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Assuming you've been leveling up your intelligence, there's no reason skills like Electric Discharge should do any less damage than your other characters' attacks. As others have said, you shouldn't be attacking with weapons anyway.
You're basically a damage/utility beast. Hail Strike is a somewhat janky spell, but it's also a triple-hitting chilling spell, which means you can center it on an enemy with little-to-no Magic Armor and instantly chill -> freeze them with a single ability. Rain makes everybody Wet, which makes them more vulnerable to cold and electric skills. You aren't supposed to then zap the puddle, you should still zap the enemies inflicted by the debuff, the electrified puddles are just a bonus.
Note that, if the other three characters are dealing physical damage, you've set Lohse up to fail. Parties should be either an even split of magical/physical damage, or else focused entirely towards one or the other. If Lohse is the only one able to get through magical armor, then it is no surprise that the other three, working together, are more efficient at taking down enemies than she is.
1) If you are using staves at all, you are very very misinformed about spell caster weapons. Staves have not been viable for some time. THE SINGLE BEST weapon slot ANY AND EVERY basic caster build can add is actually an offhand SHIELD. With a shield the most natural pairing is wand. Dual wand is not terrible in lower difficulty but if you ever run dual wand you'll have to take special precautions on almost all the big fights to stop your casters from being targeted by assassins and 1-shot.
Keeping the highest level shield equipped absolutely flips this problem on its head. You'll have plenty of magic armor from caster gear and then physical armor AND the ability to restore armor from that active ability shields give you. HUGE for casters. If your shield is big enough assassins that would otherwise 1-shot your caster will sometimes even focus other people entirely instead. very very OP.
2) The absolute best spell you can get early on for any enchanter is Teleport and then Nether swap in the next tier after that. It's a good way to use AP early in a fight while you wait for enemies to bunch up. IF POSSIBLE you should absolutely have a 2nd teleport in the group at all times. 2 teleports allows you to either always make the enemy melee waste a bunch of AP moving back into range or else to move casters/archers forward and stack them on melee allies so you can do massive AOE damage&CC combos.
The second best is Magic shell or a similar magic restore ability. With magic shell you can cure magic CC on allies and undo enemy burn/freeze/shock/etc. At level 4 you should also have the hydrophist's restoration ability to restore health. Both are a big help for your other DPS.
3) A little STR and const on an enchanter goes a long way. NOT A LOT but 1-2 points as needed so that your enchanter can keep up the requirements to wear higher level armor and shields. Besides that small allocation pretty much every other point should go into int and then ofc a moderate amount of memory as needed.
4) If you REALLY want to do more damage (and you're running a proper 50/50 magic-physical split), make sure to balance points in Aerothage as well as Hydrophist. Hydro does decent damage but mostly serves to set up chill/shock/freeze combos or else set up frozen ground to force the AI to turn around and path around, or else to make melees slip and lose their turn.
Aero has much higher direct damage so that's the one you really want to pump up for DPS. I find the best way to do this is to specifically stacking +aero gear ASAP while still spending most your skill points on hydro.
5) It's not just water that can be electrified. Shocking blood, steam, and even doing the reverse and raining on shocked enemies can all cause the shocking ground effect... but you should always be shocking WET enemies STANDING IN PUDDLES and not the puddles themselves. Gotta strip that magic resist ASAP and do the most direct damage possible.
Overall, aero and hydro are VERY strong specs in a 50/50 party once you've started to figure them out. They can do VERY good damage from the start with a couple lucky +aero drops BUT like most spell casters really benefit from the level 8 spells more than anything.
Early on there can just be too few spells to effectively use your caster AP ... which is why having a wand, shield wall, and/or teleport spells to dump AP in to can really help them along early on.
... one of my favorite classes overall tho so strongly suggest you stick with it. Best of luck and hope this helps :)
As for wands, early on your best bet is probably to check the vendors. Wands drop often enough but tend to be RNG drops from bosses or chests.
If you are using hail strike and the staff, I'm guessing you haven't gone past the default starting enchanter loadout very much. At this stage, especially since you sound like you're lacking spells, find her two at level wands, preferably electric damage in the main hand. Once you get to the next trader hub, swap out a wand for a shield. You should start most encounters with her by casting rain in an area where the enemies are wet, and she is standing in the water from it, to get the debuff AND to get elemental affinity. From there, ice fan and winter blast work great for some grouped up aoe damage. Similar to the lack of aero spells, it sounds like you might not have bought any new hydro spells either. The blue lizard just next to Griff's area sells hydro books. Stealing is likely to net you more though. Restoration and Armor of Frost are also going to be good ones to have.
But, as stated above, if she is the ONLY person dealing magic damage on the team, you're going to struggle. If you have any strength based characters on the team, I'd suggest getting a point into pyro so you can use sparking swings with them, and potentially grab a point in scoundrel and geo on someone to get venom coating, which works on all physical weapons to add poison damage.
I can direct you to Manthro playing it solo, without Lone Wolf, but then he's quite a genius. I don't think he enjoys it much though.
Aero-Hydro is very strong once you get some spells though dazing bolt and blind are really the only early damage spells and both are in Aero. Hydro freeze is great BUT... has to overcome magic armor first which vs many of the silent monks and other enemies in Act 1 is fairly easy- later because most Hydro lack damage you really need to pair Hydro with another school- Aero is usually considered the best fit.
Hydro pairs well with Aero, Necro, and somewhat with Geo but can't see it working well with Pyro or Summons outside of only a couple combo which waste much of the potential of the full spell allotment.
At a slightly lower level (5-6) you can alternatively attempt to fight the lady witch in the NW corner of the map, on that little island up top left. There's also a magister shield in the sand on the beach there which is decent for lv 4-5. With this option I also believe there's a second chance at a wand drop if you investigate the beach to the east and discover a secret teleport spot to the east-northeast of there.
I found out by watching videos, that you can steal The Blood Rose from her in stealth, right at the start of act 2.
Not only that, but if you change one of your Talents to 5 Star Diner, while you take the potion, you get double benefit.