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Never actually tried out the Druid in this game. How is the spell list? Is it just a more expanded Ranger's Spell list?
I have found Jubilost to be VERY useful I will admit. Usually best to just focus on getting him as much bombs as possible outside of any of the more wild mutagen's though.
And Scroll savants, Sylvan sorcs, Arcane/Sage Sorcs all can stay pure losing nothing major.
Ranger's always seemed weird in that never really fit in any kind of role other then a Ranged DPS user, with very situational spells. Are their archytypes any good?
For less metagame Freebooter is good as he's universal, but he pays with his pet for it.
Storm and Fire ones are damn awful with pretty much no redeeming qualities
The Fire one seems interesting, but generally speaking, Rangers can do well as Melee. Full Plate and a Light Shield or Heavy Shield, (I prefer Light), and a good one-handed weapon. Pick the Two-weapon feat, Shield and Armor Focus, and Weapon Focus.
Avoid Hunter's Bond, (I made that mistake in the DLC), if you go with a normal Ranger, and take the Companion instead. Smilodon, Boar, Bear, are all pretty decent imo.
Doing it again, I'd go with the Flamewarden, stick with Full Plate and Shield, and select 3 weapons for damage types.
The only thing that kind of bugs me, is swapping weapon groups you should be able to just put a shield as the off-hand in more than one group, so you don't have to go to the equipment screen to move it when you change weapons. Or alternatively, just go to the equipment screen and swap a weapon in.
Not really worth pursuing Flamewarden if you're not going to level it though.
That's actually kind of funny, as I think the Flamewarden is the best of them, once it gets high enough levels. Getting Firebelly added to the spell list is pretty mediocre early on, but the rest is good. Maybe a little ridiculous with the level 20. Also, I think completely useless for a main in this game. But for the DLC, where you don't level to 20, or even near really, it seems like a good option.
Stormwarden would probably also be good with Call Lightning, as I've found that very useful, but apparently everything is immune to electricity, so obviously that puts it on the do not pursue list here as well.
Edit: expanded a bit.
I actually use the spells. Particularly in the DLC, because you end up with only a Freebooter and Herald Caller who uses mostly summoning, which unfortunately is often just a distraction until he gets to 9th level and gets the Bralani Azata, (think I spelled that right), which is actually useful and quite effective.
But outside of the DLC, Spells are a limited resource, even at higher levels. You can conserve them to some extent, but if you're buffing with every encounter, and potentially using summons every encounter, and heals, or potentially AoE, there isn't much left to go around. The main story doesn't really require this every encounter below Challenging mind you, but everything is also on a timer, and camping reduces that considerably.
At some point, you're going to be glad your Ranger has spells. Either to balance out healing, or to buff, or something.
Yeah, but a nice AOE that damages enemies only is cool. I like the whole retribution thing.
Freebooter could actually use a decent 3rd level spell, but it's whatever.
Is there any added content/loot for taking base cripples in varnhold instead of proper mercs btw? Doesn't seem that way.
I wouldn't go ranged, so Hurricane bow, (awesome spell btw), wouldn't be on my list. Definitely take Sense Vitals. Probably wouldn't take Falcon either as that's Range focused as well, and the Perception buff isn't really necessary.
So, Lead Blades, and either Delay Poison, Feather Step, Longstrider, or Cure Light Wounds for level 1; Aspect of the Bear or Sense Vitals for level 2; etc... Changing things out depending on what I am expecting to need. Always keeping the basic combat spells available; but also allowing for dealing with Poison, Disease, or other needs that require some versatility.
Not to mention ranger can't really afford to use slots on QoL spells like delay poison. Lead blades takes all slots for lvl1 and Sense vitals take level 2 no other spells come even close in efficiency per slot used. Let whoever else is in the party take care of those.
Back to the topic: I don't see a single reason apart from RP to take flame warden ever.