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Kingdoms of amalur magic
Kingdoms of amalur magic








kingdoms of amalur magic

Heavy investment is unnecessary with such minor rank improvements, but consider a point every level, and don't bother with Sphere of Protection until this talent is maximized. Sphere of Reprisal: With this talent, close-calls work in your favor, damaging enemies who encroach your Sphere of Protection.After maximizing Summon Faer Gorta, then consider the other ranks. Since the percentages aren't great, though, only buy the first rank. Transference: Health is always a good idea, especially at the cost of enemies.Once Arcane Weaponry IV is available, the first rank of this talent is optional but only the first rank. Arcane Weaponry III: Of all the attack options, a Delay-Attack is probably the worst option for a Sage, who needs to remain mobile when not casting.It is available with 49 points invested in Sorcery. Also, Sage provides a 15% increase to the duration of all duration-based spells as well as improving upon the benefits of the Seer. Sage Destiny: This destiny upgrades Blink with Ice Blink, adding an ice effect to dodge, damaging would-be attackers.Like Mark of Flame, buy the first rank for the ability, but don't invest heavily here. Ice Barrage: Great for certain situations, this talent can damage and slow an aggressive mob, buying the Seer time to dodge and recover mana.For best results, maximize this early, and you won't have a problem nuking entire mobs with Storm Bolt. Chain Lightning: With Storm Bolt maximized, Chain Lightning takes priority and amplifies Storm Bolt, increasing damage and allowing for multiple hits.Focus on spell and weapon ranks, dodge when necessary, and healing shouldn't be an issue. Healing, however, is secondary to nuking, especially with plentiful potions. Healing Surge: Healing is always nice, and the health-to-mana ratio is good, even great when maximized.Otherwise, just allot a point every few levels. Everyone benefits from the first rank, and if you find yourself using Gorta for more than just boss battles, consider the next two ranks as well. Summon Faer Gorta: This ally acts as a tank, taking and dealing damage to enemies while the Seer recovers mana.Improving upon the benefits of the Initiate destiny, the Seer Destiny also increases mana regeneration by one per second and turns the standard dodge into a short-distance teleport, making escape a little easier. Seer Destiny: With 28 points allotted to Sorcery, the Seer Destiny is available.Get the first rank early, and leave the rest for when you're bored. Conservative Casting: The first rank provides 10% mana cost reduction, which is great.The first rank is a must after that, try as you like. Each rank makes the spell deal more damage and affect more targets, but most mobs are smaller, so that's less useful. Mark of Flame: This is a great attack when fighting multiple, evasive targets or anyone vulnerable to fire.The first rank gives you the spell to use whenever you fight a tough boss the rest are useful only later. Sphere of Protection: Honestly, 5% damage reduction isn't much, especially as a sustained effect, but it's a necessary utility for the squishy caster.Use the points scavenged from Scepter Mastery to acquire rank 3 from there, one point per level. Chakram Mastery: Chakrams attack with eccentric arcs that hit multiple targets, making it great for crowd control and critical for conserving mana.Stick with dodging, and save your points for something better. Arcane Weaponry II: A Block-Attack is a nice option, but the Initiate has the worst block in the game.Initiate Destiny: This destiny requires 11 points invested in Sorcery and increases the benefits from the Acolyte destiny.Maximize this talent early, and you'll have a much easier time.īehold, my mighty pimpstache! Tier 2: The Initiate Storm Bolt: This is a reliable, powerful spell and will serve as your lifeline throughout much of the game.Staff Mastery: The Staff is a solid compliment to the Chakrams, offering a focused attack when the wide, whirling Chakrams are too dramatic.Don't invest here unless you're in love with Sceptres. Scepter Mastery: Although the Scepter gives the Acolyte a ranged option, the Chakrams are a better ranged option with greater damage and a larger attack area.Buy the first rank for access to the attack, then look elsewhere. The attacks sacrifices mobility for damage, which isn't always smart for a frail Acolyte.

kingdoms of amalur magic

Arcane Weaponry I: Charged attacks, especially with Chakrams, are powerful but risky.It increases the Acolyte's elemental damage and reduces mana costs. Acolyte Destiny: Requiring only one point in Sorcery, all players begin with access to this destiny.










Kingdoms of amalur magic