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A few tips for fire mage:
Lvl 2 fireball is very important, 50% increase in damage.
Getting at least 1 MvP early is incredibly useful.
Manage your MP! Use level ups, eating food and the wells/well regeneration to your advantage to stay topped up.
Flame shield is useless (unless you really need a fire resist), fire storm is only semi-decent at lvl 2, the flame cloud ability could potentially be used but the clouds only last 3 turns, so just saving the talent points usually works out better.
I remember the good old days of Rogue Fable 2, where the only good fire mage spell was still Fireball, the one you started with: it was always better to branch to another school of magic otherwise, Storm mage on the other hand was OP as hell
Fire Mage is actually pretty good in the alpha/flash version of Rogue Fable 3: it has the potential to deal the highest amount of damage in one turn than any other mage, not counting special ground effects like auto-crit through eletrocution in water, but had nothing to its name beside damage dealing
That's not completely true, as today daily has shows.
While normally relaying on damage shield to deal extra damage in melee is bad when the game is all about avoiding damage, if you play as a ogre, who is slow and can't move diagonally then damage shield is actually decent as you are basically guranteed you'll cornered/struck at melee at some point.
Otherwise? Yeah, only ever spend one talent point for the resistance
And fire resistance: if you were paying just for damage shield I would agree with you, that's why I said putting a point in is somewhat worthy and why it is somewhat useful when given to a slow character, enough that you may put the second point in if you run out of talents
No way it is ever worth putting a 2nd point into. By the time you would possibly have enough points to even consider that, enemies have so much HP that +2 damage shield will not even tickle them.
its not just the skills but the mana regen,speed moves only 1 for 2 dex (♥♥♥♥♥♥♥♥♥) and encumbrance (♥♥♥♥♥♥♥).
meanwhile barbarian and ranger are what duelist used to be and duelist is crap
Rogue got screwed by the changes - it's main source of damage was crits, and that was removed from dex. Also the other benefit of stealth was removed as well. Duelist can manage as it has the OP lunge, but all rogues abilities are based around crits that don't deal anywhere near enough dmg now.
As I said, I would only do that if run out of talents to upgrade, which is what happened on my last run: I had one spare talent point at the end of it
I wouldn't call it a game breaker, but stacking enough weapon shield damage can be worth while is some circumstances: it's a great counter against little buggers like hell hounds, which have low HP, but come by the lot.
It does indirectly add extra damage you gonna deal in one turn to multiple fose that attack you on melee, and honestly picking the bees from the undergrowth is the worst example, because they have low enough HP to actualy die from it alone in 6 rounds or less, and that's assuming you ain't attacking
For my fire mage completion, I lucked into Summon Skeleton (raised to level2), and Freezing Cloud, along with I believe a wand of blades and dominated two powerful summoners. So I could summon 4-5 Skeletons, plus summoner dominates (scroll on good summoner unique mobs) plus wand. So basically I ignored "fire mage" stuff. Fireball was OK leveling up, but later levels I just summoned.
In contrast, I believe a high level Shock for storm mage worked pretty well to end-game. Probably mixed in summons for fodder too :) Ice mage was a bit rough, and enchanter and necro seemed easiest.
Fire is so terrible on the Core or boards with water, its such a headache.