- Thu Sep 21, 2017 10:16 am
#15974691
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- Thu Sep 21, 2017 10:16 am
#15974692
Dust Blast is marked on this page as 2 Geomancer and 2 Necromancer. It's 2 Geomancer and 2 Huntsman.
- Wed Sep 27, 2017 10:13 pm
#15976929
It's good for tanky toons and undead ones too. Plus fire + oil is pretty swell.
- Thu Mar 15, 2018 12:05 pm
#16019888
i will recommend these skills EVEN if the ennemy have a lot of earth/poison resist because some of them are buff skills and if the damage sucks the control crowd still effectiv, also dont forget about combos like oil/poison+fire which can create explosion for more damage
- Sun Oct 01, 2017 9:22 pm
#15978259
Cannot Stress enough how useful some of the level 1 skills are in this tree. Fortify alone is a worthwhile skill on almost any character for your early and midgame and dust throw on any character even a non archer can be a life saver. My rogue if you can even call him that anymore (Scoundrel, Necro) even has some gemomancer skills just for the utility.
- Wed Oct 04, 2017 1:45 pm
#15979010
Reactive Armour has to be updated. 2 AP, 6 CD.
2 points in Geo are still a must have on any physical melee character.
2 points in Geo are still a must have on any physical melee character.
- Thu Mar 15, 2018 11:59 am
#16019885
I agree, with a 2 geo you get some usefull physical armor buff abilities and the "passiv effect" of geo which increase the physical armor you get which mean more survivability which is important for a character who will fight trough danger (environmental grounds, melee opponents etc) to get near his target
- Wed Oct 14, 2020 2:25 pm
#16266453
im not sure why this is downvoted. as of definitive edition, in honor runs, its a sound advice at the very least.
- Fri Oct 06, 2017 2:49 pm
#15979600
Worm tremor doesn't appear to function properly
Characters can still move with it applied, albeit at a massively reduced pace, and can teleport themselves with movement skills
For example, a fighter could phonix dive, a rogue could backlash etc
It seems to block other characters from teleporting them which IS NOT GOOD, since they can still teleport themselves; it means you as a caster lose a major control skill for a movement slow and some ongoing poison damage
It costs 3 AP too, so it should actually stop them from using teleport attacks given how much AP it costs
Characters can still move with it applied, albeit at a massively reduced pace, and can teleport themselves with movement skills
For example, a fighter could phonix dive, a rogue could backlash etc
It seems to block other characters from teleporting them which IS NOT GOOD, since they can still teleport themselves; it means you as a caster lose a major control skill for a movement slow and some ongoing poison damage
It costs 3 AP too, so it should actually stop them from using teleport attacks given how much AP it costs
- Sat Nov 04, 2017 5:10 am
#15986466
Some of the spells seem to work differently from the description of the spell. Impalememt: says Resisted by Physical Armour but actually deals Magical damage.
- Sun Nov 05, 2017 5:41 am
#15986682
Everything is correct in impalement case - "resisted by" tooltips relate to effects not damage. Resisted by physical armour is about crippled here
- Sat Nov 04, 2017 7:39 am
#15986484
Nope, it is correct. It deals Earth damage, but crippled checks for physical armor. So, someone with physical armor will never be crippled by using this skill, since it does not reduce the physical armor (magic [earth] damage after all)
- Wed Dec 13, 2017 5:10 am
#15993997
I dont have to remind not to focus on poison skills because of so many enemies with high resistance to it, besides the undead you often come across. Earth is good though.
- Thu Mar 15, 2018 11:53 am
#16019882
well if you have undead allies, the poison skills can be used as a heal so you can focus on it
- Mon May 14, 2018 12:04 pm
#16034066
And how many indeed? Aside from undead there not so many with resistance to poison. And poison plant is pretty much steamroller for late game, killing pretty much anything including some bosses in 1 turn.