![]() Frenzy, the resistance reduction aura and haste, coupled with the mass drain life works wonders. The slowdown addition with the poisonous grounds is pretty neat and later on poison strike with huge bleeding damage is very strong vs inidividual targets.įinally demonology-warfare is probably the strongest melee. This allows you to scale weapon abilities by weapon attribute AND willpower AND intelligence.Īnother fun combo I would suggest is necromancy-druidism-warfare - for the comboing of plague-poison skills. The highest amount of shenanigans is achievable by light-warfare as someone said, and then taking evocation. Given the amount of cooldown reduction, you can pretty much spam any spell you like. ![]() Especially early on incredibly powerful, but scales well into lategame. Could be good for dual wield, but dual is inferior to other combat styles)ĩ) Beguilement (very little to do, the auras are rather negligible and the tree is generally very boring)Įlementalism-druidism-beguilement is especially fun, since you get an incredible amount of strong aoe spells to pick from and you can fry pretty much everything alive. ![]() ![]() If I would have to single out one tree I would probably suggest Druidism, as it has everything - reasonably strong heal, resistance self-buff, huge AoE damaging spells and if all else fails the ability to turn into a bear and whack em all.Ĭombos aside, I would rate the trees in this order:Ģ) Elementalism (strong aoe control spells, though not as versatile as druidism, if you do not take into account party composition w-o mercenaries, move this at least 1 down)ģ) Warfare (very strong passives, especially haste, and the two ultimates are strong, restoring focus and resetting cooldowns works well even with mage characters, warfare however takes ages to actually unlock, so it works properly and is powerful)Ĥ) Demonology (up here just because of the incredibly powerful resist reduction and one of the best passive effects, works well as warfare-demonology meelee combo, summoning a demon is very powerful - but again slow to come online, bear druid works from the start and scales just as well)ĥ) Defense (better defense than beguilement offers, similar perks to heal, some crowd control and tankiness - good choice if u want a tanky main, but I would say there are better options - all of the above)Ħ) Light (heal, resurrection, protection, bonus damage - pretty nice tree, but doesn't offer that much apart from healing and related stuff -and there are already two healers to choose from)ħ) Necromancy (undead are usually slow and low hp, harvest spell is close range, so unusable for a caster - generally seems to benefit more a melee hero, but there are better trees for that - has just one great debuff, poison ground - is good in combo with plague)Ĩ) Hunting (Sentries and traps are too annoying to set up, otherwise doesnt offer much apart from crit chance and attack speed. So bear in mind, that you need single target spells a lot more. One thing to keep in mind though is, that there are a lot of very high hp opponents and you will spent most of the game killing elite "bosses" rather than slaughtering hordes of enemies (like in SF3). This game is chock full of interesting caster equipment unlike SF3, and most of it is available early, so dont worry. ![]() You will also be able to unlock a third tree (but only for synergies), so calculate with that too. As you can see this roster has two tanks, two healers and a debuffer, but lacks a high-dps mage, so I would suggest going that route. (non-mercenary party members are hunting-light, druidism-light, warfare-defense, warfare-beguilement and necromancy-demonology). A bit of a necro, but could be useful for other players:Īll trees are available on companions, except elementalism - so I would definitely suggest going for it. ![]()
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