![]() You'll want to be casting spells 99% of the time anyway.įirst off, congratulations on picking up one of the finest RPGs we've seen this decade.ġ. Don't worry too much on putting points into weapons with magic characters. It's mostly focused on casting buffs/debuffs with the occasional summon spell. The fifth school of magic, Witchcraft, can go with anything but there's nothing wrong with focusing with it just by itself. For example, some earth spells can set down puddles of oils and poison that can be ignited with your fire spells. The reason for this is that you can make some basic spell combos with these two pairs. There's only 5 schools of magic but Geomancer (earth) magic should always be paired with Pyrokinetic (fire) magic and Aerotheurge (air) magic should always be paired with Hydrophist (water) magic. Later on, maybe later on you can put a single point into a magic school so you can buff/heal yourself.įor magic characters, it's ideal that you stick with 1 or 2 schools of magic early on. ![]() If you go for 1-handed weapons you can choose between putting points into shield specialist (increases block chance in shields) or dual-wielding (lets you swing two weapons without facing dual wielding penalties). Just focus on putting points into skill trees and weapon types you will want to use and that your 4-man party is as well-rounded as possible.įor example, if you're making a melee character, consider putting points into man-at-arms (melee focused skills) and either 1-handed or 2-handed weapons. ![]() There's no real bad way to build characters other than trying to make a "jack of all trades but master in none" character. ![]()
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