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Not sure if what you mean by magic users is that they should deal magic damage or just be mages but the strongest ones are necromancer and pyromancer/geomancer.
If you do decide to play necromancer you should pick Sebille because necromancers become extremely powerful with elemental affinity which needs blood under your character and that's exactly what elves get from their race spell. This applies for geomancer as well because there's a spell that can turn blood into poison.
Yeah, I'm basically looking to be as effective as possible. By magic user I mean classes that are dependent on spells. I'm looking to use the Origin characters and how to get the best out of them.
Well in that case everything I said applies to what you want. If you decide to play necromancer Sebille is the best choice, for geomancer both of them are equally strong and for anything else Fane can do more with his timewarp spell.
You can have both of them in the same party anyway though so you could pick Sebille and recruit Fane and just have him use his spell on you for more power.
Nodnod, I'm going have party of 4 was considering going down the Lonewolf path but decided against that. So if I have sebille as my Necro what should I pair that up with? Same with Fane I also need throw in a healer somewhere lol.
Been sat at char gen for a while thinking on what do.
Fane (Time Warp; access to The Covenant)
This give Fane the ability to take two turns in a row, and "becoming Sworn to the Covenant will give you a massive stat boost [+2 Attribute points, +2 Combat Skill Points and +2 Talent Points] which is kept even if you use the Swornbreaker and break the Covenant."
At level 18, Fane will have 4 talents (actually 5 but one is Lone Wolf) plus two from being Sworn; therefore a grand total of 6.
If we pick ***Torturer, Elemental Affinity, Savage Sortilege, Living Armor, 5 Star Diner, and Executioner OR Demon*** (I would highly recommend picking up Demon and Executioner with this build if you can somehow afford it - maybe if you hit level 23 and can afford both?)
With this build, Pyro becomes the most potent school of magic by a fairly large margin, with Geo playing a strong synergy/backup role.
With this build, you can easily build up an extreme immunity to Fire damage. Walking through fire heals you. Catching yourself on fire heals you. Walking through fire clouds heals you. "Accidentially" standing in your own Fireball/Meteor Storm/Fire Traps/Spontaneous Combustion/Flaming Crescendo heals you. Supernova heals you.
Dealing damage to enemy HP with Fire heals you if you pick you a few points in Necromancy. (A very wise investment with this build BTW, as it deals with fire-immune enemies nicely,)
All healing restores you Magic Armor. You'll be getting so much self-healing at all times that Magic Armor basically becomes a non-issue.
Being Fane and this undead, all poison will also heal you. As will the explosions that mixing poison and/or oil with fire. You'll be burning and poisoned and just regenerating your health every turn.
To those wondering, 5 Star Diner empowered Fire resistance pots combined with Flaming Skin will last multiple turns and turn the vast majority of your offensive powers into self-healing and self-armor restoration. You've essentially the need for any Hydromacy by making Pyro your healing and magic armor restoration, while at the same time murdering enemies. And efficiency is key.
Having a high Geo skill + 5 Star Diner also vastly improved the physical armor that potions grant -- not to mention the Geo skills that restore physical armor.
All your spells will consistently critically strike, vastly improving their damage and your AP-to-damage ratio.
Between Geo and Pyro + Shed Skin (cooldown resetting) you'll have a huge array of offensive capability for a single character.
Side note: making another character with 5 Star Diner, Flaming Skin, and Living Armor will essentially turn your best offensive mage into a healer for your other party member as well, meaning your 2nd character can go full offense mode without worrying about party longevity.
I've said it before and I'll say it again: Areo/Hydro had its heyday when the game first launched. But with the introduction of balance patches and new talents, the best elements are now undoubtedly Pyro and Geo. (However, it does take a while for Geo and especially Pyro to reach its full potential so I wouldn't call either overpowered pe se.) "
If you want a truly flexible build you can go Pyro/Geo/Necro on both Fane and Sebille. Since my build works better with two Undead characters (customizable + Fane, since they can go Sworn and use the 2 Swordbreakers provided in the game for best stat, and Undead synergize better with Geo) you should edit a few talents to make Sebille a better fit.
That being said, you can simply drop 2-3 points into Geo with Sebille for Worm Tremor + Torturer and still get great results.
The backup plan to immunity to fire is Geo or Necro magic. The backup plan to high magic armor is Necro magic and Mass Corpse explosion for biglols.
Otherwise, you just burn out the entire game with impunity while being healed by virtually everything offensive you cast.
It takes somewhat more finesse, planning, and prep than the good old Aero/Hydro builds of ages past, but is far more powerful and rewarding in the later stages of the game.
But literally every build works. It just depends on what you're after.
Necromancers kinda work with everything as long as you have at least one more physical damage dealer. I'd recommend making Fane a geomancer mage and then make the other 2 a Pyromancer and a Ranger. That's the strongest team you can have in this game.
Dedicated healers are not really needed, you can just use health potions or scrolls if you really need to heal. Focusing on damage with some defensive spells spread around your party is the best way to play the game.
Amazing advice but I'm going have a party of 4, but have saved the information you gave onto word document incase I decided go the Lonewolf route.
Lohse: Aero/Hydro, Sebille:2x dagger rouge (very strong),Ifan:Summoner (very strong, not the wolf, the avatar thing)+ standard warrior, Red Prince: Fire/Geo.
Summons are very strong in early and mid game, ok in end game. Air/Hydro gets really strong in mid-late game. Fire/Geo does more dmg earlier but I prefer Air/Hydro for more battle control. Freezing/stunning foes is really strong and with elemental affinity you can cast winter explosion+ the 3 bolt ice blast which freezes a lot of foes in the first turn. And thunder storm might be the strongest source spell in the game. Way more than 1k dmg on every enemy per turn seems nice.
With this combo you see a nice number of play styles and spells. Had no issues.
There are plenty of source spells that are way stronger. I'd say it's somewhere in the middle in terms of strength.
I'm honored, and appreciate your kind words. Thank you.
I've been distracted lately so I didn't notice you were asking about a 4-person party. The dynamics of what make a 4-man change to a degree (but only a degree) so take what I've said with a grain of salt. However, I do want to say that the extra +2 talents you get from joining -> leaving The Sworn are arguably just as good.
Chaoslink knows more than I do about 4-man parties than me, so I'd take his advice. However, I'm brainstorming a few ideas and will probably get back to you.
SADIST:
"Melee attacks deal bonus fire damage to burning enemies, poison to poisoned targets, and physical damage to bleeding targets. This talent is only helpful if someone already has the Torturer talent, as it allows them to bypass enemy armor to apply burning, poisoned, or bleed. In that case, it can be good for melee characters that are backed by Necromancy, Pyrokinetic, or Geomancer. Another aspect to remember is that Intelligence-based fighters can wield staff weapons to deal fire and poison damage in melee."
In Lone Wolf, I'd agree with the second sentence in the quote. But in a 4-man party, you can have someone else apply burning and poisoned and bleeding through armor with Torturer and have a more melee-oriented character with Sadist help to grind them down.
, you can easily have a Pyro/Geo/Necro mage with Torturer and Sadist,
or you can have a melee-focused dual wielding monster with Sadist that works with Torturer mages to rip debuffed enemies to shreds.
There is also Greedy Vessel. which encourages and rewardings spamming 1-2 source spells in a 4 man group.
There's also a Necro spell to bring back the dead, a spell which synergizes with Perserverence to basically make stun/frozen/knockdown a buff instead of a debuff (especially with Walk it Off) and Magic Cycles is essentially a 4-man Fane's wet dream as he can go all 4 schools of magic whic a little planning.
I haven't found the new talents to be outstanding in a Lone Wolf playthough, but in a 4-man they are a godsend.