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However, I love that you've done the searching and found some of my previous commentary, especially how you're using my username like I'm a well known build guide author or something. Definitely made me laugh there. Still, If you're looking to use mages and all that, you can do quite a bit of anything and be effective, even without source. Source spells are naturally the strongest, but that doesn't make them the absolute most powerful.
Seeing as how you've read my descriptions for elemental rangers and rogues, you could consider trying those two combined with two mages, pretty much how my build was in "comment #14" of that one thread. The rogue can be swapped for a 2H warrior without much issue should you want a STR user for carrying capacity. Then you pretty much just pick either Pyro/Geo or Aero/Hydro and build both mages for it. Pryo/Geo can get by without too much CC because of its raw damage, though resistances are a little more common for those elements. Remember, the rogue/knight and archer end up playing a supportive role for the most part, with the rogue/knight in particular taking many different skills to have spells for every occasion. Being the only melee, sending them right in usually isn't very healthy for them. They're better off in the backline as well until you've pacified some of the enemy. Then they can go in and do their thing.
But I'm not one to tell you how to play. You tell me what your "ideal team" might look like and I'll help tailor it so you have a smooth time. Though adding in what difficulty you intend to play helps too. The lower the difficulty, the less efficient your team needs to be.
I call BS, imho. Have completed 2 honour solo runs using Sin Tee's Elder Blood God necro build and God King Slayer build......"medicore" my arse, the combo wrecks most everything in game and that is WITHOUT ever using the other "medicore" blood storm spell........................
Furthermore, "one-trick-pony" is utterly subjective given virtually all builds have "one-trick-pony" combos.
Also note: unless explicitly specified, I don’t talk about lone wolf builds. They’re different enough that they don’t really fit in most this vs that type discussion since just about everything works for lone wolves.
I agree here with Chaoslink about it usefulness. Besides blood storm and grasp of the starved, you do have to stack up corpses and enemies to get usefulness out of it (which either takes many turns or have multiple teleport supports in your party). And you utilizing Lone Wolf build usually makes any build amazing. The other spells? Locus Swarm and then Decaying Touch? Blood Rain? There is not much there besides some utility spells. AND if you do Grasp or blood rain for every battle, you need to run back and forth to the source fountain or condemn souls (which is evil if you like to role-play)
To Chaoslink- I was impressed by the write-up and seemed better suited due to taking on higher leveled enemies. To be frank (not taking as an insult), there are not many good resources out for builds and most posts I read state that Flextralife's builds are Honour worthy.
If I were to use pyro/ geo, do you recommend like a split where one focuses on pyro and the other on Geo? I do like the healing/magic armor from hyrdo but having troubles balancing a party for honour mode. Especially, even know I seem to like to blow up my front line.
If it is any help to you after you leave fort joy, there is a mirror you can use to fiddle around with your skill points in any manner you see fit, which might help your case of restartitis
My friend is pretty much pure ranger. Im a mishmash of every magical school, Ifan's doing his warfare thing and Lohse has a smidgen of warfare (because battle stomp is just so good) and polymorph and summoning with two handed weapon.
We had a fairly rough start (because I had poor specialization and Lohse didnt get much upgrades till later on) but we managed.
Im not sure what to really tell you, since I don't want to dictate how you play. We're on classic difficulty. But for the most part, I guess just try to do as many sidequests as you can. It's pretty ok to get into fights at fort joy, since the fights arent that bad and are good exp, and no one really cares if Griff's gangsters or the Magisters are dead.
Make sure you load up on gear and try to get the ones with stat boosts, like extra points in int for a mage or a warfare granting helmet or something for your warfare guy. I found that despite having outdated gear for a long time I am still quite powerful due to how many stat boosts Im running.
I think most significantly of all is to grab some better skills early on...essentials like a heal, an AOE spell...crowd control is very powerful in this game...Lohse basically died every fight till I got her some better skills to work with. I never really bothered with corpse explosion for necromancer, but I find skills like blood rain (with torturer talent), mosquito swarm and infect to be strong.
Also, empty potion bottles and mushrooms will be your best friend, especially stuff like Penny Bun Mushroom which makes health potions. Combining two minor HP potions makes a bigger one, which early on is basically a full HP restore.
We're nowhere near done the game but we persevered. I guess just try to play it safe?
Take note of the team I listed in those other threads. 3 ranged and a melee that acts as a support. The ranged blow their loads and tear the enemy apart while the melee spends the first turn or two staying back with them providing support. This prevents you from having a melee character getting blown up in the first place, leaving them more of an interception role to attack the enemies that get close while using spells in support of the mages.
Elemental affinity for instance, lowers the AP cost for spells that match the element you’re standing in. If your mages have to set this up themselves, they’re using full AP spells, backed by all their stats for damage, being wasted just to lower the costs of the other spells. If a rogue, who doesn’t require a lot of stat commitment to be able to set that up for them does it, then your mages start off able to open up with everything at max efficiency. The 2-3 AP your rogue sacrifices is paid back two or threefold. Hence why the melee plays the support role. They aren’t in range of the enemy and just let the enemy come to them instead of spending AP to get in range.
It’s all about maximizing your AP usage. The mages use shields and wands to avoid being targeted and the rogue and archer use skills like play dead (if undead), cloak, invisibility potions, uncanny dodge, and other things to evade taking damage to begin with. Doing so limits your need for healing spells, keeping your AP reserved for offense and CC rather than playing defensively. As soon as the enemy has you on the defensive, you’ve lost all advantage. Unless your defenses can overcome the enemy offense, you’re fighting a losing battle at that point. So preventing damage from happening in the first place goes further than healing the damage you do take. That team I keep mentioning can even go dagger and shield alongside the two wand and shields to reach ridiculous tankiness levels so that you don’t have to worry about heals nearly as much. The mages don’t need their weapons for damage and the rogue isn’t primarily focused on damage. It actually works pretty well, though you need a LOT of shield upgrades.
First, you said Ifan is a “shield guy” so I’m assuming that means a one handed strength weapon and a shield. Just wanted to comment that you could get a better balance of armor values and more damage out of him if he were finesse with a dagger. You can still use the shield, but he’d be doing better damage with backstabs and you’d open up the entire set of Scoundrel spells that require daggers on top of your Warfare stuff. Maybe a thought for a second run on tactician?
Second, just wanted to make sure that your (or your friend’s specifically) archer is putting mostly into Warfare, not huntsman. Unless you really want to use the final source skill, there’s no reason any character should have more than 3 huntsman outside of reeaaaaaly obscure builds. Warfare will scale damage the same way as huntsman, without the high ground requirements. It also means you (or he) could keep a spear as a backup weapon if you find a good one and he’d be able to swap in some warfare spells if needed.
But when you split your magic damage. Is it better to go 5 Hydro/ 5 Aero/ 5 Poly and then max scoundrel for Crit damage? Or do a 10 Hydro/ 1Aero build? Where does the numbers fall off? I think everybody agrees that crit modifiers does greater damage... so would the Scoundrel approach be better?
Leftovers into Warfare and Huntsman for skills; you minimally want Warfare 1 for Executioner, as the extra AP combined with Elemental Affinity will massively help putting people down.
So 5 Aero, 5 Hydro, 1 Warfare, 2 Huntsman, 8 Scoundral? I don't need skin graft? What about Apotheosis?
What happens if I want to run two mages then?
Personally, I don't do 5/5 on Aero/Hydro, instead doing a focus on one more than the other. With those skills I'd set something like 10 aero, 3 hydro, 1Warfare, 2 hunts, 5 scoundrel. But that's me. This just gives one school extra burst potential. Given lone wolf's doubled stats, it tends to be a bit different, but the end result is usually similar. Though I always run mages in pairs too, so one would focus Hydro more and the other Aero. That way each is somewhat unique with their own focus while still being very similar. You're effectively only choosing when the spells are at their best, useful for getting a little extra damage out to strip armor, though its more vulnerable to resisted enemies.
Thank god I had some necro and warfare skills to save the day, but it sucked because they had more physical armor than magical and my spells did ♥♥♥♥♥♥♥♥♥.
I apologize for necro but this discussion remains relevant to a new play-through. School and life got away on me
If I did two hydro/ Aero mages... took Sin Tee's elemental archer with emphasis on aero. hyrdo ...
I am finding the rogue you suggested kind of useless (beginning always getting shocked). Plus going through rain scrolls like a madman. I am curious if I have two archers instead.
I do worry about hydro/Aero resistances in the future...
Any tips? I am also trying to understand if I should go sin tee's scoundrel/mage build with 4/4 split of the school or split school of magic like suggested.