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
Out of the can though, yeah, my elementalists do underperform compared to any of the other -ists.
Everyone has their own playstyle. Where someone may have no problem setting up Splintersalvo, others do. I consistently obtain the Swan Scepter every playthrough and even without it there are other ways to mitigate the initial slowness of Splintersalvo.
When you have ran walking lunch a few times you'll probably figure out other creative methods that work for you as well. :)
Ignite+ is wonderful all on its own and long reach is a handy boost for it :)
Elementalist isn't great on its own, but can supplement other (much better) mystic skills to make them a little more powerful.
With Arches+, you can plant trees behind enemies, blow them up, and give the rest if your team an immediate flank.
The damage on Splintersalvo is great if you have the chance to interfuse with multiple objects and attack in the same turn. (I find this less necessary on lower difficulties, though.)