to use on multiple dragons in an arena setting.
You can use High Maelstrom to take out all C.Gorecyclops without them ever touching you because of High Maelstrom's range (it can be moved far away from you before you start it).
It is also a nice spell to "clean up" when you have lots of lower enemies (collecting dropped loot from dying enemies in the middle).
Wyrmking's Ring (the real one from the quest) and Articularity augment helps to shorten
the casting time a bit.
No, HFB isn't really the most OP thing in this game (blast arrows are)..but it is one of the
few things which makes sorcerer a viable vocation to use in BBI. Most bosses don't
let up for long enough to only regular spells..and magic in general don't work so well on
Death (MK trap is an exception).
I'm also fully aware of Wyrm ring and articulacy, Even with those, however, you'll barely and rarely be able to cast a full high maelstrom just off a knockdown. Not only is the cast time an issue, but so is the animation that the character is locked in after. Stone forest, which is, IIRC the MK skill with the longest cast time, and well known for having such a long cast time most players can't use it, even with articulacy and Wyrm ring, you still barely have enough time to get a 2nd level cast off before a dragon gets up from being knocked down, and it doesn't make you useless after the cast.
matters much when the enemy lies around (or is bouncing around in the spell) for quite
a bit longer than yourself. It is a situational spell, but one which is quite effective when
you can use it.
It almost never blocks my screen as I tend to use it at a range. Obviously if you want
to coax lower enemies to self-destruct you can cast it on yourself, but..
Every statement I've made, and the majority of others seem to be from the same position, that is, of the usage of sorceror skills without relying on pawns.
Blast arrows are expensive, and only really OP in the specific situation of tenfold spam. When used with fivefold they are far weaker. Meanwhile, HFB provides a quick 'lol ridiculous damage for no effort' to every class that can use a staff. The only one that doesn't have the ability to self buff for it is MA, and magic archer has other skills good for rapidly outputting massive damage with no long buildup (relative to other staff users), while the other classes are all hampered by cast times for massive damage output attacks.
Had to ask this as it just occured to me (talk about a delayed reaction..Oi!!!) but I like using the Sapfire Daggers since my Arisen has been deliberately leveled to have a balanced set of stats. I was wondering if my interpetation of your earlier reply is correct or if I'm being a dunce and interpeting it as I wish.
Does Morbidy cause the debilitating effect of the Sapfire daggers to land more readily? While I get that it affects weapons that inflict topor, silence, etc, I wasn't sure if the enchanted nature of the daggers is a different property for some non-obvious reason.
From what I remember Karathrax pointing out to me, the way debilitations are inflicted is by increasing an hidden number range that representes the monsters status for that debilitation. Once the max number is reached, the debilitation is inflicted. You could think of it as an invisible status bar. A player/monster's resistance to the debilitation adds to the length of that invisible meter, that making it take longer to inflict the debilitation. Aguments like Morbidity will ;increase the amount you increase that hidden debilitation value by (i'll call this debilitatino damage). Weapons like rusted daggers have a (possibly) fixed value of debilitation damage they can inflict based on their enchantment level (higher enchantment=higher debilitation damage). While I know this works for poison, sleep, silence, tar, and slow, I've not tested it on satuse lowering debilitations. I'm my sleepy state, i'm thinking It doesn't since I seem to remember those are considered under a different type of debilitation (similar to how the game referes to things under the vague catigory of "Archmagick Effect" and "Non-Archmagick Effect"). I may test this when I get a chance, but not having a weapon that inflicts status lowering debilitation (other than that fighter shield for lowered strength). Do feel free to test this yourself. I'm about to start a new job and might not have a lot of time to spend in games now.
Morbidity should increase the chances of successfully inflicting the Sapfire's Lowered Defense debilitation. That being said, I still strongly believe that regardless of build, Framae Blades are second to none on BBI.
Ahh, thanks Paradox! I may have to muck about with Morbidity a little to see how that works out. I agree that the Framae are probably better, especially since I tend to favor running Immolation on most critters that I intend to climb. But based on how those leapworms can lay a hurting on you if that buff is stacked, I figured this applys to critters too and things like a Gorecyclops might suffer appropriately, or certain drakes.
But upon further consideration, i guess that the sheer raw damage output of the Framae with Immolation running outperforms the debilitation of the Sapfires. I'm probably just reading too much into the lowered defense debuff when those worms manage to barrage me down to half life sometimes.
Currently, my character is 190lvl (I think Im doing too much BBI).
Honestly, I'm often switching between a Mage and a Sorcerer; mostly because I'm a magical nexus to my party (which consists of a Warrior (my main pawn), Fighter and Strider (rented pawns)). I often find more comfort in casting Grand Anodyne, while they are running towards "the big bad".
While I'm a sorcerer (when I'm not doing BBI) my spell list looks like this:
Miasma - this spell does wonderful job on almost every enemy. I love seeing their health being depleted over time.
Lassitude - slowing down the enemies is crucial for me to cast High Maelstorm, and for my harem of bearded dudes to finish their job.
High Maelstorm - even if something is resistant to dark, it still gets a lot of damage.
Grand Frigor - since ive got the ring, it's my "core spell", even if I'm playing Mage, Sorcerer, Magick Archer, or Mystic Knight.
Holy Affinity - totally must-have. Bringing it whenever I can. As a Mystic Knight, I'm taking Holy Trance.
High Giciel - slow and easy to interrupt, but that's why I have Lassitude.
I'm trying to get myself (and my main Pawn) gear with regenerative properties, so I can switch onto Sorcerer, permanently. I love being a Mage, Grand Anodyne is just wonderful but...lack of damage and broad AoEs on Mage is kinda dissapointing, and when sh!t hits the fan, I'm forced to retreat.
https://steamcommunity.com/sharedfiles/filedetails/?id=1525542319
https://steamcommunity.com/sharedfiles/filedetails/?id=1515547502