Originally posted by KogaNox:I couldn't one shot Kraken on tactician mode with Thunderstorm, or Meteorstorm with 85% crit chance and SS on my mage. Summoning is very good becasue you can choose either physical or magic damage dealing incarnate (and early game totems, they become obsolete) and so meet the needs of any situation.ĢH damage dealer (start witrh 1H + shield and pump warfare, switch to 2H later)
Geo's CC stuff is resisted by physical armour so Pyro doesn't help with that, and Pyro doesn't have any CC, just damage. But it's a long road to L16.Īero and Hydro are better IMO that Pyro/Geo/Necro because air and water work well together for stunning and freezing. Mages do have these 'I win button' monster spells you get at level 16. Physican damage dealers on the other hand need only pound on physical armour until it's down and can then kill on the spot or disable easily. Magic is harder to use in DOS2 than physical becasue resistances and becasue CCing cannot be done until armour stripped so getting to where the key combos work takes skill and practice.
Not clear what you mean by 'combat progression'? Originally posted by CharlotteIsolde:I meant best by easieness of combat progression.īut I see you meantion mages a lot.