I would suggest doing this exactly the opposite way. Keep the runes you'll be clicking on in the center so you can get through them faster. Optimizing mouse movements would matter a whole lot when you're trying to juggle four Mages at once.One trick I found was I put the party order such that it reminds me what runes to press. I mean I put the Fire guy first (on 1) so I remember his rune is top left), Air mage on position 2 cause his base rune is top right, etc. It helped learn/memorize all the basic spells fast.
4 Mages viable?
Re: 4 Mages viable?
Re: 4 Mages viable?
Your idea doesn't really help with mouse movements because you have to right click the mage hand (or orb/staff) first anyway so the mouse pointer always starts in the same place relative to the runes (only thing you can control is left or right hand). I was talking about party positioning.Empyrean wrote:I would suggest doing this exactly the opposite way. Keep the runes you'll be clicking on in the center so you can get through them faster. Optimizing mouse movements would matter a whole lot when you're trying to juggle four Mages at once.One trick I found was I put the party order such that it reminds me what runes to press. I mean I put the Fire guy first (on 1) so I remember his rune is top left), Air mage on position 2 cause his base rune is top right, etc. It helped learn/memorize all the basic spells fast.
Re: 4 Mages viable?
4 Mages are actually quite easy once you get past the mid-game. 2 Frostlancers, a Pyro and a Thundersoul provided a really easy combat once I got into rythm.
Traits were Skilled and Strong Mind for all the group (Aura front loads 15 energy while SM gives you 5 energy and +1 per level which is better in the long run)
My starting skills were 2 spellcraft and 5 magic for all of my casters.
I went for 18 Spellcraft first to get the most out of willpower mechanics. Casting speed is nothing to sneer at either
-Prepare your runes for fast casting and go frost->frost->fire->lightning on any mob. Generally, only heavy duty monsters can survive a single burst.
-Use the throwing weapons for down times and resistant mobs.
-Pyro is your most fiddly character. Since he gets a str bonus, sometimes it is better to go for a simple throw instead of trying to cast with him and line up a frostbolt from your lancers.
Gear Choices:
-Thundersoul: Shaman staff, Evade gear and (usually) Shield.
-Pyro: Z's orb, shield, a lot of potions
-Frost Lancers: Valor and Chitin Sets, Shields
Fighters Challange:
This one is really luck based and you should wait a bit if you cannot one-shot scavengers with Thundersoul, remember damage done increases with spell level.
Brew 4 speed potions and full set of healing pots
Wear your heaviest armors and shields on everyone (except lurker-shield Thundersoul)
Arm your characters with bombs (you haven't been wasting them on normal encounters I hope?)
Cast Invisibility and darkness (gives you a second or two where only a single mob attacks then you teleport instead of all 4 sides)
Teleport
Turn left
Unleash Lightning and move forward
Unleash Fire and move forward
Cast Lightning and move forward
Hit the switch
Turn right
Throw bomb or Cast Fireball from Pyro, Unleash Frostbolt 1 if needed; move forward
Enter the Closet (sidestep left) and turn right.
Use frostbolt(s). once you get a freeze, prepare runes for all of your characters, throw something for the kill
Rinse and repeat.
Traits were Skilled and Strong Mind for all the group (Aura front loads 15 energy while SM gives you 5 energy and +1 per level which is better in the long run)
My starting skills were 2 spellcraft and 5 magic for all of my casters.
I went for 18 Spellcraft first to get the most out of willpower mechanics. Casting speed is nothing to sneer at either
-Prepare your runes for fast casting and go frost->frost->fire->lightning on any mob. Generally, only heavy duty monsters can survive a single burst.
-Use the throwing weapons for down times and resistant mobs.
-Pyro is your most fiddly character. Since he gets a str bonus, sometimes it is better to go for a simple throw instead of trying to cast with him and line up a frostbolt from your lancers.
Gear Choices:
-Thundersoul: Shaman staff, Evade gear and (usually) Shield.
-Pyro: Z's orb, shield, a lot of potions
-Frost Lancers: Valor and Chitin Sets, Shields
Fighters Challange:
This one is really luck based and you should wait a bit if you cannot one-shot scavengers with Thundersoul, remember damage done increases with spell level.
Brew 4 speed potions and full set of healing pots
Wear your heaviest armors and shields on everyone (except lurker-shield Thundersoul)
Arm your characters with bombs (you haven't been wasting them on normal encounters I hope?)
Cast Invisibility and darkness (gives you a second or two where only a single mob attacks then you teleport instead of all 4 sides)
Teleport
Turn left
Unleash Lightning and move forward
Unleash Fire and move forward
Cast Lightning and move forward
Hit the switch
Turn right
Throw bomb or Cast Fireball from Pyro, Unleash Frostbolt 1 if needed; move forward
Enter the Closet (sidestep left) and turn right.
Use frostbolt(s). once you get a freeze, prepare runes for all of your characters, throw something for the kill
Rinse and repeat.
Re: 4 Mages viable?
That's exactly what I did to start (same traits and skills) as I explained in an earlier post except I got an earth magic mage too (which I'm regretting every passing moment into the game). Did you get 4 insects and max willpower, rest to vitality?Cronicler wrote:...
I dig your advice on fire (+str best one for throwing, also fireball needs 3 runes not 2 like other attack spells, bad for micro) and the fighter challenge.
I'm neglecting spellcraft (only 2 from start) to max spell skills and to afford ice skills on my earth guy as soon as possible for my second freezer controller.
I only got 5 spellcraft on my fire guy to get light spell and free up torch hand. By my 3rd lvlup I've got range attack spells on all mages and it's easier now. Whoever runs out of energy uses thrown stuff.
Spellcraft attack speed bonus is nice, but my micro sucks too much to make use of it. I prefer to get beefier spells instead.
Thanks for your advice.
PS: How dangerous is poison damage in game? I hear the shaman staff buffs poison bolt only, is it any good? Is poison shield and circle of poison resistance really needed? Or is poison damage too slow and you can take care of it after combat?
Re: 4 Mages viable?
Poison can be pretty nasty but the my real reason to go with frost was the control.
An earthsinger is better for front line than a pyro due to vit bonus (and the way vit and wil works) but I think a second frost is more effective overall when you consider the whole party effectiveness.
I prefer humans for a little bit more hp (and 1 skill point) but to be honest, any race is ok.
An earthsinger is better for front line than a pyro due to vit bonus (and the way vit and wil works) but I think a second frost is more effective overall when you consider the whole party effectiveness.
I prefer humans for a little bit more hp (and 1 skill point) but to be honest, any race is ok.
Re: 4 Mages viable?
poison goes well with freeze, that target is just sitting there, why not drop a poison cloud onto it, its cheap to cast and does massive damage. The upgrade to bolt at 24 adds a weak version of the cloud, but the original is still the best.
Two mages dedicated to ice are two dead weights when you meet the ice lizards...some of the hardest enemies in the game.
Two mages dedicated to ice are two dead weights when you meet the ice lizards...some of the hardest enemies in the game.
Re: 4 Mages viable?
SpoilerShow
For an ice mage it also worth noting they can use the tome of fire, which gives them access to the basic Fireburst spell, ideal for versatility.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: 4 Mages viable?
Does spell damage depend on character level or on skill level?Darklord wrote:Daniel.SpoilerShowFor an ice mage it also worth noting they can use the tome of fire, which gives them access to the basic Fireburst spell, ideal for versatility.
I mean will that Fireburst be any good at skill lvl 3 only?
Re: 4 Mages viable?
Not very good, no. Still better than nothing against lizards (for an ice mage) or [a whole bunch of monsters] (for an earth mage), if you're prepared to burn some mana.Kostas wrote:Does spell damage depend on character level or on skill level?
I mean will that Fireburst be any good at skill lvl 3 only?
Re: 4 Mages viable?
This: viewtopic.php?f=3&t=2282 may be worth mentioning if anyone is seriously planning to create four Mages party.
Of course in said thread the main purpose of creating Mage Tank was the ability to have two Missile Weapon Rogues in a second row, but nevertheless it may be some inspiration for a four Mages party as well.
Of course in said thread the main purpose of creating Mage Tank was the ability to have two Missile Weapon Rogues in a second row, but nevertheless it may be some inspiration for a four Mages party as well.