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Livigy

Initiates
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Everything posted by Livigy

  1. If your planing a solo potd wizard then you probably know enough about the mechanics of the various spells. But on the off chance some pretty basic advice is helpful here is what I would do if I was going to make the attempt. Race moongodlike for the heals and the stats align with what you will be prioritising although death might be useful if you plan to use alot of damage over time area effect spells as you will always get 'tick's' when there is low endurance maybe take bloody slaughter to synergise. You will probably focus on deflect and draining to survive, control might be a little underwhelming for larger encounters so I would consider building to avoid strictly relying on it. There is alot of synergy with the caucelhaut spells with various debuffing and draining to heal. I would strongly recommend rotfinger gloves and taking spirit of decay. Of course later on you could always revert to a sanguine plate deflect combo which is useful for all solo's and using various buffs like ironskin/flameshield and concealhats draining/debuffs to heal. If you do focus on draining take wound binding as your health not endurance will be your limiter. You will have to tailor grimoires to each encounter and focus on combos that target their weakness of will/reflex/fort or synergising enough debuffs to make spells more likely to land. Thankfully the wizards flexibility in buying spells means you should probably pick up every spell available and just work out combos that are effective for the situations you encounter. But with later spell choices you should look at getting critical spells you won't find from enemy grimoires. But for a default grimoire I would suggest the following: Fleet feet - mostly to lure enemies by running away and hoping half the enemies lose interest to make encounters more manageable. Cocelhauts Parasitic staff will probably be your bread and butter early on when a slicken/fan of flames combo is insufficient. Eldrich aim is also a priority for tougher battles where you desperately need spells to land. Spirit shield will also be a solid choice especially for its duration. and later you may need to move away from fan of flames when you have other alternatives. Fetid caress/corrossive siphon combo. Rot finger gloves with spreading plague will help out as i'm pretty sure the plague from the gloves doesn't have a roll so should always weaken/hobble. Bewildering spectacle, all confusion spells in all likelyhood for when your seriously outnumbered and need to limit incoming damage and possibly use to run away allowing for breaking up a larger encounters if there is sufficient room to make them deagro. Kalakoths minor blights is decent damage for a single spell but probably not feasable for a solo run as you need perks focused on survivability and not blast/penetrating blast and chances are you will be happy to rest after every encounter even if you need to use every spell at your disposal. If the fetid caress corrosive siphon combo with parasitic staff is working out great think of taking the Ryngrims repulsive visage for extra sicken and terrify- the -20 accuracy so helps survivability, don't just focus on your deflect. (targets will so should help break down fort for siphon spells) and of course caulcelhauts draining touch, might as well continue running with the theme to give greater flexibility in which draining spell you cast when you need to use them and they have differing debuffs. LLengraths displaced image for longer encounters when you run out of hardened veil. I wouldn't personally use this constantly only for emergencies. From there though I'm sure you will have figured out a rhythm and can incorporate the higher tier spells appropriately. It is the early game that will be the most challenging and any situation you find yourself stunlocked. For the early shades shadows make sure you have balwark against the elements. Slicken and fan and hope you get em all. if not blind eldrich aim and wack them with the parasitic staff. A tip for Mearwald, run out the door. one of you should cast chill fog (although you may want to learn chill fog from the mage at Magran's fork) to weaken the flame blights. Try to lure him out alone. And of course Balwark against elements.
  2. Make the pets a per rest summon (no timer lasts until death). Summon the right pet for the right situation and if your paper pet dies summon another after it. That way rangers have greater tactical options (solves the boring aspect) and solves the issue of the pet being a handy cap that requires too much micro as the pets are more disposable. Also give a ranged pet so there is less micro or some magical mythical pets that could act as a healer, a dragon/wyrm for fire attacks etc. Although I could also agree with the get rid of all pets altogether and make a ranged specialist class.
  3. I use a barbarian a paladin 2 ciphers a priest and a mage (although thinking of dropping the mage) Formation doesnt matter much other than casters near the back. My opening moves are priest uses interdiction barbarian uses shout. If its a really messy fight my ciphers will use item summons if not they will position themsleves to flank the main body to attack mages etc. Paladin uses an item bound spell - those rot gloves are awesome (my paladin is a glorified mage with an aura when loaded up with items that have casts per rest) mage casts depending on the situation maybe a slicken, if a messy pull he will use Kalakoths minor blights. At this point most things are dazed weakened frightened and possibly sickened. Engagment Both ciphers will find an appropriate target to body bind (either a mage/cleric or the bulk of the enemies) this diables pretty much the entire enemy party with stuck /paralyze (the aforementioned debuffs wrecks enemies will defence, so now you wreck their deflection and immobilize). Barbarian who is not a tank uses fury and attacks the main group, paladin also attacks or casts another spell, cleric may use holy radiance for accuracy buff if a small engagement, blessing if a larger one. Mage casts whatever fits the situation - I do like blinds. Attack horde, reapply body binds as appropriate and one cipher may use phantom foes, use flames of devotion for heals etc. Long sotry short Ciphers are over powered body bind is broken and when you stack damage on them: biting whip, two handed, savage attack - estocs: they break the game. (most things in game have low will defence; the main exception would be spirits) This set up works fine on path of the damned, although admittedly I haven't finished the game yet, but Iv'e yet to encounter much trouble aside from early game shadows and phantoms.
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