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Повідомити про проблему з перекладом
There will be a ring later which guarantees your first spell to be MEGA (which means you can save your first fireball for a group of mobs to hit them all).
For melee i also prefer 2hand or the spear for said reason.
It comes down to which training you prefer.
Archery goes well together with both of them because it gives you those extra range attacks which you can use after your main attack to clear mobs that are left over.
Ah, I had seen that skill just don’t have it, the right setup would make all the difference. I did prefer the spear in terms of one-handed weapons though, I have maxed attack of opportunity so that with the spear and bow/spells gives a ton of free attacks.
It took a lot of free attacks for me to kill those dragon hunters, they were harder than the entire pirate area for me and It was a little unfortunate because I had the entire pirate gear set when I got the dragonbone armor which is not as good.
Thing is, the super critical also works with a bow IF you're using your staff. So my setup is the -15% bow cooldown, the Fireball/Thunder -2 rounds cooldown, 20% Soulcery damage, the 20% melee damage, and the 1st Fireball/Thunder = Mega ring.
With this setup, I just need to use Mega Fireball to clear any groups of 3, the Mega Thunder if there's a strong singular enemy, use the Staff special to clear critters, and then spam bow in between to kill the remaining enemies in the hopes of refreshing my spells to again spam it.
I went all the way to Endless Stage 120 with this setup. Nearing the end, even spammed the Mosqito Tonic (2nd potion) to refresh bow so I can get that spell refresh and just spam my spells.
Campaign 5/5, Endless 5/5
Mace+Shield is my second favourite because the special ability can be used to chain-stun enemies (even without soldiers ring). But because the special skill consumes a turn, it isn't as useful unless you are chain-stunning a single enemy/boss. The shield is nice for absorbing damage.
Campaign: 3/5 (because some bosses are stun immune), Endless 3/5 (because some enemies are stun immune)
Greatsword is great for most of the game because it has big melee damage. However the cleave attack consumes a turn and this makes the weapon/skill less useful imo. But the lower defense means blocking isn't that great for damage mitigation (which is useful near end game / endless mode).
Campaign 5/5, Endless 0/5
Daggers are similar to greatsword in their usefulness in campaign and suffer from their special ability consuming a turn, and not having the defense from blocking.
Campaign 5/5, Endless 5/5 (edit: they are amazing when you get a main attack critical hit)
Staff I never got use too because my soulcery training stat sucked. IIRC, the special ability doesn't consume a turn, meaning you can use it multiple times per turn with soldiers ring. The lack of block defense lowers my desire to use this skill.
Sword+Shield, I never really used because I found the special ability lack luster. The only enemies that would be useful to dispel are shielded healers and ones who buff their damage. But both of those can be temporarily disabled with stun.
For rings (endless mode), I use +20% melee, +20% ranged, -5 omni, -30% bow cooldown, heal/shield crit chance.
For pet, I use the mushroom since it heals itself and casts poison.
I don't know whether it was patched out or not, but legit I finished the game up to 100% Museum doing that. A few times I noticed that when I did a Super Critical with a bow, it gives an 'Absorber' effect the way Staff Super Critical does, refreshing one of the two spells (Fireball and Lightning).
Also, do note that it only works if you did a SUPER Critical (where you click on the red exclamation [!] mark when you did a critical), and even then only 20%-ish. I'm gonna reinstall and see my setup to see if it still works, but I went all the way to Endless 120, so I'm sure it definitely worked back then.
No you are right, after some more testing it appears bow super criticals may indeed reset spells. However, it is extremely unreliable to say the least (I have been playing staff for quite a while now and never noticed it before x). I also noted the staff special is also counted as a soulcery spell and can also be reset (which further reduces the chances for the two spells to be actually reset).
Let's do the maths : 30% chance to do a super critical * 30% chance to get the proc that refreshes the cooldown of one spell = 9% chance to refresh a cooldown on attack, which can be either the staff special, the fireball or the lightening (so 3% chance each). Personally, I don't think it is something worth playing around.
Not a big deal though, as staff definitely seems to be the way to go in late-game.
+1
2h cleave all the way
It works quite often for me. I switched from 2h Sword to Staff and i love it. I actually have a ranged build cause I like that training most and use the rings for reduced bow and spell cooldowns, chance to regain a bow charge with bow kills and guaranteed MEGA with first spell. Im getting so many free attacks / resets, as long as I can oneshot with bow I never get hit (bow is weak so it requires a lot on ranged stat, but thats fine with me). I think the staff special being reset on super crits is a good thing as well, because this way you can use your staff special as a first free attack, then fish for resets with bow while keeping your guaranteed MEGA fireball or thunder for when you really need it.
When you do a critical, press left mouse button when the exclamation mark appears