Magicka/YMMV: Difference between revisions

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* [[Demonic Spiders]]
* [[Demonic Spiders]]
** The Yetis, oh-so-very-much. [[Lightning Bruiser|Big and tough as a troll, almost as fast as a Wizard with Haste]], and capable of a [[One-Hit Kill]] if they catch you and stuff you in their mouths. Thankfully, they can be killed quickly with two Lightning Bolts, provided you have a ready trigger finger - until you fight them [[Oh Crap|indoors...]]
** The Yetis, oh-so-very-much. [[Lightning Bruiser|Big and tough as a troll, almost as fast as a Wizard with Haste]], and capable of a [[One-Hit Kill]] if they catch you and stuff you in their mouths. Thankfully, they can be killed quickly with two Lightning Bolts, provided you have a ready trigger finger - until you fight them [[Oh Crap|indoors...]]
*** It is possible to get them to drop you once they pick you up... by [[Violation of Common Sense|setting yourself on fire]]. Arrowhead really missed out on a possible achievement for [[The Adventures of Dr. McNinja (Webcomic)|doing this]]...
*** It is possible to get them to drop you once they pick you up... by [[Violation of Common Sense|setting yourself on fire]]. Arrowhead really missed out on a possible achievement for [[The Adventures of Dr. McNinja|doing this]]...
*** Luckily, while they are fast and deadly, they can't take more damage than a regular troll, so enough focus fire can kill them quite quickly. Plus, you can avoid being picked up if you just keep on moving (so long as you don't move ''towards'' the Yeti).
*** Luckily, while they are fast and deadly, they can't take more damage than a regular troll, so enough focus fire can kill them quite quickly. Plus, you can avoid being picked up if you just keep on moving (so long as you don't move ''towards'' the Yeti).
*** A possible tactic might be to cast Charm on the yeti to pacify it first, then attack with your strongest spells. Charm is also thankfully easy to memorize, being W-E-D (Life-Shield-Rock).
*** A possible tactic might be to cast Charm on the yeti to pacify it first, then attack with your strongest spells. Charm is also thankfully easy to memorize, being W-E-D (Life-Shield-Rock).
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** Arcane beams, [http://forum.paradoxplaza.com/forum/showthread.php?517845-Balance-Issue-Beams oh so very much.] They have practically infinite range, fire instantly, do massive damage, cause enemies to [[Ludicrous Gibs|explode when killed]] and damage any nearby enemies, among other things. The only downside is that they're slow to turn while firing...only you can conjure elements while you're beaming enemies to death and thus drop the current beam, take advantage of the instant cast, and blow away that enemy attempting to flank you with another beam. The result will naturally be [[Beam Spam]].
** Arcane beams, [http://forum.paradoxplaza.com/forum/showthread.php?517845-Balance-Issue-Beams oh so very much.] They have practically infinite range, fire instantly, do massive damage, cause enemies to [[Ludicrous Gibs|explode when killed]] and damage any nearby enemies, among other things. The only downside is that they're slow to turn while firing...only you can conjure elements while you're beaming enemies to death and thus drop the current beam, take advantage of the instant cast, and blow away that enemy attempting to flank you with another beam. The result will naturally be [[Beam Spam]].
*** In fact, Arcane beams were severely nerfed in duration in the PvP patch, but by equipping the Daemon's Arm Staff, you can remove the duration restriction, allowing you to fire beam spells indefinitely.
*** In fact, Arcane beams were severely nerfed in duration in the PvP patch, but by equipping the Daemon's Arm Staff, you can remove the duration restriction, allowing you to fire beam spells indefinitely.
*** In multiplayer, you're likely to cross opposite beams by accident and [[Hoist By His Own Petard|kill yourself]] [[Hilarity Ensues|and your friends]], so that can serve as a disadvantage.
*** In multiplayer, you're likely to cross opposite beams by accident and [[Hoist by His Own Petard|kill yourself]] [[Hilarity Ensues|and your friends]], so that can serve as a disadvantage.
** Then there is also the {{spoiler|M60}} you get at the end of Chapter 3, if you manage to keep and maintain the weapon, you get the benefit of both high DPS, the ability to shoot through barriers and overall, the feeling of {{spoiler|bringing a machine gun into a knife fight}}. Although you do have to earn it, and there can be only one, so if you lose it, it's gone for good.
** Then there is also the {{spoiler|M60}} you get at the end of Chapter 3, if you manage to keep and maintain the weapon, you get the benefit of both high DPS, the ability to shoot through barriers and overall, the feeling of {{spoiler|bringing a machine gun into a knife fight}}. Although you do have to earn it, and there can be only one, so if you lose it, it's gone for good.
** Thunderbolts. Full Stop. If you're outside (and you almost always are), you can use thunderbolts. They do 5000 damage, more to iron-clad enemies, and the damage is doubled when they're wet. Furthermore, you get it really early in the game, so there's nothing stopping you from spamming it. Even the {{spoiler|first Grimnir}} fight in Chapter 6 is trivial with the thunderbolt. Get him wet with a steam beam, spam QFASA, and Nullify his ghosts and shield when necessary.
** Thunderbolts. Full Stop. If you're outside (and you almost always are), you can use thunderbolts. They do 5000 damage, more to iron-clad enemies, and the damage is doubled when they're wet. Furthermore, you get it really early in the game, so there's nothing stopping you from spamming it. Even the {{spoiler|first Grimnir}} fight in Chapter 6 is trivial with the thunderbolt. Get him wet with a steam beam, spam QFASA, and Nullify his ghosts and shield when necessary.
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*** The robe in question is also weak against Arcane damage... Unless you equip Vlad's Gauntlet, giving you immunity to arcane damage, with your own life resistance cancelling the weakness to life it gives you. To sum up, this combination gives you immunity to Arcane, immunity to the otherwise-painful Life vulnerability you'd get from the gauntlet, lightning absorption...
*** The robe in question is also weak against Arcane damage... Unless you equip Vlad's Gauntlet, giving you immunity to arcane damage, with your own life resistance cancelling the weakness to life it gives you. To sum up, this combination gives you immunity to Arcane, immunity to the otherwise-painful Life vulnerability you'd get from the gauntlet, lightning absorption...
** The Rogue robe is basically this if you're a speedrunner. You're already way faster than a normal wizard, but your standard staff is a staff that teleports you backwards, allowing you to skip large parts of levels until you get the Teleport magick in Level 7. But even if you're a normal player, the Rogue's speed (especially when using Haste) and his weapon that inflicts poison (dealing damage over time ''and'' slowing down enemies) make him one of the best robes. That is, of course, if you can avoid damage because you have [[Fragile Speedster|half the normal wizard's health]].
** The Rogue robe is basically this if you're a speedrunner. You're already way faster than a normal wizard, but your standard staff is a staff that teleports you backwards, allowing you to skip large parts of levels until you get the Teleport magick in Level 7. But even if you're a normal player, the Rogue's speed (especially when using Haste) and his weapon that inflicts poison (dealing damage over time ''and'' slowing down enemies) make him one of the best robes. That is, of course, if you can avoid damage because you have [[Fragile Speedster|half the normal wizard's health]].
** The [[Warhammer 40 K|Space Marine]] robe. ''Period''.
** The [[Warhammer 40000|Space Marine]] robe. ''Period''.
* [[Goddamned Bats]]: Goblin archers. The arrows they shoot don't deal too much damage, but they do have this tendency to knock you down if you're using a shield. And by the time you get up, they have another one notched, ready to knock you flat on your ass ''again''. And this is only with ''one''; against multiple archers you may as well just lean back and let your wizard's shield drain. Gives a new meaning to [[Annoying Arrows]].
* [[Goddamned Bats]]: Goblin archers. The arrows they shoot don't deal too much damage, but they do have this tendency to knock you down if you're using a shield. And by the time you get up, they have another one notched, ready to knock you flat on your ass ''again''. And this is only with ''one''; against multiple archers you may as well just lean back and let your wizard's shield drain. Gives a new meaning to [[Annoying Arrows]].
** This is even more telling in the ''Vietnam'' DLC, where firearms will knock you down, and unlike arrows, do not have a travel time, so having a personal shield up means you'll be spending more time on your back than actually casting spells.
** This is even more telling in the ''Vietnam'' DLC, where firearms will knock you down, and unlike arrows, do not have a travel time, so having a personal shield up means you'll be spending more time on your back than actually casting spells.