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Hmm how'd you find Lord/Warmage?
I've been running a custom character as Warmage/Gambler, and I'm considering swapping him to Lord/Warmage to try and fit a Lord into my team. I've been messing around with a Fellblade/Lord with versatility/malice/know-weakness I+II for guaranteed crits for status effects and buffs... but even with both soul eater and soul armor... he feels mediocre.
Furthermore, many weapons have intrinsic debuffs - weaken, cripple, bleed, poison. It's pretty easy to get three of them with dual wield. On high difficulty, or against bosses, sticking three, or even four debuffs in one round is pretty useful. The victim, if he survives, is seldom good for much.
As for fellblades and stuff.... i use fellblade/spymaster with unsealed cursed shield and main gauche. 40+ evasion, 100 elemental resistances evade skill counter. You doppelganger having versatile, capable of good damage or control or basically anything ( hello spymaster ).
Lord has Equip All and Cleave. These two passives are great for a Warmage. You can pick someone off from 7 or 8 tiles away and get a free turn. The active skills for Warlord aren't that strong of a synergy, but that's ok. Manaless backup skills can be nice to have on a double turn.
You could also do Princess/Warmage or Vampire/Warmage. Those have guns and spells. Or you could stick Equip All on a Wizard or something similar. Smart Casting isn't that great, though. For passives, Gunner, Vampire, or Lord primary make the most sense as far as I can tell.
I'm playing on very hard too. Did you do werewolf/ranger with dual wield+know weakness and took fellblade as secondary?
Princesse:
-Lay Waste
-Blood Magic
-Versatile
-Mystic Shield
Gear ?: Godsleg+Zephyr Locketx5 OR Energiy Locketx5
Combo ? Crit make mana for Mystic shield buffer give regen so can quiken for double turn regen, 1 Pricesse do arround 400x2 all Map arround 900 crit and you have 4 of them so arround 3600 Damage all Map 600 Speed and priority turn
Cons ?: magic evade, kill him after normaly only 1 enemy have it Even at Maximum difficulty and gear. but have a 900 Mystic shield after 1 turn. Lolz
Buffer(Kyrie): Class Gadgeteer for Gods Messenger+ Mana Expert
-Soul Magic
-Initiative
-Permanance
-Critical: quicken
Gear ? Gods Messenger+ Zephyr Locketx5
PS: Kyrie must be the buffer due to main quest Need her all the times
Combo ?: Mass haste on Initiative turn for Instant Haste all team then turn 2 Mass Regen
Cons? No cons Buffer will Gets most XP and dont need to fight Princess Number 1 Will Oneshot the map anyway. Or princess number 2 or 3 or 4, Initiative Haste broken <3
This is a Endgame combo Only Not sure that everyone have time to farm 30 Zephyr Locket...
That does not seem a good combo since fellblade does not benefit directly from dual wield. It's probably better to switch o warmage so you can dual wield with infused edge and the leech mana allow you to wreak havoc with focused rage
Fellblade DOES benefit from [Dual Wield] and crit, however.
Do a slice for one debuff
Two weapons with debuffs on-hit
Crits cause 100% application of debuff
Do three debuffs in one swoop.
It’s a pretty-popular combo.
^
what conan said, but I'd like to add that if you're playing a class that can use knives - i.e. werewolf or thief, there are knives that inflict TWO status effects.
Dragon's nail inflicts poison AND bleed. Now you could wield another dagger for a different status effect such as cripple, mute, root, or blind, or you could instead of dual-wield, take chilling touch (from lich) which applies slow on attack. And slow on harder difficulties is AMAZING because very few enemies are immune to it.
Example build:
Werewolf - know weakness II + focused rage, know weakness + chilling touch
Equipment: Dragon's nail, crit equip for 100%
Now for 12 mana, you can inflict poison, bleed, slow, and sleep,
or for 8 mana, poison, bleed, slow, weaken/random_debuff.
Also while focused rage on an infused edge warmage may seem great, on max difficulty it's generally better to bring mana shield on any unit that can for survivability rather than consuming it for extra damage that prob still isn't enough to oneshot +50% enemies
When I say directly I mean it does not swing twice, which does not seem a good combo especially if you rely on crits to apply the debuff (you only swing once instead of twice so if you have 30% crit it's not really worth it)
With Know Weakness I, Know Weakness II, that's already 50%. Now add in mastery bonus, and gear stats you can easily reach 100% (although it's usually fine to leave it at 80-90% to get more of other stats).
The fact that you used 30% as an example shows you really don't have any knowledge of the game, so it's kinda funny that you keep trying to defend your unfounded argument.
Have about 150% resistance or more of a specific element(ex dark). Have mystic shield passive. Cast an offensive spell that you have resisted on yourself. Get MP because of mystic shields/resistance mechanics, cast big spell and still have HP to take counters when it happens.
Work great with princess as base. Between double cast/Heal/quicken/gear flexibility/mystic shield. The unit is incredibly hard to take down.
Example build:
Princess/lich:
- (Equip all/Double cast)
- Economy/Chilling touch
- Mystic shield
Equip darksilk robe.