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You are also mistaken on what necro's hyped up source skill is. Combine a hydro skillbook with a necro skillbook and make sure at least one of the skillbooks requires source to cast it's skill. You will get a bloodstorm skillbook, which has a larger area than grasp of the starved, and will set blood puddles underneath enemies, which allows a followup grasp to hit them. To fully optimize this build, you'll need 5 in polymorph for their skin graft and apotheosis skills, a point in scoundrel for adrenaline, 3 in hydro and necro to be able to use bloodstorm, and then pump points into warfare to boost damage, and later scoundrel if you have more points left over so critical hits deal more. I would suggest dropping summoning.
Keep in mind that bloodstorm requires 3 source points, so until you get that, I would keep summoning. You also can't get apotheosis until 16, so don't bother putting points into poly before then (using a respec mirror) unless you really wanna use other poly skills. Using the above combos, you can actually beat the game with one non lone wolf character pretty easily. LW with a backup character is going to be a breeze.
If you wanted to go back to a mixed damage team though, I know quite a few ways to make that work. It can be quite fun, though the 2H build is probably the weakest physical damage to do it with, it can probably still work. Wouldn't really require a lot of changes to make it work either. Just a few skillpoints needed and a few new spells that should be easy to obtain. If you're interested that is.
My warrior had saved up the quest turn in for Lohar's weapon since lvl 12 as I had just bought a weapon at lvl 12 before finding out his quest reward was better and scales. That 2h has perfect stats (I'll miss it for sure once I have to change it) aside from maybe more than 1 rune slot if that's possible.
Anyhow, I tweaked both characters, warrior now has maxed 2h, maxed str, maxed warfare. Necro has maxed warfare, maxed int and the most spell crit I could get for the moment. Comparing the source skill to overpower (radius being similar if I have to use blood rain), my warrior at 65% crit chance (or 100% with enrage) could deal up to 960 dmg. High chances on normal basis, guaranteed with enrage for 4 AP. The necro could hit for up to 700 dmg with it and have about 35% chance to deal 1120 dmg if it crits making it a bit harder + cripple for 4 AP, 2 SP.
The non-source skills don't really seem to compare, all significantly lower dmg than warrior's dmg (especially if they crit) on top of having CDs at the exception of corpse explosion that deals good damage (but not always very reliable).
The first game had casters deal much lower single target dmg than physical melee or ranged. However, it had a ton of CCs that you could use right off the bat and you could easily build in a way so you could specialize in all 5 spell schools and reach master level to maximum efficiency (it all revolved around int) so you always could capitalize on enemies' elemental weaknesses. Then at lvl 15, you could unlock super strong AOEs that would hit hard enough to 1 shoot most enemies (including several bosses) and/or CC most of them on top of dealing damage. My melee did about 3x the single target dmg with their master skills than master AOE spells but in most cases, it was overkill (aside from a few situations maybe like where I had just enough damage to 1 shot the final boss on tactician with daggers drawn).
In this game, the CC isn't as good to compensate for the lower damage output since you need to break magic shields first in order to be able to CC them.
I guess it isn't that big of a deal anyways, I'll probably complete this 1st playthrough with these builds. I already killed both the lvl 15 troll (not knowing about the poison to stop his regen) and the lvl 18 troll (using fire incarnate and cocktails to block his 4k hp regen) at lvl 12 (got me a nice lvl 15 and 18 ring) as well as let Mordus morph on purpose to kill him in Void form for more challenge and pulled it off. I'm guessing, unless I fight enemies that 1 shoot me from a huge level difference, I can probably already handle anything this game can throw at me without too much trouble.
I sure will want to do a magic dmg oriented game. I thought fire seemed to have the coolest spells and be strongest dmg wise, water for more CC, air seems better for melee hybrids (?) while earth maybe best for mixed parties (?). If the 1st reply is right about earth being the deadliest even without needing physical dmg dealers, I'll sure check it out. Also curious about rogues but I've read they clearly outdamage 2h melee early on and then fall behind later on in the game. Ranger I always liked the least but I'll check them out eventually, seems like they might have the potential to have the highest physical dmg output (or at least for single target).
On magic, Aero is probably the best for CC, Hydro being more of a supporting CC. Pyro is probably the weakest overall, though it has the strongest damage the lack of CC kills it. Geo pairs well with most things, but helps mitigate enemy dodge for physical teams and can apply its effects without stripping magic armor first. Worm Tremor being one of the current most OP skills.
If I had to rank things, I'd say archer takes top, folowed by any INT build, then any FIN build with STR taking the last slot. Anything STR can do, FIN can do better (all things considered, not just damage). However, the AoE from INT builds is generally the best by far.
There are ways to CC through armor, they just require a bit of creativity.