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A witch build, essentially using scoundrel and necromancy (tired of warrior necro), set up decay nukes. Or maybe a summon witch.
put 1 point in geomancer
combine a scoundrel book with a geomancer book, and memorize the skill
now you deal double damage but one is armor and one is magic armor. My main character was a dwarf scoundrel in my honor playthrough.
its a forbidden art that must not be mentioned.
https://steamcommunity.com/sharedfiles/filedetails/?id=1520629847
Step 1: find a backpack or ornate chest.
Step 2: fill it with everything. Oil barrels, water barrels, poison barrels, other ornate chests, shields, swords, lions, tigers, bears, crates filled with crates filled with crates filled with apples. All of the things.
Step 3: Use telekinesis to toss that thing at enemies for 1 AP a piece. Heavier stuff hurts more.
Step 4: Pick up savage sortilege to crit with it, get high strength to maybe be able to carry it (it should be well past your carry load, get the team to carry 4 heavy things and stack them inside each other pre combat) and get executioner for those kills you will definitely get.
Step 5: win the game.
What reason going melee with mage and trying kick someone with stick instead of cast spells (including close range from aero school)?
Or melee mage so devastating that it is fully reasonable?
I read about spark master but what about aero or hydro melee mages? Are they good enough?
They say "The Monk takes advantage of the inherent weakness of Melee enemies generally having low Magic Armor by using a Staff to deal magic damage at close range. "
I've never done a melee magic user but yeah the sparking fire one is probly the main one. This one seems cool because it provides a lot of utility in having high mobility and lots of cc. They also say this build is meant for a party of 4, so it's fine to have 1 char do less dmg and provide more cc.
>Bull Horns, deals magical damage if using a staff and is a gap closer.
>Aero, has decent close ranged spells that you wouldn't otherwise use if you were ranged early. Blinding radiance and uncanny evasion makes you tanky.
>Hydro, CC requires the enemy to have no magic armor, deplete it with basic attacks and then use spells. Has access to Healing Tears which is close range.
>Geo, haven't tested this but venom coating a staff seems good. Corrosive Touch, Blind so you're a bit "tanky", has aoe spells that require some positioning. Oily Carapace makes you tanky.
>Pyro, Sparkling Swings, Supernova, Fire Whip, flaming tongues. Syngergizes with Bull Horns + Torturer.
All of them can use warfare skills, more aoe with whirlwind, enrage staff crits + weapon skill crits. Blitz attack does magic damage, onslaught looks cool AF with a staff, access toThick of The Fight.
Opportunist procs that wand users don't have.
Staff Damage is boosted by the school of magics.
I did a Pyro Battlemage run with 2 handed warrior, summoner and ranger. Act 1 was insanely easy, Pyro had adrenaline, opportunist, torturer, elemental affinity. Is able to do damage while spells are on cooldown, heals a lot with a few points in necromancy. Synergizes with lizard's dragon blaze.