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Wildermyth mystic builds
Wildermyth mystic builds






wildermyth mystic builds

Otherwise, consider « Broadswipe » that deals bonus damage to ALL enemies within range. You may switch from Leaf enchanted weapon to Fire enchanted weapon after you build up enough hp shield.

wildermyth mystic builds

« Fire » can clean up those 2-HP annoying thingies without losing precious action points. It’s a good safeguard to stack a few before entering the major confrontation. « Leaf » provides a stackable damage absorbing shield. « Fire » or « Leaf (stunt)» effect would be multiplied by the number of reaction strikes. « Zealous Leap », though only usable every other turn, offers more flexibility, either ending a turn with an attack or on guard. « Paladin » could also do the trick, and it is done every turn. « Heroism » can only work once in a combat, compared to « Battledance » & « Zealous Leap » combo. With both skills, the warrior can perform two attacks or attack & guard combos, after a leap. « Battledance » allows two attacks or one attack and then guard, while « Zealous Leap » lets him jump into a proper position without spending an action point. Knock-back weapons are usually not preferred if the plan is to finish up all the enemies with a flanking rogue, but it may work wonders in case of retreat. The synergy is even higher if teaming up with a sniper with « Archery » skill and/or a melee rogue with « Thornfang » skill. This would help the warrior to to be able to clean up 3 ~ 4 approaching threats very early in the game. Coupled with « Long range » and a long range weapon (spear) offers a sweeping radius of 3. The warrior reacts to any movement within his weapon range, including those moving away. « Vigilance » allows the warrior to easily perform 4 (or more) reaction strikes. Guardian build - Vigilance, Long range, Battledance, Zealous Leap

wildermyth mystic builds

This doesn't mean other unmentioned skills are all valueless. Why some other skills are complementary or not compatible are alsoĮxplained, but not all skills are included. I listed only the minimum requirements that make the builds work. With the statements about warriors and hunters of yours you might be surprised how much you miss out once you try other builds which is are not straightforward and probably odd.īut then once you seen a mystic which deals 20+ damage as melee without weapons, while killing all the small fry on the way from A to B, you might get an idea about that.After playing about 20 heroes, 15 chapters in 4 campaigns, Here below are the tips for how I built my teams. Then again: nothing I would consider best, yet a lot fun to play. That with heroism and rock shield is fun to play too. Recently I had the luck to have a mystic transformed into a wolf, which is ridiculous strong too with Frenzy (attack three times action). Let her just walk straight into enemies and deal massive damage in melee and range. I consider awesome with Indignance and Ignite+. My melee mystic you can see in the showcase thread e.g. It is hard to speak about "best X build" since I found a lot of builds shine in different situations. Promoting this thread while I am on this: Hunters really good with Archery, Piercing, Crippling, Through Shot nice damage with innate hobble and armor shred.Įxperimenting a lot but not finding Mystic build that compares to either of the above in damage output. Warriors straightforward with Riposte, Broadswipes, Reach = destroy everything. Originally posted by Astral Projection:Any suggestions on the best Mystic builds?








Wildermyth mystic builds