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Best damage? Mage source spells which cost 3sp.
Best consistent damage? Any physical build with decent crit chance / high scoundrel if rogue instead of chance.
Best cc? Mages, because ice.
Best utility? Mages, because explode the things.
But I see you meantion mages a lot... Anyone wish to confirmed this?
Have more issues with dealing consistent damage, due to enemy resistances.
In a general fight, physical will out damage a mage.
In a "im going to pop all my best shizz" fight, mages are pretty damn strong.
2h strength build, with enough crit% is probably the strongest all around for ease of combat progression. Get like 3 points in necro, sink everything else into warfare and stack STR/Wits to win.
Archers are also very easy, due to insane damage capabilities (due to no resistences like a mage) while staying at a range.
Rogues can do nuts damage, but isn't as good as a properly build 2h strength knight.
Mages....
Pyro/geo has the most damage on paper, but suffers from dealing with the most resistant elements.
Aero/hydro has the best CC capability and late in the game can do crazy damage, so probably the hardest for "easieness of combat progression"
https://www.youtube.com/watch?v=3SQDdzQs-UA
I did the same thing on Honor, ez game :D
I have a ranger and a 2H weapon warrior and both of them do a fraction of a LV12 (skill rank not character level) summon's basic attacks. My ranger shoots for around 400, the warrior hits for around 470, while the summon consistantly hits between 500-600 every swing. Cast haste on it and every other turn it gets 3 attacks.
Im not even factoring in the fact that the mage gets to do damage and CC ontop of the summon.
Summoner is the most OP build in the entire game currently.
Warfare it's better than Ranged and Huntsman for damage. I could say the best it's to max out Warfare then maxout Scoundrel (if you are going to use Enrage) or Huntsman.
Not clear what you mean by "combat progression"?
Magic is harder to use in DOS2 than physical becasue resistances and becasue CCing cannot be done until armour stripped so getting to where the key combos work takes skill and practice.
Physican damage dealers on the other hand need only pound on physical armour until it's down and can then kill on the spot or disable easily. No resistances to worry about.
Mages do have these "I win button" monster spells you get at level 16. But it's a long road to L16.
Aero and Hydro are better IMO that Pyro/Geo/Necro because air and water work well together for stunning and freezing. Geo's CC stuff is resisted by physical armour so Pyro doesn't help with that, and Pyro doesn't have any CC, just damage.
Summoning is very good becasue you can choose either physical or magic damage dealing incarnate (and early game totems, they become obsolete) and so meet the needs of any situation.
Conclusion:
For a straightforward run choose:
2H damage dealer (start witrh 1H + shield and pump warfare, switch to 2H later)
Twin dagger rogue
Archer
Summoner + Hydro + Aero
Untrue. Only first 4-5 levels are hard. At having summoner on early levels help mages a lot.
Arriving on driftwood summoner/geo mage can buy "summon plant artillery" spellbook from Tarkin. That spell in his arms will carry you through 9-12 level with ease.
After 12 you can release full power of fire-based and air-based mages (aside their 3SP spells ofk).
No more problems anymore :)
And physican party NEED that CC to survive. While in 99% combats for mages - simple slow is more then enough (especially if remember how enemies love to run through necrofire even on tactician).
Far earlier.
Superconductor + chain lighting in one round start from 12 level (may even earlier with craft, not vendors) and it's very deadly combo (carefull with your mage placement! electricity forks may burn your own magic armor too!).
Plant artillery on summoner is "i win button" for early fights.
Epidemic of fire on fire-mage is very deadly too.
Imho strongest combo is 2 fire + 2 air mages (in early game : 2 fire/geo, summoner + support).
Yean, 4 damage dealers with no support. Ofk endgame :) (~from 16 lvl). Extremly deadly.
Nah, it's simply physical chars are way way overrated. Good single-target damage - true, but crippled aoe & utility.
In our mages party we had summoner with maxed summoning (and she get very very sweet gear most of time). But aside plant artillery, starting from 11-12 level summon damage became more and more inferior each level.
Strongest is thunderstorm.
I couldn't one shot Kraken on tactician mode with Thunderstorm, or Meteorstorm with 85% crit chance and SS on my mage. But with 90% crit chance on my ranger I one shot over killed kraken on tactician with arrow storm. I've been testing out the 3 point source spells, and purely because of resistances, all spells are underpar with physical aoe.
How much crit multiplier & int you get on your mage? It should be AT LEAST ~85 int and 210% crit multiplier.
Plus don't forget mention that thunderstorm :
* Have extremly large radius
* Stun
* Hit enemies in that huge area three combat rounds (see n2 again ^^)
Thunderstorm is very good, but for pure DPS output arrow storm just does the most AoE damage in a single turn. The fact you can apply venom coating + blood elemental arrow before casting it to stack even more DPS also, the damage just goes so high. For testing purposes, I dump points into WIT and INT and go high Aero + Scoundral to maximize the damage for Thunderstorm. Same with bow, dumping points into Ranged + Scoundral. Now for single target DPS obviously it's going to be 2H axe, because of all the crit multi the 2H talent gives you.