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In your setup, whatever you have Red do, likely melee of some kind, treat him like a support and have him set up elemental affinity and such using some spells so the others get off first turn with lower AP costs. Even if your first turn on Red does nothing offensive, you’ll gain more AP than you lose by getting both mages their elemental affinity first and if both mages use the same elements, it helps you do this effectively without pre-battle setup.
So if I'm understanding this correctly, it is preferable to have two mages both using Aero/Hydro (or Geo/Pyro), but one leaning hard into Aero and the other learning hard into Hydro. Right?
I felt like it would be counter productive to have all 4 elements on the same party between 2 mages as Fire gets extinguished and freezes get melted.
Basically, Red might be a two handed knight, but you’d give him a point in Hydro for Rain and a point in Aero for Electric Discharge. Then give him wits or initiative gear so he goes first. His first turn is to cast those two spells such that the enemy is made wet by the rain but the water pools at the feet of your mages. Then you just hit the floor with lightning so it’s electrified water. That’s 3 AP from Red, possibly 4 if you also have him Haste a mage. Then your mages go with -1AP to all their air and water spells. If they burn two 2AP spells and one 3AP spell, that’s a savings of 6 AP total, 7 if you hasted one and they cast an extra 2AP spell. Sure, Red’s first turn did nothing for himself, but he’s melee and probably wants the enemy to close the gap first. In the meantime, he just let the mages blow nearly everything they have turn one, even moreso later on if both mages have Adrenaline or other AP boosting spells.
It’s a crazy powerful setup most of the time, and if you build the archer to be my Elemental Ranger who deals more magic damage than physical, while still keeping their base physical damage, they play into the weakened magic armor as well as being able to strip physical armor for Red later on.
Maybe the Aero/Hydro mage guy is sub-optimal or something, but it feels like they don't do anything until I get the magic armor down to 0, while the Geo/Pyro has no issues blowing through them and then some.
How much more difficult is it to go Aero/Hydro ingame? You said you prefer it personally so I assume you have quite some experience with it.
Is it more of a struggle, since you cant just blow people up? Again, maybe I'm just missing some key abilities that the pre-made Arena guys don't have for burst damage.
Each is good though, in their own ways.
Summoners also make for excellent support characters that can set up elemental affinities for your mages, then use Adrenaline to summon their incarnate.
anyway the pyro/geo must use aero to be optimized and the hydro/aero is very compatible with the geo.
So geo/pyro > hydro/aero not only for damage
I considered summoner myself, but the issue is I found some guy with an extensive guide on how summoner needs more investment than just the 10 points or it falls off. Might have it on a support-er secondary char, but not my main.
It still fills the support role perfectly and is honestly better than any melee build would be in the team I described.