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That said, there’s always a Pyro/warrior that uses melee and the sparking swings spell to fling fire damage around the battlefield as he beats enemies up in melee.
This game pushes you to experiment and hybrdize. You can essentially stack up gear bonuses and have a viable cross class skill at your disposal without actually sacrificing any level up points. Warrior builds will have to rely on other class skills to make them actually useful in the early onset. For some reason you don't get any of their mobility skills till act 2. In my case, I had to hybridize my main warrior lead with minor scoundrel and Aerothurge skills. This worked out really well as it provided much needed agility for my character to cover ground as well as have some range.
Most of your companions all have some magical affinity one way or the other as a preset. If you are using a preset like The Red Prince, he already has affinity for Geomancy. The oppurtunity to reset your character(s) does not come till the end of Act 1 so it makes sense to enhance the presets than ignoring them. I am at the early parts of Act 2 and have the option to reset my character but so far it has worked out very well for me and I found very little to change to make. Its worth experimenting.
The biggest challenge you will have is finding decent gear and upgrades. Do not get tempted to keep wearing the same armor for too long. This is where your minor skills might temporarily be compromised in need to have better armor.
I need to make do with what I have till I have access to the mirror though, and end game build ideas give me a good idea of how to progress early.
Enemies with the burning effect will take extra exploasive damage if hit with a pyromancy skill / attack. The dragon flame skill comes in handy with this. as if you need that extra bit of chip damage to get an enemy burn for the cost of a single action point.
His source skill eye magic drain comes in handy with this as well, as getting your targets burning quick and essentially one shotting them with massive pyromancy stacked damage. Focus points in intelligence and pyrokintetics for most optimal output.
since you also have scoundrel you can make use of handy skills early game, such as adrenaline, and Cloak&Dagger.
some suggested attributes. Elemental affinity. (elemental affinity, since your skills take less while youre in fire / point, use flaming daggers, one on yourself and the other two on enemy to get quick effects.) Make pyromancy skills more afford able, although I feel like executioner would be better. Mix the two, or even go for lone wolf if you just want to play as the red prince and focus on a singular build.
another tip, i reccomended a melee staff esc build, but you still have the convience of pyromancy and geomancy skills. Using oil based spells from geomancy to slow down opponetes and haste to alter the battle field in your favor is always a good tactic, saving up oil barrels in a chest near your spawn is a good idea. during hard fights you can just cover the entire field in oil, set it all a flame and force all the enemies to run through it and make all their magic shields low.
Or even just using the spells for AOE sake. Fireball, searing daggers, scorch exploasions, all of the oil based spells.
If you have the gloves of teleportation and you scan the battlefield to put opponetes close to one another and utilizate sneak tactics to get close enough and manipulate situations in your favor, you can do alot of stacked single turn damage early on with your AOE shenanagins if done properly with skill.
Sneaking and using cloak and dagger, or if your up for the skill point cost, polymorph with cameleon cloak is also usefull.
Good luck.
I personally like the Scoundrel's version of the tactical retreat as it doesn't break cover if you are sneaking which allows for me to set up my companions at critical areas to remain hidden and then score a free hit before initiating combat.