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14
3
Check out the updated wave mode.
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Zver 347
2
Nintendo Switch ? WIll this never happen ?? Please...
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t.montana13
120
Dead game?
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This is the Way
0
split screen coop?
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SUSUS
0
Enderal not being found on steam community search
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Kamuizin
1
All melee party
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Astered
All 6 melee characters are not recommended, because on later difficulties your team will fight monsters immune/resistant to melee. Combat magic curses can bypass this. Keep in mind that melee characters have low intelligence scores, so spells are less effective. Dual wielders also have active powers that can do a lot of elemental damage. My tips:

1) Curses
Your tank should have autocast curses because this is a way to provoke monsters to hit them. Decay Armor is the best curse for melee parties in most cases. Drown is a good DPS spell, but one enemy can have only one curse, so I recommend at least 10 levels in Debilitation skill (+106% to curse power will be visible). At 20 levels it's slightly more (+150%). Over 20 levels is a waste (you will get only 166% at 30 levels). The maximum curse requires 40 levels over minimum requirements.

2) Defense
Armor is king for defense, so the more armor the better for tanks. This is a general rule.

3) Offense
For DPS (two-handers/dual wielders) you should focus on strength.

4) Simple Tactics
Provoke power is very good and useful in battle. One tank should have curses and the other one should use provoke when the first one is low on health.

5) Healing Spells
As a general rule, avoid instant healing spells like Lesser Heal, Heal, Greater Heal, Master Heal. Maybe your tank can use them because they don't do much damage anyway. Try to focus on long-term spells like Lesser Healing Rain, Healing Rain, Greater Healing Rain.

6) Defensive Spells
The best is Repulsion (req. Combat Magic 32) because you get the biggest defense bonus (+20%) and do not split expertise (your melee characters will get 100% exp to melee). The only downside is requiring 32 levels in combat magic.

Rejuvenating Weapon (req. Nature Magic 8), Petrifying Weapon (req. Nature Magic 5), or Defender (req. Nature Magic 21) are good boosts for your tanks; however, you will split expertise (your melee characters will get 70% exp to melee). All Offensive Enhancements have the same downside.

Corpse Transmutation (req. Combat Magic 32) looks good on paper but in practice does not work well because of short duration and low magic for melee characters.

7) Support Spells
I recommend Wrath of Ice and Wrath of the Bear, so one character should focus on Feral Wrath and have Nature Magic at level 46 (for max Wrath of the Bear). Max Wrath of Ice will only increase ice damage, which is not significant.

Spirit Embrace is also nice but does not get significant benefit when maxed.

As alternatives, Life Embrace and Wind Embrace can boost your defense, but someone should specialize in Enveloping Embrace to be effective.

8) Focus on Critical Hits and Max Out DPS
This is why I recommend Wrath of the Bear. In most cases, the best defense is offense.

9) Summoning Spells
In theory additional firepower, in practice weak meatshields. These spells are quick to cast and consume a lot of mana. For your warriors, mana is not worth much, but time to cast is. Personally I use them but do not expect too much. If you have some points in Summon Bond skill, then summons work as bonus health pools for your warriors, especially combat summons.

10) Shields
You can make shields using reagents that increase armor. Synergizes well with Barricade skill.
18
1
THE DEAD DESCENDANT
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Icecold
330
1
Just post ONE WORD: "Good" or "Bad"
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Abber SKINS
23
1
is this the worst BF so far?
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Beans85
6
This isn't Battlefield - it's disgrace
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zlobniq
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