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I can't see how you could go wrong with two elementalists and a wizard tho, I imagine you'll have the whole battlefield on lockdown most of the time. It might be worth making your summoner take some necro so you have the capability to deal physical damage.
I don't know if you're going full 1 side or the other because you don't think it's viable to mix it up, but it is, and for a second playthru you probably know the game and mechanics well enough that you're at the point where a mixed party is far stronger than full one way or the other.
But if you are committed to full magic party, what you have is pretty much the option. Prince will shred armor like nobodies business and your two aero mages will be free to perma-stun-lock everything.
Btw a necro summoner (i've never used this build) I believe is stupidely powerful because your bone widow will be a monster and once you buff it with every buff in the game with your 4 mages it will be even moreso.
also heads up but it's gonna feel like super easy mode as soon as you hit lvl 16 and have your 3SP elemental skills.
So spec him abit differently
Your mages sound good wouldnt change them much.
Maybe u could try to change fane to be geo and hydro make him a support or u could give him summoner too. Incarnates change elements easy so could be great for your team that relies on magic.
While lohse and beast will be your powerhouses
I don't see why I should run a mixed party though. Yeah, I'll run into some mages , but I could still get their armor down quickly, because of all the magic damage I can dish out. And I can also summon a blood incarnate which can deal loads of physical damage, so my characters don't need to. I am going to get the Necro magic damage and the support spells.
but act 4 max int mage source skill still has broken damage output.
Remember my last play trough 2 thunderstorm mage wipe out most enemies in the last fight in just 2-3 turns except kraken.
As for the lone summoner, I would give him a splash of each element if only for some support spells. Aero at 2 for teleport and netherswap (maybe uncanny evasion if you think you'll need it), a point in pyro for peace of mind and haste, and I personally love 1 geo + 1 huntsman to get throw dust, as blind is a very underutilized effect in the game. Throw dust can also clear ANY surface you target, including lava/deathfog/cursed surfaces.
The utility spec on the summoner means your other enchanters can focus on damage instead of the heals or armor buffs. And with 2 points in aero or pyro (my preference at least) the cursed infusion spellsare very usefull on the incarnate.
Incarnate is one of the best early game skills, but it falls off sharply and becomes kinda a waste later in the game (compared to what your mage could do on their own with those action points). Running a mixed party is not only more efficient, but usually more fun simply because you have a more diverse party, not duplicating an entire character. But I can see a full magic party being fun maybe if each guy specialized heavily in just 1 element for roleplaying purposes or something idk.
On the summoner....
Eeeeeeewwwwww!
That being said, I’d consider dropping that entirely (I’d always recommend dropping summoners) and building a staff based melee mage that uses warfare skills. Beast might be better at this role given his dodge/health boost as a dwarf and his petrify touch spell.
Generally though, magic is best with a split party. Different elements don’t like to mix, so if you want to avoid that you’re gonna have to stack pretty much the same build. Personally, my favorite team comp is two Aero/Hydro mages, each focusing the opposite element paired with an archer and rogue. The archer uses lots of elemental abilities and consumables to support the mages. The rogue plays normally but focuses on getting daggers with rune slots and innate elemental damage. Both if possible. Then you poison them, stack abilities like venom coating and firebrand until the magic damage is about equal to the physical. Because of guaranteed backstab criticals, this gives you a rogue that can strip both armor types equally, which pairs well with a warfare based mage and the physical CC abilities that they can’t make use of. Warfare mages don’t take a lot of warfare, just enough for the abilities, so they still focus their element, they just get a staff of their element to add to their damage output capability for that one element. Just be careful of battlestomp clearing surfaces.
To keep things from getting bland though, I highly suggest mixing in some of these ideas to keep things interesting. Some of these builds are quite fun to play.