Animenut1
Member
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Longtime veteran warrior here. I'll second almost every spell mentioned by the others. Saw the topic and immediately thought of most of the ones they mentioned. I'll also throw in the suggestion for 20XX New Year's Surprise (LTS around new years) for some extra BtH, assuming that isn't the one you're using. The +16 BtH can really help offset some of the more inaccurate-but-powerful warrior skills. I'll also rank the spells named here in order of importance/usefulness.....in my opinion, anyway, from most to least valuable. 1) Imanok Edoc. Technically not AS useful as some others, but the fact that it's a quickcast makes it universally useful. Not using a turn isn't flashy, but it's extremely beneficial. No complicated notes here. Flat blocking, quickcast, no real downside other than having an SP cost. 2) Absolute Darkness. The darkness elevuln is relatively good while it lasts, but the main benefit is how the Blind status effect lasts forever AND STACKS, which makes it a relatively reliable way to boost your survivability. The 9999 turn length makes the cost:benefit ratio skew really heavily compared to having to constantly re-apply self-buffs. Synergizes comedically well with "Shadowfall Raiment" armor. Combine the armor and this spell and it becomes #1 on this list. Literally the ONLY reason it's not #1 by default is that it isn't quickcast. 3) Runic Binding. This is going to sound more critical than it's meant to. This spell requires planning. Keep in mind that the damage it deals is rather plain, so you're giving up a turn of "real damage" to gain 3 turns (excluding the one spent casting) of effectively a 25% damage buff. To be worth the cast, that 25% buff has to account for more damage than you'd have dealt with the one turn you used to cast it. If you're just attacking normally every turn, that's an extra 75% total damage, versus the turn you spent casting potentially giving 100%. So the only way to make this spell worth casting is if you plan to use a powerful skill within the next few turns to make greater use of that 25% buff. If you're not spending the next few turns dealing higher-than-average damage with skills, the spell is a waste of SP. However, when used properly, this spell can make your deadliest attacks even deadlier. So it may require preparation and context-sensitive use, but it's still absolutely worthy of being top 3 here. 4) 20XX New Year's Surprise. Quickcast spell, so that already makes it much better. However, it's this "low" because all it really does is boost your BtH. There are better ways to directly increase your damage. Wasting SP on BtH usually isn't worth it unless you're already using inaccurate attacks and skills. In which case, it IS super useful. For example, if you have a weapon with lean manipulation, you can use the inaccurate version of the weapon and pop NYS to mitigate the BtH loss almost, if not actually, entirely while benefitting from the huge damage boost from an inaccurate weapon. It can also be useful for hitting somewhat evasive enemies, but that's SUPER niche. Better to save the SP for this spell for just using a powerful skill or upkeeping a misc. But a reliable source of BtH is definitely useful to have on hand in a pinch. 5) King Claw Assault. Semi-passive healing is always nice, and it comes with self-synergy. Can either inflict water elevuln for about +36% damage, or inflict a water drain poison that heals you the damage it deals each turn, both lasting 4 turns. Ergo, cast the elevuln, then the drain poison and the damage and the passive heal will be 36% more effective. Not bad. Though super costly considering that's two casts and two turns. But the heal from this spell is GREAT for synergizing with Hexbound Solar Core. Strong fire armor that inflicts self-burn as cost for the damage buff. Considering the spell inflicts WATER drain poison, it's best used on fire monsters you'd be using the armor against, and the heal offsets the self-burn. Great combo. Be warned, though, that the passive heal is not all that much, so it's not a reliable source of survivability. The elevuln is usually the better option. +36% for 3 turns is nothing to sneeze at. 6) Cherub Protection. It's a heal. A good heal, but a heal nonetheless. Healing with a defense buff baked into it is pretty good, but if you're at the point in a battle where you'd need to heal, chances are better equipment/spells are needed. In terms of healing spells, this IS one of the best, but you can achieve a similar effect by switching to a defensive armor and popping potions for a few turns. Better to save the spell slot for more utility. 7) Griffin Airstrike DD. It's...a mage spell lol Not to say its status inflictions aren't good, but this has less to do with the SPELL being good and moreso it being a tool for an armor to use those status inflictions. The water burn alone isn't worth the slot by itself, and if you want a spell to blind the monster, Absolute Darkness does that INFINITELY better. The only use this gets for a warrior is what Kaizoku mentioned - setting up for an armor to use/eat the infliction. As a warrior, there's not much of a reason to use it for damage. Side-note: Crits have changed in this game recently. Not sure what you've got to boost your crit CHANCE (I think I know which spells), but it likely now increases your crit DAMAGE at the game-standard fixed rate of 10% chance. Meaning it's probably not all that useful anymore. Once the lucky strike mechanic has finished being worked on (I really hope it's still being worked on...) then maybe that will change, but hyper-buffing crit damage just to still only have a 10% chance of getting any use out of it is pretty bad. The upside is you have one more slot to work with than you expected.
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