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Maybe it's because mages' spells are under power. Meaning most spells aren't overpower like the mod spells. I'm surprised you actually made that far after defeating the Goblin Mech. He was... easy actually; I had to cower behind pipes and attack with flame throwers, grenade launchers, and explosive blast since hit detection is as bad as Diablo 3's hit detection behind walls in Act 5. Perhaps you could use invincible spell which is lvl 46 nature magic which makes you imprevious to attacks for 10 seconds with the cost of 800ish mana. :s
Man it's gonna be a long while before I get to level 46 but I'll try.
My usual strategy is to summon a cave giant (which is only a level 30-something spell) and use him as a meat sheild while I chip health off them with zappy bolts. In the end the giant does much, much more danage than I do though so I sometimes just focus on healing him.
I have a couple of questions.
1: Does using summons to kill people descrease XP award?
2: Should I start recruiting people now just to make things less tedious?
3: Am I at the correct level for this area?
Then... well, the game is meant to be played with a party. Playing solo you can reach roughly up to lvl 65-68 till the end. Playing a full 8 ppl party you reach approximately lvl 56-62. As you can imagine 8 lvl 56 guys rip enemies a lot faster then 1 lvl 65 guy.
Also, balancing is somewhat bad. Melee chars are a bit overpowered. But that doesn't mean mages can't reach similar levels of effectivity. But balance between spells is also screwed up somewhat. The lightning beam spells for example are really weak.
The strong nature magic attack spells (up to lvl 38) are:
-dancing zap (in the beginning)
-ice blast
-multispark
Multispark should be your main attack spell as of lvl 38. Later (lvl 54) you get your nature magic bread-n-butter spell: "Ice fury".
Alle these spells have one thing in common... Multiple hits with small damage.
Why is that good?
Cuz of items with "+XX to nature damage". Reaching the bonepicker's outpost you can buy staves with up to +30 nature magic damge, often more then doubling these spells power.
You also should keep at least 1 combat mage in your party. They gain "Share Damage" as a lvl 12 spell, the best protection spell in the game, that makes group healing a lot more useful. Well, nature mages can do this too... at lvl 66... no need to say more...
And as you already found out, summons are quite useful. The best one for nature mages in mid levels are the zepheryl summons. They deal less damage then most melee summons, BUT always hit with their blasts and actually do what they are summoned for: attacking not wandering, cuz they are ranged.
With a nice amount of +natue damage and ice fury, a nature mage deals as much damage as a melee fighter, but also offers a summon, and a lot more utility.
Cool thanks for the advice! This explains a lot about what spells I should be on the lookout for. I have never really gotten to talk with people who ever played this but it was my jam when I was a little lad. Last question, am I the right level right now? I just want to check in case I am actually supposed to be higher or lower. I am in the area just after the robot boss fight and the necromancer.
Oh and one more question before I forget, how do I chance spell books or spells quickly? I usually just manually drag and drop them in inventory which isn't ideal in a fight.
6 archers is good, as well as 6 fire mages with grenades, the longest range spell in the game.
You can set party constellations to do this easily.
And yes lvl 38 is "ok-ish" after the goblin lair, if its the magic level. It's normally the level I reach when playing a 4-5 ppl group, but a bit low for solo. Or is it the base level, and you do not use +nature magic skill level items? Robes can have +3 nature skills at that point, up to +2 from books, and most commonly +1 staff (meriks for example), quite rare but possible +1 amulet and +1 headdress.
Thats also a considerable damage boost.
If "necromancer" means gresh, as in gresh the necromancer attacking fortress kroth, then its definately to low.
Yeah It's my base nature magic stat. I don't think I have found any nature magic boost items until the plot staff I just aquired. I'll be on the lookour for some better gear when I hit town and go shopping.
Alternatively you could try to go back to Verma. But iirc she only generates +2skill robes.
nature is support class, or you can try stealth/avoid combat gameplay
I have a run on hard difficulty and I really am suffering as I am using an Archer/Nature Mage combination.
Archer is just fine (especially with the crossbows xD) but the Nature Mage is not only hard to get up to but because of my insanely low health I just can't deal damage and get taken out by Zaurasks in less time than you can say Glitterdelve Mine!
For the first 26-27 levels it is easy. Just dancing zap the night away.
Then you arrive at the forest, get crap drops, (the best staff I could scrounge up was +3-8 nature magic damage) and have to make do with Iceblast, and iceblast is SLOW (at least it feels slow after being able to rampage through everything with Dancing Zap's massive AoE) and you have to be close to the enemy to reach full potential.
In the swamp Multispark starts to show up. It is a step up in terms of damage, but it also costs more mana. At this point usually, you switch from healing hands/wind to Major Heal, and start using Shock Armor to keep your defenses topped. Multispark also requires mastery in positioning to deal the most damage, to keep both yourself and your enemy on open terrain.
The goblins are a nonissue, but the water dungeon and the fury den after that are hell.
After you get icefury though... things get sweet :)
My solo NM finished on level 64.41 and killed Gom using Icefury and a Dark Zepheryl summon.