Heroes of Hammerwatch II

Heroes of Hammerwatch II

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sorcerer feels much better designed than wizard
This isn't necessarily about power level, but I'm playing through with a wizard right now and I find nearly every aspsect of them to be less interesting than sorcerer.

Sorc has interesting perk choices like for example changing how their discharge skill works mechanically with perks, building either for a single element or multi-element with elemental affinity perk, and all 3 sorc masteries have perks that interact with every skill you use (for example, lightning mastery gives a chance for all lightning spell damage to arc to nearby enemies).

Wizard by comparison feels a lot more stale to me. A lot of it is basic stat adjustments. Fireball just seems like complete trash compared to spamming magic missiles when you can perk into rebounding missiles which basically turns it into a clear skill. The masteries feel very boring to me - for the most part it's just more stats and click-and-forget skills a la hydra. What's extra unfortunate for wiz is transmutation's keystone ability, haste, is just a slightly better version of a sorc perk you'll have 100% uptime on because it's 40% cast/weapon/movement speed haste on landing a spell crit on a class that has native spell crit and wants to build crit anyway.

Having played all 7 classes to at least level 15 at this point I feel like wizard has the weakest design overall out of all of them. IMO fireball should get reworked to be more useful and they should revise some of wizard's perk selections to be more interesting and better facilitate different playstyles.
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For me wizard is the strongest class, got mine to NG+8 level 57 and I breeze through all content so far. Magic missiles with extra projectiles and having them bounce once they hit once target with their auto seeking is amazing. Then I pop a meteor on the boss and it melts. Never even used fireball. However playing any type of melee class on NG+x is so hard.
Αναρτήθηκε αρχικά από ALEXJONES.NETWORK:
For me wizard is the strongest class, got mine to NG+8 level 57 and I breeze through all content so far. Magic missiles with extra projectiles and having them bounce once they hit once target with their auto seeking is amazing. Then I pop a meteor on the boss and it melts. Never even used fireball. However playing any type of melee class on NG+x is so hard.

Yeah, I don't think wizard is weak necessarily, just that their kit feels boring to use for me at least compared to sorcerer. I've tried to build wiz a few different ways but came to the conclusion that I should just spam magic missiles every time lol
Haven't unlocked sorc yet but I don't see how fireball can be considered weak. I always open with it and it one shots most of the group I'm attacking. Then I just finish off the rest with my weapon. I almost never even use magic missiles.
I find wizard to be my strongest class. The bouncing fireball for groups and 5 magic missile upgrade for bosses handles everything pretty easily. I run with hydras as well and they are just icing on the cake.

I have a bit more trouble getting sorc going cause I find their single target a bit lacking but they are just as good clearing everything else very quickly.
Τελευταία επεξεργασία από Pythios; 19 Ιαν, 18:59
How'd you actually unlock the sorcerer anyway? I've already got four wins under my belt and didn't find him/her... kinda hoping I haven't glitched anything x.x
Τελευταία επεξεργασία από Outline; 20 Ιαν, 0:20
Αναρτήθηκε αρχικά από Outline:
How'd you actually unlock the sorcerer anyway? I've already got four wins under my belt and didn't find him/her... kinda hoping I haven't glitched anything x.x

You need to take the Citadel skip route instead of the normal route in the very first Forest stage, the sorcerer will be at the entrance after you enter.
Can you guys give some hints on what stats to push for a wizard and sorcerer apart from int? And in what ratio.

What skills to level up for each?

Also I what kind of weapons do you prefer?

Fire < Lightning < Ice ? What elements to focus on?

I currently die too quickly in boss fights when I am out of dashes.
Τελευταία επεξεργασία από Grisu; 20 Ιαν, 0:41
Αναρτήθηκε αρχικά από Grisu:
Can you guys give some hints on what stats to push for a wizard and sorcerer apart from int? And in what ratio.

What skills to level up for each?

Also I what kind of weapons do you prefer?

Fire < Lightning < Ice ? What elements to focus on?

I currently die too quickly in boss fights when I am out of dashes.

As sorc is pretty geared towards crit, pumping a good amount of int is a good idea - each point will increase spell crit chance, spell crit damage, and spell power. As a guideline I'd say 2:1 between intelligence and vitality is good. If you're early on in the game, I'd actually recommend you invest most of your points into vitality and the rest into meeting int requirements for gear as it gives you a flat +5 hp per point which is extremely good in the early game.

Lightning wand, ice wand and ice staff are my favorite magic weapons. For offhand I highly recommend just using a shield rather than a tome offhand because I find tome offhand isn't that useful whereas permenant projectile damage nullification in front of you is really good and an on-demand stun as an ability is probably more useful than tome to begin with unless you figure out some strong weapon-focused build.
Αναρτήθηκε αρχικά από Mistaque:
You need to take the Citadel skip route instead of the normal route in the very first Forest stage, the sorcerer will be at the entrance after you enter.

Many thanks! Never would have thought to try that; the shortcuts really do seem like volunteering to get less resources/trinkets for no real gain other than time
Sorcerer definitely feels more engaging. Maybe wizard would have been better with a teleport or a shield spell (protect a team like the paladin's heal?), something to set them apart.

Αναρτήθηκε αρχικά από Ostrava of Boletaria:
Fireball just seems like complete trash compared to spamming magic missiles
It's been the other way around, for me. I can't get the hang of magic missile. It fires in that strange spread and I always seem to lose a bolt or two against the nearest wall before they pick a target.
Τελευταία επεξεργασία από lotsoffire; 21 Ιαν, 15:07
I don't think the wizard is inherently weaker than the sorcerer, but the sorcerer definitely has a more engaging play style. The differences between the two should feel more distinct. Right now, the sorcerer comes across as this focused elementalist-mage, delivering consistent mana regeneration and landing hard-hitting spell crits, while the wizard feels more like a random spell generator. It's not that the wizard is bad, but he feels like he's missing that spark of flavor or thematic depth. There’s potential there, but as it stands, he just doesn’t have the same kind of identity or satisfying mechanics the sorcerer offers.
Hydra have low DPS and they are slow to attaque... its fun but useless. Meteor all the way.

Dev need to buff some spécialisation and rework some skill.
lol ppl dissing on hydra. YES YES its super weak... guess ill have to try a sorc because my wizard apparently sucks
Αναρτήθηκε αρχικά από Ice:
Hydra have low DPS and they are slow to attaque... its fun but useless. Meteor all the way.

Dev need to buff some spécialisation and rework some skill.
I haven't tested it in NG+ but in normal NG, Hydras defeat bosses in a couple seconds. Not quite as fast as Summoner Warlock but still pretty dang fast.
Αναρτήθηκε αρχικά από Grisu:
Can you guys give some hints on what stats to push for a wizard and sorcerer apart from int? And in what ratio.

What skills to level up for each?

Also I what kind of weapons do you prefer?

Fire < Lightning < Ice ? What elements to focus on?

I currently die too quickly in boss fights when I am out of dashes.

Element seems to just be a matter of preference. Each functions a little differently. Just make sure when playing sorcerer that your weapon's element matches what mastery you chose. Personally I'm partial to ice on sorcerer. I haven't gotten to lvl10 on wizard though (switched it out for sorc when I unlocked that) so I don't know if/how that would factor into elemental choice. As for stats, your primary stat (int for caster) is very important, for the secondary stat I am still experimenting but I think vitality is probably your best bet later on as ostrava said.

I just decided to yolo NG and put it in focus instead for constant bombardment. And surprisingly I made it all the way to the second-to-last boss with that int:foc build so far. Same 2:1 ratio btw. But yeah that 1 should definitely go into vitality instead and just get some extra regen from gear. Gonna be a problem in NG+ if I don't respec but for now it's a lot of fun with high risk high reward. x'D

[Edit: running ice sorcerer with 80int/40vit now @ lvl20 with the few remaining points in focus for a bit of extra regen. As for skills; 1x rank 5 (R2 spell set to ice shotgun), 4x rank 4 (everything else except the spell crit chance skill), Just bring along the spell crit drink from tavern and you're golden. Final two bosses were a cakewalk with this setup. Even found some extra health and a ton of resistances along the way, I was more roided out than my paladin by the end lol.]

So far from my (admittedly limited) testing it seems that the ice staff provides the best balance between AoE, damage, and mobility. The L1 is noticably stronger than on the other staves/tomes and can be bounced off obstacles/terrain to hit the same spot twice. The R1 piercing icicle can also be fired rapidly (beats charging it) while moving. Fire staff's L1 seems to be rather weak to compensate for the wide range around you, and the R1 is not very viable outside of combo state. The Lightning staff R1 has the same issue, and the L1 while quick to cast is weaker than the lightning tome.

As for the tomes; I personally found Ice tome lackluster, it has good range and chills enemies but the damage is quite low even when stacked. Fire tome Is a small lingering AoE that works well when you set up a field of them, but a bit awkward to set up again mid-combat. Lightning tome can be stacked ahead of time for a big nuke or drop behind you when kiting for decent damage in a small AoE at low cost/cd.
Τελευταία επεξεργασία από Martial Autist; 23 Ιαν, 14:03
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