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A splash of Polymorph goes well with anyone, but I think it works best for a tanky melee type.
Whichever appeal to you. I went Sebille for MC, and have Fane, Red Prince, and the human woman for my team.
1h and shield is nice and tanky. I built Fane as a Cleric (hydro and necromancer), and equipped him with a shield and wand. He's surprisingly sturdy. Unfortunately, having a front line types in this game is meaningless, as enemies will simply teleport and dogpile on whoever they want. I had him 1h melee and shield, but switched to wand once I realized it didn't do anything but waste AP every turn moving around.
Twohanders do more damage for sure.
I haven't used a dual wielder. Not my style.
Red Prince uses necromancy spells for physical, pyro attacks for magic and summons pyro and necromancy mounts to tank, then uses soul mate(a summoner skill) on my tank so he benefits from the heals I give it.
My main summoner drops in the incarnate and spends the rest of the fight buffing up allies and taking care of their armors.
For weapon, I give him a shield and a wand he never uses so look for a wand with good stats if you want to follow that. Necromancy spells can give your summon serious buffs, like the one that gives him a damage boost equal to the percentage of its missing health, and you are not risking anyone's life when you put it on a mount.
The best part about it is you only need Summoning 5 and Necromancy 3, then drop the rest at whatever damaging skill you use for your spells, or you could use a ranged weapon if you are confident you do not need the defense a shield gives. Pyro works for me since it both gives damaging spells, as well as important buffs like Haste and Clear Mind.
The build has been performing well on Honoured and I am level 13 right now without feeling threatened or underpowered.
Been playing for a bit now
Polymorph at 2 is pretty good, gives you the tentacle attack (pretty good med range 2 ap attack), and wings
Loshe is best... D.E.M.O.N. ftw
Losing a shield loses you some armour, but drastically ups your DPS (2h or dual wield) IMO killing stuff before it can get another turn in = win... plus opportunity attacks are better
Pretty much depends on what weapons you find... a good 2h weapon SEEMS to win out over 2 good 1h weapons in terms of raw damage... but the 2 1h weapons can give more boosts and additional damage
Summoner - level 10 summon on the first island is a beast, and he remains alright on island 2
Necromancer - Cancels summoner summons, and they don't seem to have a 2nd form, plus they ain't very good, for that matter, neither is the source required plant, haven't done the bird or the drake yet, but the cat isn't great, and the totem isn't worth the ap usually (but hey you can spam multiple totems)
You pretty much should avoid necro summons
I'm still pretty early in the game, but why do you only need 5 summoner instead of max 10? and why 3 necro only?
focus summoning and then put extra points into things that help incarnates or the summoner stay alive. hydro and geo, 2 in necro for living on the edge and bood rain. and you really REALLY should get summoning 10. the difference between an incarnate and an incarnate champion is night and day.
i'm level 19 right now and my incarante fully infused with fortify and frost armor on has nearly 8k of each armor. nigh untouchable. meanwhile my party is sitting around 1800-2200 and that is with shields.
and then, you don't need to do this if you are properly geared and leveled, but you can pretty much win any fight through line of sight and high ground.
example scenario: if there is a group of hostile "attack on sight" enemies, you can blood rain near them (only starts combat if you bleed them with blood rain) and then summon an incarnate on the blood (blood infusion is best). when combat starts with that incarnate wait until its turn. when it reaches its turn combat is now paused for you. now, all 4 of your characters, OUTSIDE OF COMBAT, can each summon their incarnates into combat. you can also use each incarante infusion on the incarnates without entering combat and you can also buff an incarnate with fortify and frost armor while it is in combat. none of these actions will put the summoner into combat if they are sufficiently out of range or out of line of sight. I have done entire fights with just the four incarnates in combat while my party sits in barrels (sneaking) in a corner somewhere. if the incarnates start losing you can just infuse them and fortify/frost armor them again to bring their armor values back up. if you buff your incarnates with haste, clear mind, soul mate etc. it will put the person who buffed them into combat.
it's pretty damn cheesy and i have not once been in a fight where it was necessary if i had done enough preparation but it is a strategy nonetheless.
as for weapons idk cause mine don't matter. but for origin characters, statistically the red prince or sebille is the "best" since red prince has his +1 racial persuasion bonus means your main character will most likely have the highest persuasion value. and sebille's +1 ap elven sacrifice ability is extremely strong, especially on summoners where the first turn is the most important.