![]() So, I'd suggest manually controlling a melee cipher and have a ranged wizard with per-rest ability use turned off that you can take over as needed.Difficulty: PotD Best Team Role: Crowd Control and off-tank dps If you want to take manual control at some point during a fight the AI probably won't have many stored resources for you to use. You can similarly build a ranged cipher and leave it to the AI, but the AI is only going to use a small subset of the cipher's abilities. This works well with the wizard if you leave per-rest abilities turned off and then take manual control to unload spells in difficult fights. If you want to leave one of them to the AI it should probably be built as a ranged character (both classes are dependent on intelligent use of their abilities to survive well in melee). To be honest, this game often makes me feel like I'm fighting my own party's AI more than the enemy's. Every class does a lot of auto attacking. ![]() Ciphers always take a while to get going in combat but as you get better equipment (and more priest accuracy buffs) resource generation becomes a bit more consistent and you can use your lower level abilities pretty freely. Wizards continue to get more per-rest spells but are always about per-rest resource management. And if some powers don't satisfy you, all that's left is to retrain at an inn. With the Cipher, you are limited to learning few powers during level up. It can be overwhelming to prepare your primary grimoire with so many spells to choose from. Too many spells to fit into your primary grimoire. If only playing on Normal or Easy, a melee wizard could get boring.Īny Wizard in this game can learn all spells available in this game, because you find many grimoires from other wizards. By the time you are ready, companions have jumped into the fray already and have saved the show. It becomes really repetitive and tedious. Later, when you learn spell mastery, you will want to cast more spells to increase action speed and defenses, too. And likely Eldritch Aim to get a stacking +15 Accuracy. First it's just a single spell, such as to summon a universal two-hander. Wizard absolutely needs to cast spells to get ready. If you want to avoid starting with a strong ranged attack, such as with fire arms, you would need to build up focus with your ordinary melee attacks. That is somewhat helpful at the beginning. But Cipher's base Deflection and Accuracy is +10 compared with Wizard. Cross-class talents, such as regeneration of Endurance, and defensive talents can be learned by everyone. In my opinion, the Cipher would be more straight-forward to play also at increased difficulty, since you would play them like a flanker or any other guarded frontliner. Which difficulty mode? And would you enjoy hiding in second line and attacking only with a two-hander and when it's kinda safe to move in? Without a sequencer item to launch 5-6 buffs in a single spell-drop at the beginning of a battle, it's a tedious class to play for little benefit.Ĭipher's really are the closest thing to a Fighter/Mage or Battlemage character. I have never taken the time to setup a true melee-wizard with actual Talents and Abilities geared toward melee. ![]() And the way fights go, most of the time it's half-over by the time the wizard is really ready. But like D'amarr says, it's still a process every battle for the wizard to buff up. I typically give him fast-casting defensive spells for his spell mastery so that he can buff fairly quickly. Aloth makes a decent melee wizard late in the game by just having a separate grimoire setup with all the melee spells (summoned staffs, buffs). It is m heaviest damage dealer in my class as my main character (but I don't use a rogue).ĭ'amarr from Darshiva explains the issues with the Melee Wizard. It is absolutely my favorite class to play in Pillars. So much I wrote a guide about it recently. I'm biased, but I prefer the Melee Cipher.
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