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If you still want to do the support role while being a STR build, I'd recommend focusing on spells that don't scale off of INT. That basically means don't bother with damage spells and focus on healing/buff spells as those strictly scale off of level and their respective spell schools. One final note here, healing spells cast on undead or decaying enemies scale both off Warfare AND Hydrosophist, making the damage especially spicy if you put points into both.
As for getting self healing on your undead, it would be best if you had a different character specialize in geomancer for poison attacks. If that isn't to your liking, putting a few points into necromancer should still be sufficient. The lifesteal from necromancer doesn't count as normal healing will still heal undead. I've done a few undead melee builds surviving mainly on 3-5 points on necromancy. You will want to put more points in if your damage output is lower.
Hope this helps!
Hydrosophist: Armor of Frost, Rain, Restoration, Cleanse Wounds, Global Cooling,Healing Ritual, Mass Cleanse Wounds, Ice Breaker.
Geomancer: Fortify, Poison Dart.
Necromancer: Blood Sucker, Decaying Touch, Raining Blood, Bone Cage.
Scoundrel: Adrenaline.
Warfare: Battle Stomp, Bouncing Shield, Deflective Barrier, Phoenix Dive.
Most of this seems fine, however you're a bit lacking in STR abilities so I'm curious as to why you want to do STR over say INT with shield. A couple other points for you:
1. Your mobility options seem a bit limited later on and you have a few low range abilities. You may want to think about taking up the scoundrel jump (I forgot the name currently), the talent "The Pawn" which gives you a bit of free movement every turn, or take 1 level in Polymorph to get Bull's rush. A combination of the above would go a long way for mobility.
2. As mentioned before, you have a couple INT scaling abilities. Poison dart will become less and less significant for you over time. In addition, Decaying touch will also do less damage over time and the Decaying status is blocked by armor, so you will likely have to strip the target's armor beforehand using other means.
3. For Blood sucker, undead characters do not bleed so you will likely not have a significant amount of blood to use on yourself. Other living allies should be fine, but even so you will likely have to use blood rain to get the maximum effect. Keep in mind that is a total of 3AP and 2 abilities for 1 heal.
4. Just as a warning, Mass Cure Wounds will deal significant damage to your undead. Make sure you have sufficient armor and/or health to be able to withstand the hit.
Bear in mind though, healing isn’t really something you should want to focus. This game favors highly aggressive teams that plow through the enemy in just a few turns, locking down what they can’t outright kill with CC. You’re not going to be trading blows as much and the amount of healing you get from spells typically costs more AP than it takes to deal that damage, meaning you’ll slowly lose the fight.
To give you an idea, as a player with 1000 hours, my teams typically only have access to armor restore spells through scrolls and never worry about HP healing at all. Aside from curing status effects, I rarely use these spells just for the healing anyway. You’re often far better off using AP to attack an enemy and CC them to stop incoming damage than you are healing damage already taken.
As an undead, healing spells won't work on you so you're splitting your healing investment into 2 separate skills (hydro and geo) neither of which have anything to do with STR. You're being pulled 3 different ways here.
As for Poison Needle, its so i can throw it at my feet for passive healing.
I do agree that it has a lack of movement skills, Battering Ram would help with that.
As for why str over int, healing does not scale with it, and the cleric will be spending its time in melee range (also gets to be the team pack mule).
Talents i had planned are Opportunist, Living Armor, The Pawn, and Hot Head.
Very few of your abilities are scaling with STR is the issue. The only benefit you're getting otherwise is carrying capacity and auto attack damage assuming you are using a STR scaling weapon. If you're going STR I'd also strongly recommend Tentacle Lash in the Polymorph Tree. It can do a massive amount of damage (especially if you get the savage sortilage talent and build some crit chance). In addition it can disarm.
You're far better off being a spellcaster, going INT and ignoring melee. Focus more on Poison spells as you go and friendly fire yourself as you hit enemies with them. One handed melee with strength is very weak even if you're full focus on it. You're going to be split between melee and support, making it less relevant. It isn't worth the investment.
Torturer can inflict bleeding through armor with rain of blood and can also apply other effects on enemies.
There are also the following spells to consider:
Geo: Mend Metal, Reactive Armor, Worm Tremor, Poison Wave
Hydro: Soothing Cold
Poly: Bull Horns (early game move without wasting a cc and inflcits bleed), Tentacle Lash, Medusa Head (both strength scaling)
Scoundrel: Cloak and Dagger
Poison needle is just for placing a puddle, i cannot find any info if int effects the tick damage of poison or if puddles scale, and i have tried self poison bombing, it ends up on fire (i have been theory crafting a undead demon lizard build that is all about setting itself on fire)
with all my tanky moves i could likely get away with a 2 handed weapon... I can pick up Vampiric Hunger to offset the lack of a shield.
See, the problem with a tanky character is that there's no real way to get the enemy to focus you. While there is a hidden threat mechanic that exists, the way it seems to work is to pick a target based on the amount of damage potential they have as well as the ease of CC'ing them. So a high armor tank with low damage potential is the last target the enemy wants to attack.
I think a lot of this comes down to difficulty and preference. You can do just fine on classic with a 2h build and support cleric spells. Sure, you can argue it's optimal to go full damage and CC but it's totally viable to play more defensive and rely on healers as well. Hell, even in tactician you should be fine to play less than optimal builds if you know what the expect with the encounters.
when i try to use this build i just start thinking of other more fun ways to play,