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Mage as a permanent Vocation is best left to Pawns.
One of my sorc pawns had this spell that was doing 50-70% of its health bar per cast but was barely casting it.
I got annoyed and started a new game and went sorc right at 10. Then leveled up till I had the high version of that spell and went to fight the drake again.
Just like the pawn I was doing 50-70% damage again but ♥♥♥♥♥♥♥♥♥♥♥ it takes like 4 minutes to cast the spell and the drake flapping its wings at me interrupts it.
Ended up starting over again and going assassin.
Assassin is awesome I love counter attacks.
2. Assassin is awesome indeed, but too bad you didn't discover group casting. Maybe it would change your mind on Sorcerer.
dump mage at 10, go for sorceror. Mage just isn't really worth playing as in comparison to sorceror since it knows pretty much everything mage does and does it better with greater stat growth.
Go to Bitterblack at 10, change, and never look back. When you're a higher level you can grab the 10% magick augment from mage
And I did read about group casting but I just kept imagining the enemy/enemies running around interrupting the casting regardless.
I can see sorc being amazing but I think assassin is my bag after trying all the classes.
Assassin is the only class where I've never felt helpless with all the blocks/dodges/counters/and having access to range.
It's great.
Healing (and curing) is done with consummables (potions, healing herbs, incenses, etc....).
Proper build for mage is buffer (affinity, spellscreen) and more importantly saper with first grapnel then fire, ice and lightning special effects (namely burn, freeze and shock effects).
Also, using special staves, silence, torpor and tarr (if you got someone else using powerfull fire attack in your party).
MK augments can be interesting to take too as a support mage, making pawns you revive stronger for a time.
In combat mage is more dynamic than sorcerer, but you need to put to good use your knowledge of ennemy's pattern to see the opennings, involve yourself instead of staying away while your clueless pawns struggle, and actively support them with the right spells at the right moment.
Also you need to form a proper balanced party, not just take random pawns with random vocations.... a mage doesnt need another mage to be around (unless you're doing it to train your mage main pawn), a mage need a melee pawn to force ennemies into their close combat pattern, a mage need a pair of sorcerers to abuse spellscreen (sorcerers already have a very high magic defense, spellscreen, once stacked 4 times, double the physical defense and KD resistance).
And if you wonder, yes a mage can solo..... the entire game and DLC (only arch nemesis is the metal golem).
Use that floor-flame spell a lot, especially on dragons when they're floored. I think it was Poison/Slow-down cloud to proc on certain enemies. Spamming multiple level1's seem to be better than level2 which takes too long to cast. Wear the 10% cast-time-reduce ring of course. Levin spell (lightning) sucks even on enemies that are weak to lightning like the cockatrice.
Can't remember what I did fighting Death. I think I just ran away to save the pawns lol.
edit - I think they removed the mage class entirely in dd2 and sorcerer downgraded to a base class.
Comestion is a great spell, it's a staple for Sorcs too. Mages can put out respectable damage but at that point...why aren't you just a Sorc? And then why aren't there two Sorcs in the party to spell sync? And the untility Mage does offer is hard to pull off even for pawns in BBI because the dangerous mobs are so fast and hectic. But like I said the Mage looks a lot more dynamic in DD2 fortunately
For other spell is use grapnel (even solo, it's a nice way to apply debilitations while holding down a target), ofc holy affinity for HFB, then spellscreen (I keep it at 4 stacks all the time for double defense).
Then I use the augment that increase KD resistance while casting along sanctuary (for when I get grabbed by a monster like a garm or a gorecyclop/CDG... it's also a good way to no match a LA once in critical health).
Mage needs a lot of consummable like the summon crystal (for necromancy) or the goddess thingy (that summon bolide instantly).
Mage is rather slow at killing things unless these thing are weak to holy (because HFB).
The crystals that induce sleep or petrification also can be of great help against certain type of ennemies... (garms, elder ogres, gorecyclops, giant undeads...)
An important part of the arsenal when going solo/duo mage are a pair bloody knuckles along a glove of might (for golems and gobelin shamans), a golden staff (wyrms, gobelin shamans), a rusted staff (topor), and a tarred staff (ennemies that are weak to both fire and tarr... very niche but deadly).
Then you need a handfull of throwblasts (all vocations should carry at least 5 of them at all time, on a mage a dozen makes a lot of encounter way easier) and only use them on already controlled, or even better, knocked down ennemies.
A lot of ennemies are better avoided or killed using gravity (casters always taste better with some cheese, MA being the swissest one).
Mage best companion (for a duo) is a ranger (strider is nice too, but strider pawn no longer work in areas with low cellings...), though a strider is more recommanded against a metal golem (you will need to bait the metal golem below his disc so that hailstorm volley will hit the disc when the pawn aim for the golem).
I think mage is the highest expert mode (with handicap) to play solo (in BBi, in gransis it's just casual play). You need to perfectly know every type of ennemies you're gonna encounter.
That is.... iif they arent resistant to holy.... otherwise you just need to HFB the crap out of them from behind a wall or from outside the room, and you're golden....
Any vocation that can use HFB autonomously becomes automatically OP if you abuse it... even mages.