![]() Because Rain Fire has no cast time, thus ALL ENEMIES will target Elem first if Elem damage them first before other party toons.ĭepend on Elem crit chance, Scorch/Frostbolt is the bread and butter of Elem.Ĭycle between these 2 spells are fine too. Important : VS enemies with interrupt skill, it is best let Tank cast AOE first to pull attention before Rain Fire. Because if the enemy is killed while Fireball is "Casting", it will does nothing due to target no longer valid. Do not queue Fireballs on near death enemies. ![]() Usually Rain Fire first because it has higher CD, and no cast time needed.Īfter Rain Fire end, Elem can cast 2 fireballs. Because a boss fight can take multiple minutes thus Elem can use multiple times.Īfter access AOE spell (Fireball / Rain Fire), these will use commonly on non Champion/Boss encounter. Thus Elem always recommended to have nice Crit.Įlem final tier skill is "Recover 25% mana" in combat. There are talent grand some mana refund if the spells crit. The same talent grand "Threat Reduction" also grand universal mana discount. Use Tank ability to pull and stop cast spell for 5 seconds.Įlem might over-threat often, but is easier to save by Tank. Late game Elem access to Cheat Death once per minute, making Elem much more beginner friendly and mistake tolerance.Įlem gain access to "Threat Reduction" 2 tier earlier than other !!Įlem usually over-threat from big crit. Glass Cannon can describe Elem literally because Elem usually deal HUGE damage per hit. It doesn't has much complicated Spell/Talent, but is no less deadly. The Elem is the megatrope of "Boring But Practical". Important : To maximize class usefulness, it is better focus on a talent tree until near the end before touching other tree. Usual enemy squad is not consider a challenge, but it is an "exercise of your skill order" before you reach the boss. Thus the guide here is mostly bring up about how to make pass the hard encounter you might have. Only extremely few monster has specific magic resistance.īefore I go through each subclasses (Elementalist, Warlock, Arcanist), a very important thing to know about this game is the hardest encounter is designed around the boss.Īll bosses has unique design and require unique tactics to take it down. Magic also bypass physical defense like Parry/Dodge/Block thus magic damage is much more consistence among other DPS classes. In any case it's very cool that you can reduce the number of enemies and their hitpoints, so that everyone can decide for themselves how much combat they want in their playthrough and at what diffculty.Like Mage in any fantasy games, Mage is excellent at dealing non-physical damage to armored enemies. But that's just my personal preference, maybe this part of the game just isn't for me, or maybe I'll come to like it better later on. And tougher tactical combat isn't what I expect from games like these anyways, for me the combat is secondary to exploration and puzzle solving, just to add an element of danger and excitement and put some cool, creepy creatures in the game, not to keep me busy with repetitive menu-based clicking for minutes. :-) Yes, I'm mostly referring to the bosses, the mobs are not that bad but still take a bit too much time to defeat for my personal taste, but I guess part of that is also due to what bler144 explained: at least with the limited abilities you have in the beginning, it quickly feels like you're doing the same moves over and over again, without much tactics involved. Manutoo: the normal Mobs shouldn't feel as HP sponges, so maybe you don't use correctly your abilities, but more likely it's because you feel there are just too many of them in that case, you're not the only one and this complaint came very regularly, so in addition of the customizable HP percentages that you have already noticed, and like bler144 said, I added the "Low Enemy Density" option in Game Options.
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