So I have at least one spell/scroll on each person so they can summon something if I need fodder for the enemy to attack instead of me. You can just pull them to you, even place them in an element around you that you have created that they are weak to.Įach person can only have one active summon at a time. Rank 1 also lets you get the spell Teleport, which can be handly for melee in a fight if a ranged guy is too far to run to and you are waiting for Ram or Thunder Jump to get off CD. And Int only really affects the chance to stun and has no effect on you succeding and moving into position. It can help to get Aerothurge rank 1 on your melee so that they can use Thunder Jump to close the gap between them and enemies, which is helpful because heavier armors can make regular moving cost a lot of AP but the spells are a straight cost to use regardless of distance traveled (but they do have a max range). The other is my witch, so naturally high Int. One of them is my Paladin type knight, so they are balanced in Str and Int with Con being a tertiary attribute. I currently like having two characters with Hydrosophist for healing. The last thing you want to do is be healing someone because their resistance to a specific element is so high your spells heal them lol. Though having a decent spread of elemental abilities to account for enemy weaknesses/resistances is important. People have already given you some build ideas.
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