![]() moreover i think haste is more useful for a beginner that doesn't take glass cannon and additional hustman damage is most useful before Savage Sortilege.įor a hydro/aero the needs are not the same ![]() So if you put 2 P in Huntsman, you can have Tactical Retreat and just put 1P in Scoundrel for adrenaline and chloroform. the order of priority also depends on your level of knowledge of the game and mage schools.įor a geo / pyro mage, the ideal is to have 2 Huntsman for hybrid spellsĬloak and Dagger is better but these 4 spells are very powerful and very interesting for a pyro / geo mage In fact all three (Huntsman vs Scoundrel vs Polymorph) are used. Geo and Huntsman makes throw dust and if either is a source spellbook, you get the source spell Dust Blast that targets everything.įigure out what spell combinations are the best for your mages and you'll have your answer. You'll get the source version if either of the two spellbooks are a source spell. ![]() So each skill combination yields only one spell option. Rain and blood sucker makes blood rain, but if you use infect and restoration you'll get the same thing. ![]() Note that the combinations are done with just the four elements, Pyro/Geo/Aero/Hydro being mixed with skillbooks of the other skills. The benefits of both the teleports themselves as well as the bonuses from the skills don't compare to the benefits of the combined spells you get mixing spellbooks together. Instead of looking at the self teleports themselves, you might want to look at the combined skills related to your mage elements and the teleport skills in question. On a Geo mage however, Throw dust and the source version are both very useful, meaning you might go huntsman to use those spells. Plus chloroform and adrenaline are incredibly useful. The out of combat use for positioning and sneaking into place is too useful. Thievery > barter.What kind of mage? It matters. Make one char your persuasion, one your loremaster, and the other 2 thievery chars. Focus on providing armor survivability and buffs. Geo2->Hydro2->Pyro2->necro3->Geo10/hydro10 (as much as you can boost them). Or polymorph over scoundrel for base damage increases.Ĭhar4: Pure support. Huntsman3->aero2->Ranged10->Scoundrel5+, with a focus on boosting crit rates. Personally I'd put points in dual wield (as that base damage boost gets the 150%+scoundrel% boost) then focus on crit damage.Ĭhar3: Either repeat char2 or go archer with extreme maneuvability and abuse of the skill that gets damage boosts from distance (sniper). Arguably getting crit damage is better because of backstab, but increasing base damage adds tons more damage to your backstab crit as well. ![]() So far it works great (tactician mode) if you focus on phys dmg :)īesides the summoner builds I hear about being OP (Haven't tried summoner yet).Ĭhar 1: Warfare3->polymorph5->warfare10->polymorph10, 2handed weapons.Ĭhar2: Scoundrel3->polymorph3->either dual wield 10 or dual wield 5 ->scoundrel 10. Havent quite decided what her 2nd focus should be but considering a bit of geo. Can raise totems in poison to heal fane and can summon the incarnate to deal phys dmg and taunt. Buff Fin and a little Wits (for initiative). Buff strength and some constitution.įane as cleric with 2hand to heal and deal damage. With a little Geo to buff and use poison on fane to heal. Sebille (to get the wings for free and early on) Polymorph with Shield and Onehand. When faced with a High Phsyical defence enemy, let the Conjurer and Cleric eat away there low magical resist.Ī well balanced team thats easy to understand for beginers and lets you pretty much do what you want. Take Bull Horns (a must) and any of the remaining polymorph skills (I personally prefer chameleon over Tentacles)įocus on Phsyical dmg and then use your polymorph skills for CC. Originally posted by Panic Fire:MC - Polymorph 2 ![]()
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