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One of the major errors you can make in the game is splitting your physical and magic damage down the middle. It's more likely that your melee characters have the gear to pair with their stats, and your magic users are lacking decent gear. And on top of that, your damage is split.
I had this issue in my game and as soon as I got to the mirror I made my Wizard a Ranger and made my other magic users go full support. So I had 3 physical damage dealers and one support character with some other spells for utility.
If you're seeing a big imbalance, chances are you're not specializing enough with your magic users. Early game, two schools max with everything in them. Don't ♥♥♥♥ around with weapon skills or anything else, except perhaps Poly to pump INT, which should be maxed ASAP.
You shouldn't be using wands or staffs except as a last resort, really. Use an element that matches a school you specialize in for best result.
There's also a pretty good distribution of enemies who have higher of one value or another.
Further, physical can do insane single target damage, but magic has much higher overall damage potential through AoEs and chaining effects. Pyro/Geo is popular because your high Pyro score increases the damage done by the explosions you create with poison/oil.
Not entirely true. Physical ccs don't require you chain moves. My group just went all physical with a geo tank, scoundrel, ranger, and necro and act 1 on tactician for the most part was a breeze. We can break almost everyones armor in 2 turns then chain our cc the whole fight.
A low level Mage can go Glass Cannon, Mneumonic, Elemental Affinity and pump Intelligence. Try to get a Scoundrel item for Adrenaline. This will destroy enemies on Tactician, and you can swap some of the talents out later when you no longer need them.
hmm how do you get around the drawback that glass cannon has where every enemy encountered runs to you like you just rang a dinner bell?
What's your party composition? I'm trying to make magic work but stressing myself out instead and could do with some direction.
Mages start getting much better once additional spells start getting unlocked. Furthermore you also start getting more options when it comes to targetting magic armor with STR and FIN characters (namely in polymorgh, scoundrel, and magic arrows) along with INT for Physical Armor (namely Necro, Geo, and summons)
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Addendum: Although in a peculiar twist - The extreme early game when physical CC is king is also the period in time when Conjurers absolutely destroy the early game far more efficiently.
it doesn't really work until you have enough memory on everyone / $$$ to buy enough spells.
Invest in summoning for fortjoy. Mass create totems until you have enough $$$/memory to get the skills you want. The tough part of a full mage group is not being able to do anything because all your spells are on cooldown after 1-2 turns. That ceases to be the case later on... So make do with elemental totems until then.
Ive just started a new run....
fane - geo/summoning
red prince - geo/mostly fire
lohse - water/summoning
beast - water/mostly aero
this allows me to have 2 characters that can heal/cast magic shield. two that can heal fane and cast fortify, a bunch of explosions from 2 geo + red prince pyro powerhouse
beast is there for aero utility and to burst anything with high fire resist (and water immunity aura... tactician they always have it...)
The summoners will have a couple of points in poly for medusa head/flight and terrain transmute.
I plan on 1 incarnate on Lohse to block paths / melee.... and one badass living artillery on fane to wreck face and heal my bone face.
red prince is the damage
beast is teleport utility
(Base Damage)*(1+0.05*(Governing Attribute-10+Weapon Skill))*(1+0.05*(Damage Type Bonus))
- If you have high ground there is an additional (1.2+0.05*(Hunstman)) multiplier
- If you get a critical hit, the multiplier is (1.5+0.05*(Scoundrel+Two-Handed Skill))
Obviously there is no weapon skill for most magical attacks, so they lose that potential bonus. The real weakness is the Base Damage for the magical abilities starts pretty low and doesn't really start scaling up until you hit the teens. By the time you hit Arx magic is insanely powerful. But in the Fort Joy area it's pretty weak. At low levels, If you have a wizard with 5 Pyro and 20 Int and a warrior with 5 Warfare and 20 Strength, the warrior will do more damage because he has a higher base damage (probably by a factor of 2). If a wizard can leverage elemental affinity they can make up that difference, but that's also hard at low levels when they don't have a lot of abilities to throw around.The source abilities also really benefit magic. Hunstman has a good ability (maybe the most powerful ability in the game), but the Warfare and Scoundrel abilities are bad jokes compared to the magic abilities.
But you really want at least 2-3 DPS mages if you go with this build. A single DPS Mage is just going to have a hard time.