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Start the fight with rain, then throw a lightning blot on your target; you'll deal extra damage (because wet target is weak against electricity) + you will shock the target wich will loose at least one turn.
Of course, elemental resistence is important. If you're against an annemy with 80% def against electricity, use something else ^^
EDIT: If you're looking for constant numbers, go Geo/Pyro. Ectoplasmic Discharge is the most reliable (not a lot of peeps have heavy resistance to oil/earth) and heaviest damaging spell in ze game.
Your damage will take a hard spike as long as you keep Rain/stuff that sets wet on your targets; their being soaked makes them take extra damage on top of making shocks stun. In order to maintain consistant damage with Aero, this must be done. Otherwise, your numbers fly all over the place.
Meanwhile I had some other fights in which she shined a bit more.
Earth / fire? Hmm... I tried that in former games, but was annoyed, that
1) Often enough my melee(s) was afflicted, too
2) In small areas (rooms) I see no way to make good use of both other than the tier 1 bolder or the like
A new thing:
Despite having max magic armour, she steps from normal ground onto one tile of cursed ice and is instantly frozen solid.
I've sent her through cursed fire and it always said "magic armour prevented burning".
How can she be frozen and her magic armour did nothing?
The other of the team went over the same cursed ice and there, the magic armour worked.
Still weird things which are not really to explain?
Also, you run into the elemental resistances of ennemies which is a huge problem. This is one of the reasons a lot of people say a physial dps party is just more easy to play and efficient. I'm running a geo mage fane in my current playthrough and i swear half of the ennemies are extremly resistant or downright immune to poison, which means half of my spells are useless.
Super conductor from a high location? all enemies hit.
THUNDER STORRRRRM is simply hella strong.
Closed circuit hits hard, but small range, like poison wave.
Chain lightning, awesome.
So, superconductor... Thunderstorm... Chain lightning are all great AOE damage. Simply amazing.
Hydro, has piss poor source spells. But deepfreeze hits HARD. So does Icebreaker (1ap wtf)
Hydro is also very easy for ele affinity.
Strong source aero spells + cheap hydro spells (ele affinity), the ability to constantly freeze / stun 1 or more targets (especially with rain)
heres an example from my 15 team.
Super conductor is hitting for 800. To everyone. Thunderstorm 1.2k. Chainlightning roughly 700.
Electric discharge, like 400.
Icebreaker (for 1ap?!?!?!?) 1.1k
^thats broken.
On top of the damage being decent... aero has the teleports, the stuns. hydros got the heals and cc. ps, healing ritual against undead is stronk.
The fact that Dazing Bolt is bugged (it often hits invisible ceilings instead of the targets) doesn't make up for that.
But never though about aero as damage source before lvl 12.
Full imunity to fire is very rare thing. Yes, high resists are common, but :
a) fire damage is incredible and able to crit-melt even through 40-50% quite well.
b) flay skin help a lot too.
Who need poison? You should have only one school maxed to 10, second school will be +/- only supporting (and for high-resist fights).
And why we need it? My pyro mages literaly melting everything since Driftwood.
Slowed in first round is all what we need.
Before last patch 100% worked fine. Now I have all 3 SP spells so don't need that little worms anymore :)
Not. Lakes of fire :
a) damage enemies (and death is best form of CC in DOS2)
b) make them try to avoid moving on fire = wasting AP and/or teleports.
c) you always can have enough armor to survive round 1. after it you shouldn't have any problems to finish remainings.
It does. Aero became damaging school only at 12 level. Without superconductor and chain lighting combo it's simply can't deal any notable damage.
It may have been an illusion, but CC in Lone Wolf Honour Mode made me feel safer.
Blessed smoke cloud - 2 turn invisibility (and you can shot every turn and hide after)
Uncanny evasion - another great thing.
3 teleportation spells
Great support spells for chars with low int.