![]() Daze doesn't require any ranks in Mental Magic to use, so even Guardians can enjoy the action. ![]() Most enemies have quite low mental resist, making the Daze spell essential for dealing with large amounts of enemies, especially in the early game when you don't have too many tools at your disposal. It also only costs 6AP to use, so you can remove an affliction and still take another action on your turn.ĥ. Keep in mind that this spell works on all debuffs, including mental ones like Fear and Charm. It requires 1 in Healing Craft, but if you don't have any ranks in that, you can pick one up from a sarcophagus in the Tombs map. Cure Afflictions is an incredibly useful spell. ![]() In the early game, this is especially useful against Spawners, since you generally will have to deal area damage to deal with all the incoming enemies.Ĥ. They only cost 5AP to use, so if you didn't move more than 2 squares, you can use a consumable on top of taking another action. Make sure to use consumables! The game is quite generous with these, so don't feel shy about using any consumables for difficult battles. This also applies to any of your creations that have been hasted, or have the innate haste trait.ģ. ![]() As a result, when able, try to end your movement with 6AP so you can take advantage of these skills when they trigger. A lot of skills/abilities let you spend only 5 AP when making an attack. ![]() Right click everything! Right clicking lets you see an enemy's exact hp as well as their resistances to different damage types and effects.Ģ. Feel free to share your own tips or any questions you might have.ġ. I figured I'd give some pointers from my experience in the beta, which should work for any class. ![]()
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