![]() Wizard's Double will go away after a hit or crit you receive (not after a graze) - but who can hit you when your deflection is buffed by +115? Very good combo in the early game.Īs for talents: summoned melee weapons of the wizard are all two handed and love damage bonuses because they have high base damage (as I said above). Hardened Veil (+75) + Wizard's Double (+40) can make you untouchable to enemies who target your deflection. the usually have higher base damage than their normal counterparts - which makes them powerful because nearly all damage bonuses you can get via talents, MIG and crits are calculated with that base damage they work with any weapon focus, so you can pick a weapon focus that fits your "backup" weapon they can't be enchanted (but they bring their own "enchantments") Summoned work like regular weapons with two (or three) exeptions: Base damage itself always stays the same. MIG adds a damage bonus which is calulated with the base damage, but doesn't alter it. Nothing increases the base damage of weapons except very few special abilites and items. But it does not increase the base damage. MIG does increase the damage of summoned weapons, yes. ![]() MIG and INT boost its healing and you don't have to fizzle around with healing spells all the time. I like Veteran's Recovery on a melee wizard. So you can make it work but you have to watch out. ![]() Those bonuses also work with Infuse with Vital Essence which will heal a good portion of health. You can counter this with a lot of healing bonuses (survival 8 or 14 for 40 or even 60% more healing + a Belt of Bountiful Healing or Fulvano's Amulet - each of them giving +25%, don't stack). Even with good healing sources like Concelhaut's Corrosive Siphon and so on you might end up dead because your health pool gets drained too quickly (not your endurance), even with plate armor and Spirit Shield. As you said wizards have a very small endurance and especially health pool. ![]() With Durance's Holy Meditation or your own Spirit Shield it's not a problem at all.ĬON 6 is low. Sorry for the litany of questions and thanks for any responses. Might increases damage done by melee weapons and damage of spells, but does it increase the base damage of summoned weapons? Basically can I 'double-dip' with might on this build? Any super relevant talent picks besides veil/hardened veil I need to be aware of? Con likewise, wizard's health and endurance bonus is so low compared to the bonus you can get from spells, do I dump this? I really want max int to increase durations for quality of life. Planning around plate armor and summoned weapons exclusively.Īm I safe dumping resolve to 3? I plan on using Durance's buffs and Spirit shield to fill in for concentration, I'll just deal with the loss of deflection I guess. I plan on using either Eder or Pallagina for tanking and Durance for his buffs along with a rotating cast for dialogues. This will be my first playthrough of the expansions. I've tried to read up on 'melee wizards' and such but a lot of the info is either really old, ie perception giving deflection, or seems so centered around items that I don't remember or never found. So I'm rerolling again before I get significantly farther into the game on my druid. Lead the party in damage in fact, and could tank fairly well for the durations of veil + mirror image + spirit shield. Namely I started having Aloth 2nd rank with the summoned staff and he was kicking butt. So PoTD is tougher than hard, as in significantly more difficult, and I made some playstyle adjustments for that. Initially went with a druid as I remembered the npc druid impressed me and I wanted to do something different. With the hype building for PoE II I decided to reroll for a cannon playthrough to import later. I beat the game on hard back in 2015 with a CC/Nuke wizard, she was pretty solid and lead the party in damage.
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