Oh yeah I know I'm working towards it currently with my Rogue, but unfortunately you still waste a couple of rounds building up prior to actually being able to unleash the powerful spells you've spent lots of points on to get to ArchMage, for example.Spectralshade wrote: ↑October 2nd, 2018, 3:42 pm i read somewhere there is rogue ability that lets you prep for a round or so, giving you the mana you want for unloading death
edit: just to be clear: I'm not trying tod efend the combat system, because I think it is one of the major problems with the game. I was merely trying to help you under the circumstances that we do find us in.
Right now the magic system in the game seems pretty pointless past putting three points into the tree that allows you to get mana back on a crit, then crit more often. After that it's pretty much spam Arcane Barrage for a couple of rounds and collect the loot.
Mangar's Mallet is a great spell but I can't cast it usually until round three. By that point the fight would be over if I'd just had both casters spam Arcane Barrage. It's sad. I hope that the dev team puts some brain cycles towards tweaking the combat system to make higher level spells easier to cast in combat and worth slotting out.
Actually, add a #7 (or #8) to my list of improvements: Characters should be able to always access ANY powers they've spent points to acquire. It's ridiculous to hide those behind some dumb gating mechanism for no reason. Your gating mechanism right now is limited mana and/or opportunity. Why do I have to choose 3 or 4 abilities I can access at one time?
EDIT: Just want to point out - I love the game, especially the locales and puzzles. Just think the combat system needs some tender loving care to truly shine like it should.