These things being said, Inferno burned through everything like a charm until I started to drop hard points into Fire Wall.Īnd thus begins the second half of the build. This is definitely a case where I would sacrifice a bit of length for more girth. If you are off target by a half a pixel the jet would just sail past the monster (or between them) leaving them unharmed. The second little quirk is the narrowness of the jet. Being a caster, you don’t want to get too up and personal with your target and its fantastic length meant you didn’t have too, but the jet of flame seemed to take forever to get anywhere. The first, and worst, being the slow speed of the flame. Inferno also had a number of other quirks that made it a little clunky. Casting Frozen Armour or Static Field created a bit of an interruption, but Fire Wall really seemed to break the flow, hell, even rotating in place sometimes caused it to briefly stop. These interruptions became so annoying that I had to change the Show Items setting from Toggle to Hold, which helped enormously. Inferno is a weird skill to use, it is easily interrupted by pretty much everything and that includes mousing over items on the ground. This system worked really well right from the beginning and really took off when I was able to equip a “Spirit” sword and put an “Insight” polearm on my merc. I started by Maxing Inferno and its synergies and putting only one point in Fire Wall. The first half from the start until toward the end of Nightmare was the Inferno half and the remaining gameplay was the Fire Wall half. Matriarch Halitosis – Inferno / Fire Wall Sorceress
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