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Necro pairs to Warfare for damage scaling. You don’t get damage scaling from Necro points.
Poly is pretty much exclusively a secondary skill. There’s not enough focused abilities in there to make it a main skill.
Aero can be a main focus and works well with Hydro. You don’t really need to use Hydro for too much, but it’s good to have on the side.
As for the Necro melee thing, they just equip a melee weapon to use the Warfare knockdown spells. You don’t actually use melee aside from that. Same for Necro/Pyro. You take Pyro points to learn Corpse Explosion because, especially early game, Necro lacks offensive spells. Many players actually play summoning until level10-12 then respec Necro just to skip early game Necro.
I personally find Necro boring as it basically just becomes source spell spam. You do the same cycle every fight and wreck everything. It’s repetitive and kinda OP to the point of boredom.
Plus, the more you learn about how the game works, the more you will be able to tune different builds to synergize more effectively. It's great stuff. This may be the only RPG I've ever continued playing years after clearing all of the derp achievement flags.
Maybe I'm wrong on this, but if you want it to be a mage, you could do something like
Talents to consider:
Far Out Man - It's not really a must here since a lot of Aerotherge spells are close range, but it's worth considering.
All Skilled Up - Just to master summon at 10 faster. You can drop later if you want.
Amibidextrous (yah, you can make Elemental Totem scrolls later, and doing this will allow you to start fights that you need to via putting on 3 totems down in the same turn if you don't just outright have one summoned as the first move you make).
Glass Cannon - I think it's useful so you can give your summon full buffs ASAP. It's especially useful if you can find time to fit in at least one point of scoundrel into a build.
The Pawn - Great for letting you move as you're probably not going to have much time for moving yourself with abilities (and you probably don't want to very often honestly).
I think the main thing here for such a build is:
when you're looking for gear for levels, prioritize getting +summon (even if you have to lose int points / respec or have something like 12 strength sometimes.)
- Be the party member with enough wits / initiative to go first. The faster your summons are out there, the better.
- If you can, splash into Pyro 1 so you can at least get haste and peace of mind.
- Getting shields might not be a bad idea so you aren't bothered as much by enemies (especially if you decide to take glass cannon).
- Get at least 1 point of hydro so you can make it rain prebattle and summon water totems. Even if you don't use spells much from hydro, the totems can put wet on enemies and turn shocked into "stuns" which means that you'll have much better CC than if you just take Aero alone. You can also electrify the wet surfaces which will cause the enemies to either take damage walking through the electrified puddle or waste AP walking around it.
And yes, Necro just straight up heals you even if you are a skeleton. If you deal damage, you will heal, no undeads hurt here unless you're attacking them! :P