Author Topic: Spell Loadouts  (Read 5532 times)

Offline BenMiff

  • Map Maker Mk V
  • Jr. Member Mark II
  • **
  • Posts: 71
Spell Loadouts
« on: June 22, 2012, 04:48:32 am »
Now that the new version is out (so those who wait for official releases are on the same page as those who update with all the betas), I'm curious as to what sort of spell loadouts other people are taking (and why those loadouts). I figure having some rough usage numbers might be helpful on the development side as well, plus I might see some tricks that I've missed.

Anyway, I'll start:-

* Ball Lightning - My main attack spell; it's a good all-rounder, and the sliding helps a lot (since I use mouse aiming rather than target locks.)
* Plasma Bolt / Water Pulse - My backup attack spell; I still haven't decided between the two, though I'm leaning towards Water Pulse for the accuracy aspects and higher damage-per-shot.
* Flamethrower / Geyser - I keep both; Flamethrower sticks around for dealing with raptors and as a "booster" to geyser on static high health targets like the lion statues, while geyser is handy to boost Ball Lightning on bosses and for general melee use.

* Lesser Teleport / Greater Teleport - Lesser teleport isn't as useful, but Greater Teleport is just too useful to give up; I don't like shields (since I find them fiddly to try and use and time right), so it's my main way of getting past dense trapped passages. It's also handy for underground journey to perfection and lava escape to avoid backtracking, and for taking shortcuts in wind shelter missions.
* Ride The Lightning - General usage. (I don't, however, get Lightning Rocket, since I've yet to find a situation where I need to go straight up that can't be done relatively simply with triple / quadruple jumping, platforms and teleportation.)
* Storm Dash - Also general usage for charging across the landscape; espescially handy for getting out of areas fast after missions.
* Ball Of Light - Most of the time, I'll have an Emits Light enchant on me somewhere (or have built a Telescope), but this covers the odd times I want to keep something else on me (mainly when I want something in the torso while keeping triple jump so that I can't use Elven Boots instead.)


Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Spell Loadouts
« Reply #1 on: June 22, 2012, 05:34:37 am »
Good topic idea.

I'll list my most common ones as well:

Ball Lightning:  I actually think this spell might be a little TOO good (seems EVERYONE uses it).  I use it because there are so many robots in the game, and it's good for it's nice damage and knockback.  There also arent much in the way of other Air element attacks....

Energy Orb: Similar reasons as Ball Lightning; this is also one I might use when I want to hit something with a spell that DOESNT cause knockback.

Plasma Bolt:  If I'm NOT using Energy Orb on a continent, chances are I took this one instead.  Nice light element attack with a good fire rate.

Fire Shield:  I know these can be abused, but I utterly refuse to use them that way.   I'll turn this on in quick, short bursts, to deal with attacks that I'm certain I cannot dodge.   Quick blocking, in other words, which I suspect is the intended use (as opposed to having them on for silly amounts of time).   Also used to get past jumping spikes in crowded corridors.

Ride the Lightning:  Extra jump..... enough said.

Storm Dash:  Does anyone NOT use this?

Forest Rage:  Basic earth attack, nice solid shot, slides on stuff.  Useful.

Fireball:  Again, another good basic attack, useful in many situations.  I seem to end up in the Shallows or Ocean alot, so this is a necessity against things like the Jellyfish bosses, or those horrible Whales.

Light Snake: VERY useful in caves.  Usually the very first spell I go after.

Flash of Light:  I hate using Light Orb or whatever it's called;  the bloody things are too small and need to be dropped all over the place.  I use Moon Lamps usually..... until I can get Flash of Light to Tier 2 or 3 (usually 3), at which point it becomes crazy useful.  Easily one of the best spells in the game.   Requires coral though.....

Storm Fist:  Swimming!

Insect Orb:  Ooh, I loooooooooove this one.  This is my favorite spell right now.  This went from "totally useless" in 1.0, to "I NEED TO HAVE THIS" in 1.1.  Very powerful.  It's useful as a defensive thing, for popping enemies that get too close, as it hits REALLY fast, it's useful as a basic attack, as it does good damage, it's useful for smashing background entities.... even against Slimes (FINALLY a good way to kill those!), and it has a very interesting and unique quality to it:  The larger the target is, THE MORE DAMAGE THIS CAN DO.   This being because every individual insect collides seperately with enemies and objects.  The more that connect at once, the more damage you get.  T-Rexes, for instance, will fall in a single blow from this, because you can smack them with so many insects at once (AND they're weak to Earth).  Giant Wasps too; a tactic I like to use against them is a quick Shield flare, where I then crash into the wasp and fire Insect Orb;  sometimes this will kill the thing instantly, other times it takes two hits (this is on high difficulties, too).    I also use this against those fire seekers that dragons and Overlords love using.

Ice Burst:  Very strong water melee spell that actually has a nice amount of range to it.

Ice Cross:  Similar to Ice Burst.  Good at smacking ground foes.

Tidal Pulse: unique among the straight-shot spells in that it not only travels slowly, but can also be fired rapidly.  This one actually has quite alot of uses.  One of the first spells I go after.   Also amazing against those Nightmare Octopi!

Cleft Smoglet: Fires in two directions, does Entropy damage, and can be fired REALLY REALLY FAST.....this has way more use than I'd originally thought it would.  I use this one pretty often.  Against certain types of targets, this is just wonderful.

Flamethrower/Geyser: Great for wrecking background things and those damn lions.  The bit where it adds a weakness is very useful as well.

Sunrise/Moonrise: Obvious usage.  Sunrise is also great just to light up outdoor areas without having to recast Flash of Light every 30 seconds.

Dire Butterfly:  TRYING TO FIGURE OUT WHAT THIS IS FOR.   I havent succeeded in this yet.




I know that's alot, but I really do use all of those spells.   Some others (like Rockslide) I havent experimented enough with.    And I dont always use exactly this build, I'll sometimes mix it up a bit on each continent.   I find myself rarely using the Teleports, or Lightning Rocket.  For my playstyle, they really arent needed.

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Spell Loadouts
« Reply #2 on: June 22, 2012, 12:45:00 pm »
Ball Lightning: Of course everyone uses this. A yellow air spell with fair damage, knockback, and surface sliding? Yes please. The DPM isn't amazing but it's not crappy either.

Energy Orb: The perfect compliment to ball lightning, since it's a white light surface slider without knockback. The damage isn't as good but the DPM is a little better. Already nerfed a bit, the DPM used to be better... But still worth using.

Creeping Death: A purple entropy burst damage spell with piercing and surprisingly good DPM. In short, I use it because it's a ranged piercing spell with good DPM; most other long range piercing spells have terrible DPM. Of course any piercing spell has amazing DPM if you nail multiple targets... This spell isn't really overpowered, though, since using it involves spending quite a chunk of mana, making it somewhat difficult to throw out when you actually want to during a fight (like when you have the targets lined up just right).

Miasma Whip: I don't use this as much as I used to but the DPM is INSANE... I keep it around just in case, but the DPS just doesn't cut it anymore after the cooldown increase. Still good for those on a mana budget.

Leafy Whip: I use this instead. Used to be too difficult to support mana-wise, but now it has DPM a few centuries behind miasma whip (still amazing though), amazing DPS, and longer range to boot. The best part is that it's a green earth spell, covering that base for me without having to pick something else up.

Fire Shield: I use it to block attacks. I don't have highly stacked mana regen to keep it on forever, not that's it's feasible to do so with how it can take 1-2 hits before going down. On TCO you need all the mana you have to be used for offense, so any unnecessary mana spent on keeping a shield up is quite a loss. Anyway shield usage is paramount to my style; I don't have to weep myself to sleep when I get cornered and can't dodge, which might not happen so often with skillful playing, but is guaranteed to kill you on TCO.

Storm Fist: Not really needed, but lets you jump really high. Swimming is cool too.

Summon Rhino: For use in battlefield missions while I am healing.

Storm Dash: Obv
Ride the Lightning: Obv
Healing Touch: Obv
Douse Monster Nest: Obv
Orb of Light: Obv
« Last Edit: June 23, 2012, 02:32:03 am by Gemzo »

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Spell Loadouts
« Reply #3 on: June 22, 2012, 01:56:27 pm »
My primary attacks are now Miasma Whip and Plasma bolt.

Flamethrower I am finding myself using quite a bit of, and water geyser as another backup melee spell for things that are weak to water.

Forest rage for my moderate range needs, especially if I need to fire in a way such that a wall or the floor would otherwise be in the way.

Ball lightning I use for my general long range "sniping" and "anti-skelebot". From what I read here though, it seems like I am one of the few people who don't use it on a regular basis. Its fire rate is a bit too low for my tastes as my primary spell.

Summon rhino for the sheer usefulness of an entity that can take damage, deal damage, divert attention from me, and hit things very far away.

And creeping death, for when the target is big and I need it dead. (Especially useful with +entropy damage enchants ;))

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Spell Loadouts
« Reply #4 on: June 22, 2012, 02:01:59 pm »
I use a quite potent overload enchant so ball lightning fires fast, and you can fire it at the same time as energy orb without losing too much attack speed on either of the spells.

Offline jonasan

  • Jr. Member Mark III
  • **
  • Posts: 97
Re: Spell Loadouts
« Reply #5 on: June 23, 2012, 02:08:41 am »
For me: though there are other combinations needed depending on the situation for sure, and I vary my loadouts with a selection of adventurers for different regions and mission types .... i can most often be found sporting:

a bronze age (fast runner) with 'innate' cloak of shadows and a nice selection of enchants - general stealth/melee play style on master hero

Plasma bolt - slot one, main ranged attack - great rate of fire, projectile speed and knock back for very little mana

Luminance Ark - slot two, with practice this is now my favourite spell for taking down almost anything pretty damn fast

Geyser - slot three, anything with a remotely high level of health gets drenched with this first before Luminance and Plasma finsish the job with the weakness bonus added

Leafy whip - carried for variation in spell element, was my go to melee spell before luminance ark came along

Energy Orb - when i need something that hugs surfaces

Splash back - gets me out of trouble plenty of times, wouldn't venture out without it

Water shield - ditto, and like misery i just can't spam it - feels wrong, would be happy to see the time to live on these dropped from 12 to two seconds

Storm Dash, Ride the Lightning, Storm Fist, Miniaturize, Ball of light (never use light enchants)

----

Side notes....

Ball Lightning - never usually used past tier 1 - just dont like the feel of it, prefer to get up close and personal with my foes rather than chip away at distance .... i was one of those who was not remotely disapointed when the major range nerf came in a while back (it was promptly change back though due to general discontent in the player base), for me valley seems a whole lot more dangerous and engaging on a high difficulty and when i have to close range with my foes before being able to take them out. Still think it would help the game to reduce range a little more... and the default difficulty is really not showing many people what i think of as valley at its best (i.e. brutal) - not saying take out the lower difficulties just take the default up to hero?? But maybe thats just the valley i like, and that works for me - in the same way i really enjoyed the whole overlord threat mechanics back in beta, but again in the minority it seems.... (ok stop rambling now...)

@Misery - never played with insect orb before but with my generally melee play style you've definately sold it to me.... cheers

Offline @B0FH

  • Full Member Mark II
  • ***
  • Posts: 162
Re: Spell Loadouts
« Reply #6 on: June 23, 2012, 02:28:51 am »
Bit tired to go into full explainations why (but it's mostly as I'm a stickler for "if it ain't broke don;t fix it"):

LMB - Ball Lightening
RMB - Energy Slice
MMB - Creeding Death (or occasionally that Entropy-based butterfly thihngy to be different)
MB4 - Flamethrower (always used to be Death Touch but I've been converted!)
MB5 - Crates/Platforms (depending on situation, but almost always crates)

I then have Pocket Rhinos, crates/platforms and lesser teleport on the main bar - also keep my conciousness shard count in slot 0 for some reason (really, what's the point?).  I've stoped using Storm Dash, Ride The lightning etc since crate-jumping.  Or for pure speed I love using flame thrower for extra boost as I've also got Boomstick permanently slotted :)

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Spell Loadouts
« Reply #7 on: June 23, 2012, 03:44:06 am »

Ball Lightning - never usually used past tier 1 - just dont like the feel of it, prefer to get up close and personal with my foes rather than chip away at distance .... i was one of those who was not remotely disapointed when the major range nerf came in a while back (it was promptly change back though due to general discontent in the player base), for me valley seems a whole lot more dangerous and engaging on a high difficulty and when i have to close range with my foes before being able to take them out. Still think it would help the game to reduce range a little more... and the default difficulty is really not showing many people what i think of as valley at its best (i.e. brutal) - not saying take out the lower difficulties just take the default up to hero?? But maybe thats just the valley i like, and that works for me - in the same way i really enjoyed the whole overlord threat mechanics back in beta, but again in the minority it seems.... (ok stop rambling now...)


Unfortunately, alot of gamers these days seem to have an aversion to high levels of difficulty/challenge.   The difficulty defaulting higher probably wouldnt be for the best, considering that fact.

I can understand your reasons for using those tactics, too.... I love a challenge, and have absolutely zero patience, so while I use ranged bolts a good amount, I also have a tendancy to Storm Dash directly at things and try to melee them with something.   I do a similar thing in danmaku shmups.... that is, try to point-blank basically everything.... so am used to doing that.

I enjoyed the Overlord threat stuff as well, way back when, heh.  Though as a whole, the world map working the way it does now, as opposed to the way it was then, is a good thing.   Still, wanna see the Overlords DO something.



Quote
@Misery - never played with insect orb before but with my generally melee play style you've definately sold it to me.... cheers

It wasnt actually of any real use until recent changes; I think the way it is now is pretty much the way it was intended to be from the start (particularly considering it's description), but it wasnt balanced right whatsoever at first, and barely did anything.

Not the easiest attack to use, but it sure is worth learning to use properly.  I'm not gonna get tired of popping T-Rexes in one hit simply because BEES.

Offline mlah

  • Newbie Mark II
  • *
  • Posts: 11
Re: Spell Loadouts
« Reply #8 on: June 23, 2012, 07:22:46 am »
I try to swap out every continent but my favorite was

Forest rage- always good to have a sliding spell

Tidal pulse -does crazy damage when buffed with enchants and I liked how it looked compared to other projectile spells

Fireball- only really used in defend the supply depot missions and when enemies where resistant to  earth and water.

Water shield- goes with the water enchants and a like playing age of magic characters, seems pointless being stuck with the low health average attack if I don't get to keep myself shielded.

Not super varied but I can't comfortably control more than that with my mouse and keyboard.

Offline LayZboy

  • Full Member Mark II
  • ***
  • Posts: 162
Re: Spell Loadouts
« Reply #9 on: June 26, 2012, 05:47:46 pm »
Left mouse: Miasma Whip
Right mouse: Fire Ball
Middle mouse: Energy Orb
Q = Shield
F = Flash of light or Nothing if playing Wild Age.

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: Spell Loadouts
« Reply #10 on: June 26, 2012, 06:00:38 pm »
I usually try to have a rather high mana amount, so I use some of the more high-powered spells, with a less mana-heavy group next to it within quick scrollwheel distance if I need more rapid fire.

L-Click: Leafy Whip
R-click: Luminance Arc
Middle Mouse: Creeping Death (or Orb of Light if I'm using the Torso slot for something more important than light)

Alternate set on 4-6:
Plasma Bolt
Miasma Whip
Energy Slice

Q is shield for me as well.
« Last Edit: June 26, 2012, 06:51:39 pm by Aklyon »

Offline topper

  • Sr. Member
  • ****
  • Posts: 307
Re: Spell Loadouts
« Reply #11 on: June 26, 2012, 06:23:57 pm »
LMB - Forest Rage
RMB - Ball Lightning
MMB - Melee spell (usually Flamethrower, but Miasma Whip for meteor missions)
MB4 - Creeping Death
MB5 - Crates/Platform

W - Greater Teleport (it is just too useful to not have it ready at all times)
2 - Lightning Rocket
3 - Luminance Arc
Shift - Insect Orb
Caps Lock - Light Snake for exploring
Spacebar - Jump plus Ball of light. (If no enchants with light are equipped. This lets me automatically create light sources and only interferes with laying of platforms due to cooldown between jumps. I just set a slot in my inventory to spacebar and keep my shards in it unless I want to use spacebar to auto-deploy light sources.)

Offline darkchair

  • Newbie Mark III
  • *
  • Posts: 38
Re: Spell Loadouts
« Reply #12 on: June 26, 2012, 11:01:10 pm »
Difficulty - The Chosen One  Continent 2 Tier 1

Mouse 1 - Fireball (mana efficient, and knocks back)
Mouse 2 - Tidal Pulse (literally just switched to this noticing someone else uses it... very good stuff, does everything fireball doesn't)
Mouse 3 - Platforms or Crates
Mouse 4 - Miasma Whip (Just for killing background entities really)
Mouse 5 - Luminance Arc (For The Deep, and cause Light is pretty)

Left Shift - Fire Shield (Not using this now, trying to see how hard/unreasonable the game is without it)
Q - Light Orb (gotta find that coral for flash of light)
F - Lesser Teleport (Good stuff, don't need it as bad with a Bronze Age character)

Character - Bronze Age (Double speed all day err day. Gives wonderful mobility and helps me play the game faster  :P)
(Might switch to Medieval Characters, their meh stats may be justified on TCO for their stamina... and love their art)
« Last Edit: June 26, 2012, 11:03:15 pm by darkchair »

Offline Coppermantis

  • Hero Member Mark III
  • *****
  • Posts: 1,212
  • Avenger? I hardly know 'er!
Re: Spell Loadouts
« Reply #13 on: June 26, 2012, 11:53:37 pm »
My loadout is fairly arbitrary but I've gotten used to it:

Mouse1: Melee-range spell, usually flamethrower
Mouse2: Fireball
Mouse3: Tidal Pulse
Keyboard number 4: Crates/platforms
Keyboard number 5: That spell that puts down the light orbs, whatever it's called.
Keyboard number 8: Transform into bat scroll

That's it really. Occasionally I switch out the ranged spells if I encounter a miniboss with immunity to one or both.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Spell Loadouts
« Reply #14 on: June 27, 2012, 12:22:31 am »

Not super varied but I can't comfortably control more than that with my mouse and keyboard.

Could always try a controller.   I've found that this works very, very well for this game, with the proper setup, wether using targeting or manual aiming.  Though the game seems a bit finicky about the analogs at times.

Quote
Character - Bronze Age (Double speed all day err day. Gives wonderful mobility and helps me play the game faster  )
(Might switch to Medieval Characters, their meh stats may be justified on TCO for their stamina... and love their art)

That's another interesting question that goes along with the loadouts:

What types of characters are you all using, and why?

For me, I'm often using the.... er..... Industrial Revolution guys, I think is the right ones, the ones with the scouting abilities; I find that super useful.   If not them, then perhaps the Battletoad guys with their monstrous attack power, or the Time of Magic ones if I wanna use some BIG spells, particularly Creeping Death.

 

SMF spam blocked by CleanTalk