Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would say there's pretty much no point in keeping your characters in one single job the entire game. They literally don't get any stat bonuses from being sorcerers (for what I know at least...). And while yes, they might not be as effective if you switch jobs (because of how one command and two passive abilities are locked), you can still unlock much more by constantly switching your jobs
This game is awesome because of its diversity. By simply screwing around you can find some pretty neat combos. For example my sorcerers have Ranger's Know Weakness and Fellblade's Versatile. Crit Damage Full Map Inferno is absolutely insane :D And while it's not really necessary to minmax your character, you can always reset their level or hire new characters altogether if you feel you diluted their stats by constant switching
It just depends on which role you want that unit to cover, explore other skilltree to find a way to improve said unit.
For instance I also have a Sorc build with 50% Crit rate, but I use Druid as main class and Sorc as secondary, for various reasons.
When you find a combination that fit your playstyle, there's no shame or waste in keeping it up till the end.
Also, abuse that Vicarious mechanic, it will bring a quite decent bump in late game general AP.
I'm just wondering if there're some things I missed. I've achieved 50% crit by using Know Weakness and 5 sharp gloves. Maybe there's a better alternative than walking around butt naked :D
I love the fact that you can do that though. I noticed that as well when i started playing and equipped like 3 wizard gloves and other stuff on my main mage XD
I would recommend reading Conan the librarian's guide in the community guides section.
It's usually a pretty small amount, like between 25-70, but it adds up over time. Units even gain the vicarious AP for classes they haven't unlocked yet.
Masteries, the two passive (Ranger & Werewolf) bonuses from weapons like maces, Eternias, Soul eater, etc. as well as other gear.
100% critical is possible, although not necessarily best, unless you want to guarantee sticking debuffs. Otherwise, maximizing MND and ATK may be preferable.
If you stay in Sorcerer after it's been mastered, a large portion of their own AP gains will indeed be wasted, but they will still grant vicarious Sorcerer AP to your other deployed units. That being said, if you've achieved your final build for your Sorcerer and don't feel the need to learn anything else, the wasted AP is not necessarily that bad (although you will miss out on mastery bonuses from other classes). At the end of the day, though, while we designed the system to encourage jumping around to to different classes and trying new things in order to prevent such a lengthy game from getting stale, there's nothing wrong with finding something you like and sticking with it.
Regarding vicarious gains: There is no Vicarious EXP, but there is Vicarious AP. This thread has a lot of detailed info about how it works.
Well, double cast isn't that great for how I personally use my sorcerers. My magic artillery squad waits at spawn point, pray to God enemy units won't squash them before they will get some mana, and then cast Meteorstorm together for a nice good old-fashioned bombing run. This is exactly why I use a weapon and five accessories because ideally enemy units won't be able to get to my sorcerers in time, hence no need in armor. Also this is why I got bodied at the tournament...
Ahem... What I wanted to say, doublecasting storm spells is quite costly. Also I really, REALLY like both of Sorcerer's passives
Btw, crit chance vs MND... I've just encountered that exact problem. 5 mage gloves for +40 MND vs 5 bladed gloves for +25% crit. 50% crit pretty much guarantees storm spell will crit at least somebody and I'll get some bonus mana on top of crit damage. And yet it might be better to get flat 40 MND... I don't know :c
To be honest, in the late game, Eruptor is not much use, as you cast constantly.
Choosing Druid was my way to go for a fast and deadly end-game Sorc :
-Druid is way faster then Sorc (1,1 growth vs 0,8)
-Passive like Economy and Eruptor lose impact in late game, while Mind Expert really shines at high levels (I'm 77 with this one), also Dual Cast is awesome if you can fuel your Sorc with MP in the first turns -Gadgeteer coff coff-
-Druid can equip Staffs. The end-game Staff is INSANE.
-Druid start with +2% CRIT, mastering FellBlade and Assassin gave me 4% more, x2 Sharp Gauntlets and 2 end game Accessories combined with Known Weakness puts this animal at 52% CRIT. It also gain 23 SPD from gears.
I prefer Druid's Passives over Princess for this unit's battle purpose, Equip All is useless to this build and the 25% loss in power for Dual Cast 1, gets somewhat compensated by the +/-90 MND from Mind Expert. But Princess do gain more MP and MND in stats, but lose 2% Crit, so it's up to each one's taste in the end, I guess.
Also this Druid/Sorc will always be deployed in combo with my Gadgeteer/Peddler as Support, for MP, Haste and CRIT Up, maximizing the pain :)
Druids are one of my favorites for sure. Add in the fact that they have shield proficiency for extra flexibility in their equipment.
2 more great reasons I've totally forgot!
This game is great.