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A mage with no knowledge and set to something like scather will most likely not know what to do and climb.
Some people will also purposefully use lower ranks of spells which cast faster for pawns. I think you need to be careful then when upgrading spells since selecting a lower rank means being careful to not upgrade it all the way.
Do not under any circumstances upgrade the heal spell for your pawns.
But thanks, I'll keep all that in mind ! I'll just stop using mages or sorcerer all together and use source water and incent as healing instead
Also the AI does mostly what it's learnt so far so if the pawn has been mostly a strider climbing on bosses an you switch it to a mage it will keep doing that, which is why most people recommend picking a vocation for your pawn and then have them stick to that vocation for the majority of the time. They will however eventually settle down and be more like their role as a mage eventually. The easiest way to speed things up or make them good at a certain vocation is to switch to the same vocation and then have the same skills and start using them in the way you want the pawn to act since the AI will try to copy what you do. So for instance if the pawns don't normally use their skills in combination if you spam certain combinations then the AI will start to mimic and use those combinations as well. Sadly the AI is pretty much incapable of using combinations on their own though two different pawns might use a combination together but a single pawn won't chain skills together unless you've showed it how to do it enough times.
Nah but it usually happens when an enemy comes too close to them so they cancle the spell ...doesnt keep them from being nice mages tho.
Second: I don't agrre for MAGES to not upbgrade their spells. See, that they have articulacy instead. (this will shorten the cast time., it's a sorcerer-augment) That's even more important than acuity (the sorcerer-magick-buff-augment) and/or attunement (the MAGE-Magic-buff augment. somewhat weaker than acuitiy, but cumulative as far as I now.) Because all debuff and buff-spell have a fixed effect, that won't be affected by magic-attack.
Gravitas helps that they will not get knocked down by goblins... Inflection significantly reduces ALL Damage, when casting. Bastion reduces PHYSICAL damage all the time. Awareness ruduces MAGICAL damage all the time, and intervention reduces debilation-length.
This all helps to not ge interrupted. As for interrupting their spells themselves, it's true: Beast-knowledge and inclinations have a significant influence to that.
It's said, that the guardian-inclination is a bad one. I only partly can agree to that, tbh. I don't know, how mages and sorcerers will behave, but if you play a ranged vocation and have a ranger with guardian as second inclination with you, they will try to be near you and use the bow, instead of getting close, using daggers. Maybe this is also true for mages and sorcerers.
However, if you play a melee-vocation, guardian on a ranged one is a bad idea, because guardian will make the pawn staying close to you. And you pobably won't that, for a ranged class, if you are melee.
Pioneer for a ranged class is also a bad Idea imho. Pioneers tend to head on as first. Not realy a good idea, if the strongest skills are ranged attacks.
if you don't knwo what inclinations are, here you go:
https://dragonsdogma.fandom.com/wiki/Pawn_Inclination
Thanks a lot for this thorough answer ! I'll check all that :)
Thanks guys !