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1) There are lots of different skills that interact with sigils, so you have a lot of offensive options. When it comes to damage, runes only have 2 skills: The lightning from the light and the trap.
2) Sigils stack and you can activate multiple skills at once.
Example a) If you put a fire sigil and a wind sigil on top of each other, casting spark will activate both of them, you will cast fireball (60 fire damage, 60 impact, burning) and lightning spark (85 lightning damage, 75 impact) on top of spark (10 fire damage, 40 impact), summing up to a raw total of 155 damage and 175 impact with burning as a bonus. This attack can be cast every 3 seconds at a cost of 5 mana. It is pretty devastating, especially in co-op when both players are casting sparks like this (though if your PC is older, like mine, which has a GTX 970, you'll see severe frame rate drops in those moments).
Example b) If you stack ice and wind and use Mana Push:
Mana Push: 100 impact
Wind Sigil -> Ethereal Bolt: 25 Ethereal and 100 Impact
Ice Sigil -> Frost Push: 85 frost, 60 impact and Slow Down
Totalling unbuffed 110 damage and 260 impact with slow down as a bonus. Especially the impact is brutal here.
You could even stack a Blood Sigil on top of the other 2 for an extra 50 decay damage, 50 physical damage and 25 impact...
This has a rather long cooldown of 15 seconds though.
In comparison: Runic Lightning deals 55 lightning (65 if you have the runic prefix) damage and 30 impact at a cost of 16 mana, can be cast every 2 seconds but leaves you almost completely immobile if you want to cast at this pace.
Runic trap deals 70 ethereal plus 100 impact damage, also at a cost of 16 mana, and the enemy has to be lured into it. If you have runic prefix and time it right with the detonation you deal an extra 30 decay damage, at a cost of additional 16 mana.
Btw: Sigil of Wind: 10 mana
Sigil of Fire: 7 Mana + Fire Stone
Sigil of Ice: 7 Mana + Cold Stone
So 2 runic lightnings deal less damage and impact than a spark inside a fire and a wind sigil and cost more mana, even if you include the cost for the sigils and ignore the cost of the lantern itself, and it gets way worse once you cast more than 1 spark.
Yes, sigils don't work if you are solo and get surprised, but if you can prepare they can be absolutely devastating.
And ofc: You can use several skills, so e.g. in a fire-ice-wind-stack you could cast spark, mana ward, spark, mana push, spark, push kick, spark without any cooldown in between, resulting in nasty burst damage. And there are even more options (e.g. pistols) and the blood sigil as well.
And with Co-op Partner the enemy is already dead by time you've cast your first sigil So it really doesnt work that well either.
Lets just hope outward 2, if there ever will be one that is.. Revamps the whole magic system as a whole. or just Drops it entirely
Also, you don't need to just stand in one spot, if you are focusing on using spark, you can run in circles while it's on cooldown. Or you can use a shield, which actually allows you to stand in one spot against a lot of enemies.
Eh... i thought it's the charm of outward. Magic is not just some range atk with elemental effect.
Although it's definitely easier to pull off when you're playing co-op