Best scoundrel master spell8/17/2023 On top of his 'healing,' deadly zones for burst damage and tanking.ĭeadly Spores for DPS (initial and explosion), AP waste (enemy running away), control field (where you don't want they to move) and potentially healing.Įarthquake if you can send someone away from your party into the enemy lines.Įarth Elemental with the party synergy for the reasons above. Immune to knockdown can be synergy with a warrior mage whom teleport himself into the middle of the enemies to cast Earthquake.īoulders which turn the terrain into oil, good for slowing down and fire burst damage.Ĭrippled, slow and knockdown increases non magical damage by 50% from bully talent, which is one synergy to take advantage of. It can cast Deadly Spores, Boulder bash, it's immune to knockdown and it's attacks can crippled, plus it can tank. If you fire it up, it will deal a massive amount of damage while also adding extra healing to the party members, and also killing enemies.Įarth Elemental can actually be quite good with the correct synergy, such as a zombie demon party as mentioned. Then Deadly Spores will not only deal a good chunck of damage, but also will serve as passive healing and enemy AP wasting when they try to run away. For instance, you make a party full of demon zombies. If the party composition is good, then a few spells will become much stronger. Versatility in combat would become huge, but you'd have to spend more money initially to buy spell books.Ī Little necro. I haven't messed around much with this skill tree though.Īlso takes note that it takes 15 ability points to get a school to lvl5 while lvl4 only takes 10, so in most cases it's better to have mages with 3 lvl4 schools, or 1 lvl5 + 1 lvl4 + 1 lvl2 school rather than with 2 lvl5 schools. Scoundrel: Coup De Grace seems less useful than the other two. And always toggle power stance beforehand for free 20% damage bonus. But it's nice to have both.Įxpert Marksman: Rain of arrows is good to deal with multiple mobs at once, Arrow spray is great for single target damage ( get close to the enemy boss and use that skill as a literal shotgun ). Shackes of Pain would have been great if Taunt has better effects ( right now Taunted enemies still ignore you half of the time ). Witchcraft : all master skills are great tbh, except for maybe resurrect which can be achieved by using resurrect scrolls on teammates with Morning Person talent ( full HP recover after resurrection ), and as you're far into the game you'll rarely die. Winterblast is ♥♥♥♥ since Hydro mages often double as a healer therefor they are always put in the back of the team. If you are ever in a situation which Mass Heal becomes useful then your strategy is bad, since mass heal requires your team to stick close to one another, and the healing effect is worse than a 2AP Big healing potion. Hydrosophist : Hail attack to mass freeze/open the fight. Pyrokinetic: Meteor Shower is good to open a fight with ( cast it when enemies haven't spotted you yet ). Earth quake is great, beside an oil puddle spawned under your feet all enemies within a 7.5m radius from you will get knocked down for 1 turn ( knock down chance is 300% so only enemies with built-in knockdown immunity can avoid it ), even better when you have your physical damage dealers with Bully talent move after. Deadly spores is nice for burst damage but there are better ways to deal burst damage especially from your melee/ranged chars. It's really the most tanky summon in DOSEE while all "X elemental" suck. The slug has more HP, better defensive ratings ( melee attacker will miss him most of the time ) and lasts longer ( 5 turns on slug vs 3 turn on elemental ). Geomancer : Poison slug > Earth elemental. Storm is bad for its 11AP cost, I'd prefer to use archer' static cloud arrows if I want to cover an area this way. Netherswap/Make invisible are situational. In general some master skills are better than the others.Īerotheurge : Chain Lightning is best due to mass stun effect ( the lighting jumps from target to target so you don't need enemies to stand too close to each other ) and the damage is good. Which skills are the best depends a lot on your team comp.
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