Late game wizards

Talk about anything related to Legend of Grimrock 2 here.
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Saice
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Re: Late game wizards

Post by Saice »

Mystina Valeth wrote: Clearly you're doing something wrong if you're ever running out of mana.
More so if you have an alchemist I run around with about a dozen large mana pots on my wizard at all times. They are almost literately drowning in mana.
It is pitch black. You are likely to be eaten by a grue.
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Dematto
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Re: Late game wizards

Post by Dematto »

What about adding spell power modifiers to caster-items?
Would that be possible for people who create dungeons?
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Chimera005ao
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Re: Late game wizards

Post by Chimera005ao »

2nd, they control all the elements.
They control as many elements as you put points into. My battlemage only had fire.
My Alchemist was the one that provided the other elements, with bombs.
I could easily see myself making a mage that focuses on fire, air, and concentration, leaving no room for the other two elements.

3rd, my alchemist could freeze things too.
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Crashone
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Re: Late game wizards

Post by Crashone »

Mystina Valeth wrote: Clearly you're doing something wrong if you're ever running out of mana. Throughout the entire game on both of my playthroughs (one on normal with a wizard and alchemist, and once on hard with a battlemage and no alchemist), I was successfully capable of keeping 20+ mana potions on my mage at all times, I can't even recall a single time I had mana problems once I got the mortar and pestle (which you get that really early on in the game).

Also yeah, once you invest 3-4 points of accuracy into a melee class they'll almost never miss, but that is 3-4 levels mage can spend on something else, like mastering another element. Or if you're playing battlemage, you could spend those 3-4 points getting athletics or armor leveled up. By the end of the game, my mage had 3 concentration, 5 fire, 5 air, 5 water, and 1 earth.

Here is my party: Front row: Knight and Fighter. Back Row: Battle Mage and Mage.
So, if I follow your though, my wrong move is that I didn't go with an alchemist. So, I don't drowning myself in mana and often, after some fireballs, I'm dry... and no more mana potion in my inventory.

When two of your characters relies on energy, that could be sometimes a real mess to handle. the real problem is, imho, that you have to have one alchmist in ALL PARTY, that is a game balancing problem.

I've played dungeon crawler all my life, the Dungeon masters, Chaos strike back, Bloodwitch, Captive, the EOB serie, even Conflux III and of course LoG I :) . Never came in a situation where a secondary class is imposed.
It should have be a trait or a skill (kind of "3 point in alchemy").
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The Doppelgamer
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Joined: Wed Apr 18, 2012 5:20 am

Re: Late game wizards

Post by The Doppelgamer »

Crashone wrote:
Mystina Valeth wrote: Clearly you're doing something wrong if you're ever running out of mana. Throughout the entire game on both of my playthroughs (one on normal with a wizard and alchemist, and once on hard with a battlemage and no alchemist), I was successfully capable of keeping 20+ mana potions on my mage at all times, I can't even recall a single time I had mana problems once I got the mortar and pestle (which you get that really early on in the game).

Also yeah, once you invest 3-4 points of accuracy into a melee class they'll almost never miss, but that is 3-4 levels mage can spend on something else, like mastering another element. Or if you're playing battlemage, you could spend those 3-4 points getting athletics or armor leveled up. By the end of the game, my mage had 3 concentration, 5 fire, 5 air, 5 water, and 1 earth.

Here is my party: Front row: Knight and Fighter. Back Row: Battle Mage and Mage.
So, if I follow your though, my wrong move is that I didn't go with an alchemist. So, I don't drowning myself in mana and often, after some fireballs, I'm dry... and no more mana potion in my inventory.

When two of your characters relies on energy, that could be sometimes a real mess to handle. the real problem is, imho, that you have to have one alchmist in ALL PARTY, that is a game balancing problem.

I've played dungeon crawler all my life, the Dungeon masters, Chaos strike back, Bloodwitch, Captive, the EOB serie, even Conflux III and of course LoG I :) . Never came in a situation where a secondary class is imposed.
It should have be a trait or a skill (kind of "3 point in alchemy").
Your problem is that you're playing two mages and have no alchemist. I played a mage with NO alchemist on hard mode for my second play through and I had no problem, I was still drowning in mana. You add in that second mage and not an alchemist and yeah you'll start having problems, but that can basically apply to most other jobs. Have two archers and for a long time you won't have enough arrows to divide between them. Have two dual wielding swordsman and you'll have a lack of good light weapons. Two evade characters and only one set of evade armor. Your party needs better balance, maybe an archer or a rogue or something.

I played a lot of dungeon crawlers too. Dungeon Master, Chaos Strike Back, Eye of the Beholder, and Legend of Grimrock 1 & 2... Still applies in those games too, you gotta balance your classes out. If you only have one mage, then you don't need an alchemist. But if you are going to put two or three mages in your party, you have to have alchemist to balance the party. Think of it like a scale.
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Crashone
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Re: Late game wizards

Post by Crashone »

I see your point, but I must disagree. two fighters (three or four either) : even if you choose heavy weapon for both there are enough epic item to share. two (or more but that may be a non sense) ranged character : one with bow and one with blow pipe, then with crossbow and you can still keep shuriken and throwing axe on their other handset. Mana is the only ressource in the game that is absolutely need external component (potions) to be effective in combat (I'm not talking about some mummy pack, but fight that count).
Really, mages suffer of: - low life - low weight load - not that powerful spell - potion dependance.
in other hand, you need them to : touch all enemies at once - make light - cast dispel. a bit light for an assumed glass canon.
nattsurfaren
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Joined: Sun Oct 19, 2014 7:03 pm

Re: Late game wizards

Post by nattsurfaren »

What about poison damage or fire damage over time. Fireburst will make enemies catch fire (not fireball?)
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