TwiiK
Green Slime
Played some more yesterday. Reached level 14 I think. Tried some different "builds" with the /respec command.
The only spell combination I feel can measure up to melee is insect swarm + lightning cloud, and you could add the little ice buddy in there as well. It's very safe and you do not rely much on EP.
Going for a direct damage spell like fireball, meteor, chain lightning etc. makes you fade completely compared to your melee counterpart. If you focus on MATK weapons and items you'll not do any damage in melee, but you'll constantly be out of EP so I guess you have to use melee anyway. Also charging skills/spells is very cumbersome and is only really effective for out of combat buffs or summons. Charging a spell in combat often gets you killed. And the inherent low firerate of charged spells means your damage per second will be very low compared to a melee character chaining normal melee attacks and skills.
A melee character can for example take a 1-hander weapon, max shadow clone, silver charge it once, as it only ever needs to be cast once, and completely wreck everything without needing EP. And you'll be extremely nimble because you only do quick attacks before being able to dodge/block.
Or he can take a 2-hander and get whirling slash and your area of effect damage output will be greater than any possible spell combination.
The biggest problems for spells I feel is the low amount of EP you have in general and the high EP costs for spells. The EP recharge rate is also very low and the charge mechanic is very clunky to use in combat. Some base level tweaks, talents and items can perhaps fix all these issues.
The only spell combination I feel can measure up to melee is insect swarm + lightning cloud, and you could add the little ice buddy in there as well. It's very safe and you do not rely much on EP.
Going for a direct damage spell like fireball, meteor, chain lightning etc. makes you fade completely compared to your melee counterpart. If you focus on MATK weapons and items you'll not do any damage in melee, but you'll constantly be out of EP so I guess you have to use melee anyway. Also charging skills/spells is very cumbersome and is only really effective for out of combat buffs or summons. Charging a spell in combat often gets you killed. And the inherent low firerate of charged spells means your damage per second will be very low compared to a melee character chaining normal melee attacks and skills.
A melee character can for example take a 1-hander weapon, max shadow clone, silver charge it once, as it only ever needs to be cast once, and completely wreck everything without needing EP. And you'll be extremely nimble because you only do quick attacks before being able to dodge/block.
Or he can take a 2-hander and get whirling slash and your area of effect damage output will be greater than any possible spell combination.
The biggest problems for spells I feel is the low amount of EP you have in general and the high EP costs for spells. The EP recharge rate is also very low and the charge mechanic is very clunky to use in combat. Some base level tweaks, talents and items can perhaps fix all these issues.