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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.
Hold on. how dya distinguish a SKILL and a SPELL?
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.
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.
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.
Going into the detail: Lich has Blood Magic. Guess what that does.
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.
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.