Still takes awhile to kill late game creatures, but you'll do so safely and consistently. Not complete overpowered, but the homing ranged on top of your summon make it the best offensive spell by far. Shadow spray will be your damage dealer for the rest of the game. Stupid strong, makes the nerco arguably the best sp tank. It is such a ridiculous tank and aggros so easily that you can easily go untouched. Once you get shadow spells, they take over. More useful in co op, but a nice quality of life spell to get around. Haste is mostly this characters version of sprint and combat reflexes combined. Arguable the best defensive spell other than summons. If you're taking too much damage a couple points may be useful, but it's not critical. Shield is a good defense, but is replaced later. I wouldn't even touch claws of darkness late. Vampire touch has the achievement, but you don't want this character in melee otherwise. Melf's is good for trolls and for a decent ranged attack, but only when you've leveled it enough and it won't be better than ebervation.ĭon't worry over touch spells. Enervation will push you through to the third act. Life drain is ok early, but becomes weak fast, doesnt do damage to too many enemies, and does little for your health when youve levelled enough. Gives it enough health to last for a bit.
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