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Yes, there's of course value to having your Fortify/Frost Armor/Regen/damage spells do more when you cast them, but is it worth getting 15% more shielding (that's 3 points) from your Frost Armor when you could instead get teleport, nether swap, haste, clear mind, fortify, and more instead? For me, no. But your playstyle may differ enough that my advice isn't helpful to you =)
*Teleportation
*Nether Swap
Polymorph 2
*Spider Legs
Spider Legs gives you "Spin Web", a ground targeted AOE that makes it so the enemy cannot move. It goes through all Armor.
Geomancer 2
*Fossile Strike
*Impalement
Both of these skills are ground targeted oil puddles, and as we all know, Slow goes through Armor.
Huntsman 2 OR Warfare 2
*Tactical Retreat IF Huntsman
*Phoenix Dive IF Warfare
Telekinesis 5
Strength (as much as you can)
Find a large painting, such as this one:
https://imgur.com/sAo8Doq
And carry it around with you. Having 2 could help (hence the high STR). Typical fight starts like this:
1. Using your Support's high Telekinesis, drop down the large painting(s) in front of your other party members so it acts as a portable cover, blocking enemy's LoS
2. Phoenix Dive/Tactical Retreat into the largest group of enemies standing together (let's assume 2 enemies)
3. Nether Swap yourself with an enemy far away (so now 3 enemies are clumped together)
4. Teleportation another enemy into that group (now 4 enemies are clumped together)
5. Spider Legs. Spin Web. Now 4 enemies can't move.
6. If there are any enemies besides those 4, you can toss an Impalement at them or Fossil Strike
If you're not Lone Wolf, you're gonna have to change the priority in which you do things to suit the battle (which will most likely be always you starting off with Spider Legs instead of the Telekinesis for portable cover).
You should always remember to save enough AP with your other party members so that after they attack they can move back behind the cover to break enemies' LoS.
If you're a full melee party this strat won't work at all.
2. and attribute points should be spent for dealing, not tanking.
3. All I needed for cleansing work was these 5 tool skills; Frost Armor, Fortify, First Aid, Clear Mind, and 1 Mass Cleanse Wounds(from source orb). I didn't use it, but Soul Mate is also great. In my opinion and experience, if your armor is down, enemies should already be dead or CCed, and you shouldn't fill up your HP or armor, but rather use that AP for attacking or CCing enemies. Tool skills are not for healing, but for clearing CC status. I kept Frost Armor, Fortify, and First Aid for all characters, and Clear Mind for 2 characters. It costs only 3 memory, but worth more than 6 memory. I didn't use any heal, Soothing Cold, or Mending Metal etc. Also the problem of 1 support is that 1 character can't do everything. We can't know where your team mate will go, or how turn order would change, so everyone has to be everyone's support, and it costs only 3 memory. Your mileage may vary, but that was my experience.
4. So it makes healing class useless, and all 4 characters can be dealers.
5.
Elf + Elemental Affinity + Flesh Sacrifice : - 1 AP for all Necro skills
Elf + Elemental Affinity + Rain : - 1 AP for all Hydro skills
Elf + Elemental Affinity + Jellyfish + Flesh Sacrifice : -1 AP for all Aero skills
Elf works great for Necro Enchanter. Give her a shield and pour tons of spells at close range.
6. Ignore everything and choose what your heart wants. Both Enchanter and Cleric are pretty interesting. Choose one of them and focus on 1~2 schools.