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Reaver / ranger, really? Without versatile but with know weakness? I guess you can do better for basic attacks crit build ( like dualwield gunner )
Kyrie in that build also wont do anything, no burst, no good heal, supposed to be versatile, but it wont work well on tough maps.
Can you give me anymore info other than "...."
Guns have great range but they don't out damage swords, what does a gunner have or reaver for basic attack damage?
What would be a tough map? She is my healer I dont need her to do dmg. She still hits for a 100 easy.
As a side note: I wouldn't think in terms of "healer and damage mage" in this game, because both healing and damage spells work on the same stat of "mind". Think in terms of "this is a mage". My best healers are my best spell slingers--there is no difference between them in that way.
I guess im just confused on why they said she is a bad healer.. she does great with dmg and healing.
Part of the reason is also because of the 6 badge classes. There are a couple of very strong caster classes in there that Kyrie cannot learn. That being said—experiment and see what works best for you.
What i mean is, if you're going for min-maxing, a "healer/support mage" and a "dps mage" are built in a reasonably diferent way.
For sake of discussion—healz can crit with Versatile / Boon.
Edit- the only way they’re “different” is perhaps in what passives you might use, but they’re going to learn the same kind of classes anyway. Besides, [Economy] and [Doublecast] is universally good for any caster. Pidgeonholing a mage into “damage or healing only” isn’t something you need to do—you have two classes to equip—you should have options.
In any case, even though you can make good hybrid dps/healer mages, my point was that if you want to min max a dps mage, it's going to be built reasonably diferent, because there are passives, like the mentioned Boon and Versatile, or Elemental weakness, that you wouldnt be top picks for a healer or for a hybrid healer.
Obviously, Economy, Double cast, and Blood magic are universally good for all type of casters, hybrid, or purists.
Alchemystic/Druid with double cast is a perfect buff/dispel machine as well as double-trigger for Gun Knights. Add Mana Font and 3 pair of boots to get enough mana and to make sure that they are hard to corner.
Then deploy 2 of them with 4 Templar/Knights to Taunt whole enemy team to death. The only semi-counter to Taunt spam is Barrier, which is in turn neutralized by double cast Dispels, with occasional Cleansing Blades by Templars.
Crits and spells dont crit unless you have passive "versatile" equiped, so you basically try to make crit character that based on skills using crit passive.... but he cant crit.
Generally trying to mix ATK/MND in non-specialized classes ( like warmage ) never going well. I have ridiciously strong kyrie templar/marked and i still feel its not enough. There are some maps on very hard ( like where you recruit insect guy ) where its almost impossible to heal, you just win with planned sacrifices and various OP stuff like mystic shields. Unless character is good at either damage or heal hes useless on higher difficulties.
His basic attacks crit all the time...
Yes, basic attack crit, thats why i pointed that making him reaver/ranger makes no sense, you can make him anything and his basic attacks would crit anyway.
Actually nevermind, have you edited post or something? Im pretty sure i hadnt seen dual wield on it. With dual wield it makes sense.
Also not to sound offensive, it just for the sake of discussion.
But the lack of a ranged class is somehow questionable, a rare occurrence, they generally inspire consensus amongst players. Same goes with Warmage and Druid, Gambler and Duelist. You run with almost no Supports. Also you still rely on some early-game Passives/Synergies to provides all the units with a burst in DMG, which I believe are all indication that you should take a more challenging approach and probably switch up some others difficulties settings like "Extra Enemies" and "More Gears". This will makes things more spicy, pushing you to explore that good chunk of the Class Tree that you miss, or consider "not brilliant enough".
Also the others 4 Secret Badges Classes are really good and will change your perspective about the value of every other class.
For my main team I often rely on Druid/Gambler (double casting Heals and Charm/Quicken), Vessel/Warmage (one of Vessel's passive gives a damage on next spells, paired with Leech Mana is a beast) , Warewolf/Vampire (100% crit), Gadgeteer/Peddler or viceversa (with Mana Expert and Initiative can cast AoE speed + another action, both at turn 1) plus some others depending the case.
Kyrie as Marked/Duelist, Anadine Demon Knight/Templar dual-wielding Schytes, Reiner Spy/Gunner, Yates Anatomist/Alchemystic are some of the Story Chars in my last playthrough.
Ranger gives the crit bonus ability and reaver has great stat growth in HP and Attack power. What class would be better?