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Ein Übersetzungsproblem melden
And there is a named bow that grants both bow perks in berserker tree while equipped, and then you can buff the bow with "one with the weapon ability" if you are a cleric or buff yourself with chems if you are an outlaw, leave bow berserker little advantage. The only good thing that probably left in this faction is enchanting, if you can endure their whining everytime you open your adjutor of course.
Zerkers have 9 weapon-like spells (mentioned above) and Clerics have 6. I want bother talking about cleric spells much- you only need Psi Amplifier- it has Black Hole (easy mode activated) and Chain Lighting (when you are in melee).
Also clerics are much easier to level up cause they dont need Cunning.
Also also cleric "mana pots" are much easier to craft. And to upgrade. Mb it is a bug, but when i playerd cleric it took me NO extra resources to upgrade small mental energy reserve into powerfull mental energy reserve. 1 to1 ratio.
Spam fire(poison) ball at range and when they get to melee-
1) roll a lot and use fire projectile
2) stun with Insect Swarm.
3) use jetpack and continue to spam them from above.
Therefore if you are at 30.0 cold rating you get 40% DAMAGE and DURATION
Same with mana pool increase: 70 minus cold rating times 0.5/1/1.5/2/2.5 depending on mana skill
30.0 cold rating equals to 20 mana pool at level 1 of skill
Oh, wow. How can I get my hands on that thing?
It is, mostly because their spells are barred behind Cunning and arrive so late in the game you won't need them anymore. If you take Extra Health early on then by level 20-25 you'll find Heal spell healing like 15%-20% of your health, which is totally unacceptable given its cooldown, so you're better off with the potions. Summon Wolf spell is also useless, magic skill affects only the duration and not the power of the spell. And as a meatshield it performs even worse than the companions.
Attack spells may be good, but they are still inferior to the black hole of the Clerics. I never really played a mage, seemed like gimping yourself in the long run. 5 skills of Magic would give a whooping 50% damage bonus, but when the original damage is 40 you'll only get 60 in the end. It performs better than early game weapons, probably because of the lack of magic armor on the mobs, but late game bow seals the deal.
Frankly, the Berserkers are worth going for just because of the bow. War Bow III is 120 damage, probably top damage weapon in the game, with Ranged skill 3 it's 150ish damage per arrow. And with scatter shot it's 5 arrows per mouse click - totally overkill against larger mutants and the mechs.
Ranged build of the Clerics seems to be better, but it needs more time to get it going, while Berserkers' bows are consistently more damaging after each upgrade than other factions weapons, which makes for a great difference, before in this game even the smallest difference in damage counts a lot.
However, I've yet to experience why One with the weapon is so great. With Laser I and Plasma I rifles the damage improvement is only marginal, and with Flamethrower I I've seen no improvement at all. Probably has to do with it being a Heavy weapon, technically a different thing. But more and more people say that Flamethrower A is the best weapon of the Clerics, if not in the game. AOE knockdown on every shot is just too much to pass by.
Another thing is after the last patch Flamethrower became more efficient since they fixed the Haggle. Pre-patch with Haggle energy ammo would drop to 1 from 2 per shot. And plasma rounds are 5 no matter the perk. At the same time flamethrower fuel costs 1 Elexit throughout the game, which kinda makes it a no-brainer choice.
https://www.reddit.com/r/elex/comments/780zd9/compilation_of_useful_items_to_lookout_for/
;)
That. It's better to focus on getting Weapon III and its corresponding skill than spread yourself thin for both melee/ranged and magic. Better to buy lots of potions than to bother with a weak Heal spell etc.
I heard there's psi regeneration amulet for the Clerics a couple of posts above and the low craft costs of mental energy reserve seemingly makes Cleric mage viable as a build, but I'm worrying that black hole damage late game (40 +50% from PSI 5 = 60 damage) will be too inferior comparing to the ranged weapons of other factions (96 of Double Barreled Shotgun III and 120 of War Bow III)