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I have been working on a geo/necro build that I think would work great for your team. (lots of extra ways, like 2 hunt is always nice)
10-geo
3-necro
2-hydro
10-poly You want to max int, this is why we do the 10 poly.
dump rest into warfare, phoenix dive is def wanted.
Talents are fairly flexible but torturer is worth at least early for just the worm tremor aoe entangle. Living armour is really good with your necro healing. I tend to want to be a tank so if you want to use a shield and sword (I do love this version) then def go LA. If you want to use a wand and shield, then it isn't as important.
This won't be the best for dps but you are tankier, have cc and do decent mix damage. Can help Lohse with the magic armour enemies but also help your phys dealers as well. Earthquake is a key skill, it does magic damage but the knockdown is blocked by physical armour. Necro skills do physical damage plus Sebille and Red Prince. This is why a sword and shield combo is nice, you can pick up battle stomp and bouncing shield. Then a bonus combo that I think would be amazing for fane is Defective Barrier, then casting acid spores on yourself. This reflects each cast so instead of 3 hits you get 6. Small aoe nuke. The combo takes 5 ap so takes extra effort if you want to do it all in 1 round.
I have tried all sorts of variations from this, as hunter has some interesting spells with geo plus tactical retreat is amazing. I have done more into pyro instead of necro, I just find that the damage wasn't as important as cc. Aero crits is huge, so I like to use rain/blood rain for extra liquid for aero casters to do their thing.
I am not surprised, aero can do very nice big single target damage, geo likes larger aoe with less damage but has cc. Fire also likes to do aoe damage with extra fire ticks after. So again not surprised an early aero will be putting up better numbers.
If fane is providing CC or field control (surfaces) then def not. I would only "worry" if you are not able to get past the content. But to me that is part of the fun. Tryout builds, smashing them into walls until they can't break it. Back to the drawing board/merchants then back to wall smashing!
Stops being an issue late game, when your spells oneshot multiple targets instead.
I'm thinking of Rain, which makes enemies wet = -20% air and water resist, but +10% fire resist. Shocked and stunned both give - air resist, but + earth resist.
Do you have Torturer with Fane (huge early game damage boost for fire spells) and do you use elemental combos, which geo/pyro loves.
Combos that create a posion/oil surface, then a fireball/fire daggers to make the surface explode will deal a good amount of bonus damage.
If you take Scoundrel 1 with Fane and give him Adrenaline you can cast 3 spells on a single turn, triggering either 2 elemental explosions or 1 explosion + Spontaneous Combustion.
If you want some Pyro fun, you can use Elemental Affinity + Torturer e.g.:
Searing Daggers, shoot 1 dagger at your feet, now your Pyro spells cost 1 less
Use Combustion for nice damage, but it removes the targets burning status
Shoot a Fireball for more damage and to apply burning again.
Torturer (btw. it's a talent) also works well with geo and necro spells.
Edit:
I forgot Wands. Using 2 Wands can be really fun, but you should consider
1) Their element
2) Which wand is in your main-/off-hand
Depending on this you can pull off elemental combos or lower your damage output.
e.g.:
Water + Fire Wand: One makes the enemy wet, reducing fire damage by 10%
Water + Air: Increases damage of the second wand and can shock enemies with no magic armor
I armor myself up before I "teleport" into the enemy, taunt said enemy, throw poison on myself, scream like a mad man and use a "charge" ability to go back and save the squishes if they are focused. Maybe throw a sleep in a turn to give the enemy AND my team the 'ol razzel dazzel.
Granted, it is only my first play through.
Very good call, also if going warrior and geo, def can mix in some necro which would give more healing and thus more magic armour.