![]() Last point i'd like to make is, try not to invest more than 1 point in brutal and arcane mastery abilities, since after getting bonuses to might and sorcery trees from story and items you 'll notice that these abilities cap at level 3. The combination of might weapons alog with heavy armor and all the elemental resistance you can have, the Relentless Assault skill and basically uninterruptible magic casting is OP enough so you don't need any other offensive bonuses to be more than ♥♥♥♥♥ awesome! ![]() Next thing is, the champion destiny really doesn't offer many offensive bonuses which can really seem lame at first, but after playing the game for the last six years on and off, i've found out that every destiny is amazing in it's own right if you can find the right gameplay. Also, according to amalur wiki, both the staff and chakrams are considered melee weapons while scepters are ranged, so if you pair the greatsword with chakrams or staff you'll see great results! Keep in mind that the champion destinys' only offensive bonus is in melee damage. Trying to keep this awesome game alive in 2018!! In general, ice talisman is a great idea combined with perfect parries. In fact, the Tier4 Sorcery destiny card offers the best advantages: +40% Elemental Damage, -17% Mana Cost, +1 Mana Regen/second, +15% Duration of all Duration-Based Spells and Ice Blink (this one freezes all enemies on your path, nice). The blink you get doesn't inflict a DOT effect and is inferior to Roll that executes faster. However, I find the destiny cards disappointing. Relentless Assault allows you to unleash your spells mindlessly, Storm Bolt has a nice mass stun effect that can be exploited by Concussive Force, Sphere of Protection can raise the already great defense you can get from Might abilities and equipment, and Battle Frenzy is even more efficient with the nuke spells that can quickly clear groups of enemies. The abilities of Might and Sorcery combine well together. Frostshackle can also greatly increase the freezing duration. Ice offers the most powerful elemental status effect, so try to use an Ice talisman. You should indeed prefer talismans over shields because of the elemental status effect that can be inflicted by a successful parry, or with a fully charged Shield Bash. ![]() Mainly going for a beefy Elemental Rage and Storm Bolt in the Sorcery tree, with a focus on Sceptre's and Sphere/Healing for support, and a focus on Greatswords and defensive passives in Might tree. Greatsword/Scepter to combine close range combat with long range utility.Īrcane Weaponry I: 1 (lower Sceptre's mana cost)Īrcane Weaponry III: 1 (lower Sceptre's mana cost)Īrcane Weaponry IV: 1 (lower Sceptre's mana cost)Įlemental Rage: 5 (boosted by all elemental passives) ![]()
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