M&M Legacy Starting tips
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January 30th, 2014, 00:57
Relics start as pathetic but unbreakable items. They get upgraded with your XP.
By the time you manage to bring them on level 4 (max), it won't really affect the balance, much XP is needed. In fact you'll probably find a first ingame relic before any of these 4 get a level.
But since those are unbreakable, you won't be returning to towns frequently to repair items just because your favorite sword/shield/armor got broken and is 10+% less effective.
Just to credit point 3. in the original post. That guy got it completely right about earth magic. It's not just early OP school, but stays OP the whole game as once grandmastered in act 3 with the spell set it gives you'll plain adore your druid or shaman.
two different AoE DoT acid damage spells, -50% armor on an enemy that works even on bosses, stoneskin AoE armor boost for your party, regeneration (AoE HoT spell) and grandmaster's -15% of health on the target!
What I want to say is that with a GM druid with maxed earth school in the party I just nailed in 3-4 turns cyclops and quasidragon plus didn't have to use any mana pots! Those two tons-of-health ghosts in front of the Cursed ruins shared the same fate, and when I tried them the first time while still in act 1, they instakilled my whole party in the first turn.
Which means, do please take a druid or shaman with you and work on the earth grandmastery on him.
Last edited by joxer; January 30th, 2014 at
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