![]() ![]() Spears will make use of warfare, have the warfare skills skale with finesse and their range is glorious. If you keep your plan to play a finesse based summoner, try a spear.With ending Act 2 and going for Act 3 I thought about dropping summoning completely as it felt like a waste of action points mid-combat, but using it before combat was still a nice to have and I didn't feel like hunting for new non-summoner equipment. You hit harder than it does, you have better abilities for applying status effects such as knocked down, you have some more skills which allow for AoE damage. The further you get, the more your weapon attacks will outshine the incarnation.Never again waste a whole turn on getting close your opponent or delaying your turn in order to have them get close to you first. If you play a melee, get Blitz Attack, Phoenix Dive, Battering Ram and if possible 1-2 more mobility skills. ![]() If they do have retribution, go for living on the edge. Unless your foes have retribution, which is quite seldom, your selfheal with necromancy is sufficient. (Get on high ground and teleport that nasty melee boss 30 meters away, allowing you to fire another 6 arrows on him before he, if he was to survive that which is unlikely, may reach you again!) For healing purposes, put 1-2 points (=2-4 due to lone wolf) in necromancy. You'll rather want to further increase your damage output or add other layers of defense, such as living on the edge and numerous mobility skills such as tactical retreat and teleportation. Actual healing skills aren't too helpful.Some support skills will keep your team able to act at all, as blind, charmed or crippled team members will likely be useless. Warfare's impact on your dealt damage surpasses that of all the weapon based skills due to how it is calculated, as frequently discussed in these forums. After you hit 10 Summoning, go for 1st) some support skills such as haste and clear mind, 2nd) for warfare.Elemental Totems very quickly grow less powerful than attacking with weapons.The Source Point will be absorbed and you'll have an uninfused incarnation. By the way, Source Points don't have their own infusion type. They turn the incarnation's damage type to the corresponding element, so you'd have to take down both armor ratings. Unless you have an elf in your party (flesh sacrifice) this means that with an archer and a physical based summoner you will want to avoid surface based infusions on your incarnation, except for the blood infusion. Because of the armor system you want to avoid spreading damage types and rather focus on either magical or physical damage.I'd say summoning is outright overpowered in Act 1 when playing lone wolves. The surface based infusions are also very helpful and versatile, but you will soon stop making use of them in such a team composition because of the armor system. In the early game summoning and especially infusing the incarnation was really powerful not even paying attention to the tactical opportunities you get by opening combat with the incarnation.I finished a duo lone wolf playthrough (tactitian, first playthrough at all for me) with a strength summoner and a finesse archer some weeks ago, but the balancing hasn't seen much change ever since, so maybe my impressions could be of use for you.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |