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-Fire/earth work well together for huge damage, but don't have the CC potential of air/water.
-Polymorph is a great complement to Warfare or Scoundrel builds. Necro isn't bad either. Then again, polymorph goes with pretty much anything strictly because of Apotheosis.
-There's some interesting stuff you can do with Fire/Warfare in the form of Sparking Swings.
I'm sure other people have much more creative ideas than I do for this.
Read my post again.
The guy who tried to help you is a very respected poster and comments like yours will alienate you from the community and you'll luck out when it comes to getting some incredibly valuable advice; when it comes to forum postings - git gud
More on topic... Venom Coating is one of the best if you want to build a physical damage character to strip both armors (it works on bows btw), and the Hunstman/Geo skill throw dust is pretty useful as it provides a ranged blind that also clears all surfaces (even cursed ones) in the impact zone. Some of the bleed elements can be good if you combine them with some combos, though I have yet to fully delve into their possibilities to offer specific ideas yet. Geo/Necro makes corrosive touch, a useful 1 AP touch spell that deals physical damage and applies acid that eats more away over time. Oily Carapace can be good, though I tend not to bother until Arx where you can find gear with immunity to slowed, as you'll have to stand in oil to make use of it.
Hydro/Scoundrel makes the vampiric one which is pretty good to boost a necro character's passive life leech, and combined with living armor it is a great way to restore magic armor while still dealing damage. Hydro/Huntsman can be useful for heavy Cryo mage teams with ice everywhere as it is a strong magic armor restore. Mass Cleanse wounds (source version of Hydro/Warfare) can also be good for creating puddles for elemental affinity without using your rain cooldowns. Rain blood with Torturer is also nifty as it'll apply bleeding to everything, through armor.
Aero/Necro makes Vacuum Touch, which is great for characters like rogues if they're built with Venom Coating for stripping both armors as it is a touch ranged silence. Aero/Scoundrel is also a good one if you make use of root effects alongside smoke to CC targets even if they have full armor.
Corpse explosion is okay, while the source version is nasty if you have corpses to use. Sparkstriker (Pyro/Warfare) is another great skill for melee users to get magic damage off. Pyro/Huntsman's explosive trap is also a pretty decent fire damage skill.
In pretty much every case above where it wasn't explicitly mentioned, there are also the source versions and all the source versions for the ones I listed are good too. Some of the combined skills I missed generally aren't too useful unless you find a creative way to abuse them. I've yet to do so, but the ones I did list will probably find a good home on your skillbar somewhere.
In most cases, I tend to add and remove these skills as I change armors and gain/lose random skillpoints doing so. I rarely invest points from level ups on skills just to unlock these unless they're critical to the build (like blood rain for necro abilities) or I have other reasons to have those points invested (like Scoundrel for adrenaline or a jump ability for mages)
The damage per AP spent is probably the best in the game (yes, im saying its better damage/AP than AoE), but i think having a glass cannon rogue is what makes it so good. The more AP you can spend while buffed, the more damage/AP you get for venom coating