Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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Wakane May 24, 2019 @ 10:30pm
Dual wield magic user
If I dual wield 2 rods for a wizard, her MND raises. But would this make her offensive magic more powerful? Because it says dual wield only works for regular attack.
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Showing 1-14 of 14 comments
Conan The Librarian May 24, 2019 @ 10:32pm 
In the case of spells, yes, two rods helps.

Granted, in my estimation, you might as well use [Mind Expert] passive instead, which raises mind by a decent bit and doesn't take up a valuable equipment slot.
Wakane May 25, 2019 @ 12:12am 
Yes. But I can use Mind Expert & Dual Wield for even more powerful mage (but more vulnerable as well, which is the trade-off).

Hold on. how dya distinguish a SKILL and a SPELL?
Last edited by Wakane; May 25, 2019 @ 12:16am
Whenever you look at an ability description, look for "TYPE" in the bottom right corner. It will say say one of the following: Spell, Skill, Special, Passive, Counter.

Spell, Skill and Special are the three kinds of action. Special is just something that's neither Spell nor Skill, meaning there's no debuff or Evade passive to stop it.
RIB BLUP May 25, 2019 @ 2:30am 
If you're gonna dual wield like that, consider using the [Hallowed Body] trait as well, if you can access it.
Last edited by RIB BLUP; May 25, 2019 @ 2:31am
Tuidjy May 25, 2019 @ 4:19am 
In the late game, at least, it is not worth dual wielding for magic power.

Why?

Too many other ways of getting better results, keeping in mind the passive slot you save.

0) Double Cast I, or even better II. The way to get two spells, instead of two regular attacks.
1) Mind Expert, a no-brainier.
2) Hallowed Body, especially if your attack stat is high.
3) The locket that increases mind. Less powerful of a bonus than a rod, but no passive required.
4) The magic shield. Only if you don't have a plethora of lockets, but frees a passive slot.
...and finally, depending on what and how you'll be casting,
5) Economy, Elemental mastery, Blood Magic, etc. may be a better choice for the passive.

The only time I use Dual Wield on casters is if I am speed leveling someone who is very low level, and most of the above do not work due to low level, stats or health.
Last edited by Tuidjy; May 25, 2019 @ 4:20am
Wakane May 25, 2019 @ 6:26am 
My progess is only at Bardvig Aquaduct.

0) Double cast is nice, but how dya manage to have the mana to keep double-casting good damaging spells? Is there any other thing in late game that can generate mana so fast in a turn?
1) Mind Expert is Mage 101 :)
2) I haven't got Vessel yet :( but about too
3) Okay, that must be a locket in late game.
4) You mean the passive Mystic Shield? I put it on ATK-based char with "Mana Font". So as long as that char moves during turn, she will negative at least the first successfull attack at her. Very useful. I don't think it's good for mage-like classes. It'll eat the mana, making the mage useless w/o mana.
5) Economy is pretty much a must if u use Double Cast. It helps. Otherwise it won't be effective. Elemental Mastery is also effective. But does it ignore the negative resistance stats, too? Otherwise, I prefer to exploit those weaknesses.

This game is lots of fun. Trying out combinations of abiities that compliment each other is kinda half the FUN for me :) :)

Still figuring out a good way to combine One for All with dual wield guns w/ critical and Cleave. But still couldn't get it to work out flawlessly.
Originally posted by Wakane:
0) Double cast is nice, but how dya manage to have the mana to keep double-casting good damaging spells? Is there any other thing in late game that can generate mana so fast in a turn?
Without going into too much detail; you don't spend mana.

Going into the detail: Lich has Blood Magic. Guess what that does.
Mechalibur May 25, 2019 @ 7:23am 
While there are definitely more powerful builds out there, one silly build you can do is dual wield staffs for +2 spell range.
Tuidjy May 25, 2019 @ 9:45am 
Originally posted by Your Growing Joke Name Fatigue:
Originally posted by Wakane:
0) Double cast is nice, but how dya manage to have the mana to keep double-casting good damaging spells? Is there any other thing in late game that can generate mana so fast in a turn?
Without going into too much detail; you don't spend mana.

Going into the detail: Lich has Blood Magic. Guess what that does.
There is also another way, which comes to play when you have a high level double caster and five low level gadgeteers (a great combo for farming everything at once: experience, APs, and components) The average level can be very low.

Basically, gadgeteer is the lowbies' secondary class, and they all spend their turns hasting, healing or transferring mana to the princess.

Without too much trouble, the princess can lay three full strength wastes on her second turn... which leaves everyone who is not evading magic dead as a doornail.
Last edited by Tuidjy; May 25, 2019 @ 9:47am
Originally posted by Tuidjy:
There is also another way,
Only the Ranger gets to benefit from this kind of scheme. That's my rule and it's a very good one.
Tuidjy May 25, 2019 @ 11:15am 
Originally posted by Your Growing Joke Name Fatigue:
Originally posted by Tuidjy:
There is also another way,
Only the Ranger gets to benefit from this kind of scheme. That's my rule and it's a very good one.
Why would the ranger need it? With 100% criticals, a late game ranger/warmage can snipe most turns, as long as he has Versatile. And on the off turns, he can kill anything but a +50% stat bug, what with the two criticals, one of them on a Pulsar?
Dorok May 25, 2019 @ 1:29pm 
How you get critical on magic and 100% critical?
As an example:
Exist at all (+1%)
Master Scoundrel (+2%) and Werewolf (+2%)
Be a Ranger (+2%) with Know Weakness (+25%), Know Weakness II (+25%) and Versatile (Crit with any ability)
Equip:
Dominance (+15%)
Zephyr Locket (+5%)
Drake Talon (+10%)
Arbiter Garb (+3%)
Cap of Ages (+5%)
Sharp Gauntlet (+5%)

100% Crit rate on all offensive actions, all possible debuffs guaranteed to land.

Sensible alternative is using an ordinary crit buff during the battle so that your items only have to add up to 23, rather than 48. That lets you wear Glasses (+2%) so that you can actually hit things.
Last edited by Meredith K Pseudonym; May 25, 2019 @ 2:37pm
Dorok May 25, 2019 @ 3:19pm 
Lol thanks, ok by having main class not providing any AP, I had rejected this possibility.
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Date Posted: May 24, 2019 @ 10:30pm
Posts: 14