If you have any other points left they should go into Huntsman for elevation damage, or Scoundrel for Critical Damage.Īs far as Talents go I’d recommend the following:Įlemental Affinity – This Talent allows you to cast many Geo spells from the very beginning of combat. Use Flesh Sacrifice and then Contamination to create a Poison surface beneath you, granting this bonus. Torturer – This Talent will allow your Contamination to set Poisoned through Magic Armour, but more importantly, it will allow Worm Tremor to Entangle enemies through Armour. This will prevent enemies from moving at all, and reduce their Dodge Chance by 70%, as well as deal Poison Damage over time. Savage Sortilege – This Talent will allow your Geomancer Skills to critically strike. Consider taking this one when your Critical Chance hits about 20% around the beginning of Act 2. Hothead – This Talent will give you +10% Critical Chance when at full health, which you will be often due to high Armour values. Use this to help improve your damage, and make you more effective overall.įar Out Man – Nearly all your Skills with this Build are targeted and affected by this Talent. Consider taking this one in order to be able to reach more enemies, while staying outside of their attack range. The Tectonic Sage deals a mix of Earth and Poison Damage to strip Armour and disrupt enemies. Below is a list of Skills you will use and I will put them in the order you should obtain them in. If your Shield is Primed, this attack will petrify Breached enemies and return your Shield to normal.Character CreationĬontamination – This skill makes it possible to get Elemental Affinity on turn one when combined with Flesh Sacrifice.
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