![]() ![]() Meele Rogue: I love the concept of it, but I cant for the sake of my life properly play it. So, the options are Elementalist/Wand, Elementalist/Staff, Summoner/Wand or Summoner/Staff, thus my favorite is the Elementalist+Staff Wand or Staff are NOT builds by themselves, they are actually complements of the Elementalist and Summoner. I tried IM with Wand only to find out my game utterly ruined because of that.Īnd what's more, since - once again - Elementalist is all about positioning, the slow effect of the Staff is a lifesaver on several occasions upon which you didnt managed to get that 100% perfect position at the heat of battle, and it also gives you the needed help in case you need to bravely run away. Still, I prefer Staff even at early game, since my entire playstyle is predicted upon positioning, and the Wands' pushback effect actually messes that up pretty badly. While this is true, the math actually says that Staff only surpasses Wand in damage from Int 5+. Wand vs Staff: another old discussion, with the consensus that Wand is more defensive while Staff is more offensive. In essence, since I learned all too well how to perfectly position my Elementalist so bravely behind Griss, the Summoner is basically a worse type of Mage for my personal style. Surprisingly, a lot more than the Elementalist! Yes, this seems paradoxical, since the Elementalist is seem as the "Bzzzz!" Mage, but the truth is that, with the Elementalist, you'll only ever use your spells when you NEED to, while with the Summoner you ALWAYS need to have your bodyguard at your side, which means the Summoner drains A LOT more.Īnd besides that, the CDs for the summons are veeeeeeery long - so you'll either have to have 2 or 3 different summons and/or scrolls or you have to be a good runner. Which means, they die all the time, which means you have to re-summon them all the time (or summon another type), which means they do eat a lot of mana. ![]() And yes, they are strong, but too exposed. Now that Im thinking about it, I know what my problem is with this build.Įxplaining: the summons really take some big mana. Early game I find supbar, the little Imp is nice but is rather squish. Granted, I only used the Iron Golem, not the Iron + Fire Golem combination (or Iron+Fire+Ice), but still this is a style that didnt suit me at all. When an enemy charges, dont try shooting speels or hitting with the staff, instead make sure to position Griss in front of all.Īfter you are safely behind Griss, preferably at 180 degrees between her and the critters, since your attacks will aggro them towards you but if you're perfectly 180 degrees they wont be able to move past her, once you're in the perfect position, THEN you start attacking.Īnd, if you end up on panick mode, just spam spells while running. Instead of attacking enemies head on, ALWAYS place your character safety as your number 1 priority. ![]() To master this style, all you need to do is to ALWAYS bravely "run for cover". Mid to late game it gets a bit trickier, and you'll relly more on your high damage Staff, but the spells are still a great source of damage. And the reasons are fairly simple, at the very early game, the spells are devastating to groups of enemies, usually easily dispathcing every single one with a single area spell. I hope my own examples can show what I mean:Įlementalist+Staff: that remains my most dearest and beloved style, and also the one I find the easiest to play from beggining to end of the game I can play Elementalist/Staff Mage on IM with a hand tied behind my back. ![]() So, just to clarify, the purpose of this thread is not just to share likes/dislikes in builds, but rather to try to give some insights into how to play each style and improve their games. ![]()
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