Posted November 09, 2014
So I started out playing Arcane Blade. Not totally sure what I'm doing, but here's where I'm at so far...
It's a pretty unstable experience for me, anyway. Sometimes you steamroll, but when it's hard, you're just out of luck. Maybe this is a late bloomer class? Melee obviously isn't as strong as with a pure melee class, and of course you can't cast spells quite as often as a mage, so extended engagements hurt hard. If you haven't already almost won the fight after spending your mana pool, you don't seem to have much of a chance (unless of course you can run away and Manasurge).
Weapons with the "projected attack" bonus (Duvydan is the only one I know of, but there could be more) are a godsend if they spawn for you. Saves you some mana and gives you another ranged attack to cycle through.
I bought a rune for Biting Gale, which seems pretty good for damage and for disengaging.
Lightning actually strikes through and hits all intermediate targets. Pretty nice. Fire seems to be the better single-target damage spell though, and the Pulverizing Augur also has strikethrough but limited range. Not sure Augur is worth the skill point, even if instant tunneling can be neat to have.
Human: Cornac is nice, at least early on. 2H skills and Combat Veteran helps out a lot with a STR build. Fearless Cleave is poorly explained, but you can use it to move toward and then strike an enemy two panels away in one turn. As far as I know, 20 Magic for Tier 2 skills is plenty for early on, especially if you go Cornac and are already spreading skill points thin. Unlocking plate armor seems like a really good idea, since you're sort of pigeonholed into 2H weapons - this is another reason not to raise Magic too much early. I might raise Magic some more after STR is high enough for Tier 4 stuff, but Cunning might be too low. Not sure. If anything, I might consider building *less than* 20 Magic early now that I've had to reroll...
It took me a while to notice that it DOES cost mana to cast spells on-hit. "Free action" only means it doesn't take any extra turns - it still costs mana. X-P
Anyway... I've found it way too tempting to go STR-END for the most part. A Biting Gale rune accomplishes so much more than any of your innate Tier 2 spells, and you need the mana to spam Lightning anyway. I'll probably crank Magic late-game, but I unfortunately died at level 15 last time around, which was when my other stats were going to just start to get some attention...
It's a pretty unstable experience for me, anyway. Sometimes you steamroll, but when it's hard, you're just out of luck. Maybe this is a late bloomer class? Melee obviously isn't as strong as with a pure melee class, and of course you can't cast spells quite as often as a mage, so extended engagements hurt hard. If you haven't already almost won the fight after spending your mana pool, you don't seem to have much of a chance (unless of course you can run away and Manasurge).
Weapons with the "projected attack" bonus (Duvydan is the only one I know of, but there could be more) are a godsend if they spawn for you. Saves you some mana and gives you another ranged attack to cycle through.
I bought a rune for Biting Gale, which seems pretty good for damage and for disengaging.
Lightning actually strikes through and hits all intermediate targets. Pretty nice. Fire seems to be the better single-target damage spell though, and the Pulverizing Augur also has strikethrough but limited range. Not sure Augur is worth the skill point, even if instant tunneling can be neat to have.
Human: Cornac is nice, at least early on. 2H skills and Combat Veteran helps out a lot with a STR build. Fearless Cleave is poorly explained, but you can use it to move toward and then strike an enemy two panels away in one turn. As far as I know, 20 Magic for Tier 2 skills is plenty for early on, especially if you go Cornac and are already spreading skill points thin. Unlocking plate armor seems like a really good idea, since you're sort of pigeonholed into 2H weapons - this is another reason not to raise Magic too much early. I might raise Magic some more after STR is high enough for Tier 4 stuff, but Cunning might be too low. Not sure. If anything, I might consider building *less than* 20 Magic early now that I've had to reroll...
It took me a while to notice that it DOES cost mana to cast spells on-hit. "Free action" only means it doesn't take any extra turns - it still costs mana. X-P
Anyway... I've found it way too tempting to go STR-END for the most part. A Biting Gale rune accomplishes so much more than any of your innate Tier 2 spells, and you need the mana to spam Lightning anyway. I'll probably crank Magic late-game, but I unfortunately died at level 15 last time around, which was when my other stats were going to just start to get some attention...