I think we should keep in mind that we still only have access to Act 1, and only Classic mode. I don't think we're meant to experience
hardcore levels of challenge quite yet.
With that said, here's some feedback:
Summoning:- Summoning relies on surfaces to be truly effective. Try making some electrified water and summoning some totems on it. They'll be able to stunlock enemies with depleted magic armor.
- Water incarnates have a healing spell. Using this either defensively, or offensively with decaying touch, or casting it on the undead, is effective.
- Besides apply special surface-related effects, attacks wasted on totems are attacks not hitting your party. This is actually extremely helpful, especially if the enemy had to go out of their way to kill the totem (rather than the enemy hitting them with some kind of AoE attack).
Conjure Incarnate, it is the same thing, nil lifetime. 5 melee damage without forgetting that you have to move to the target with only 3 action points per turn.
Did you put points into your Summoning skill? Summons scale according to that and your character's level.
In my experience, incarnates are actually pretty strong. Depending on what surface you summon them on, their damage type changes, so you can stack that with your other party members to deplete armor quickly. I wouldn't buff them with Fortify/Frost Armour by the way. They have infusion spells intended for that, which gives them new attack abilities.
Special mention for Bull Rush that does 5 poison damage for 2 action points
Bull rush is a cheap re-positioning ability you can use every turn you're polymorphed. It's not meant to be strong enough to kill people.
Rogues are really powerful right now, yes. Mainly because
throwing knife counts damage twice, and enemies ignore invisibility. That doesn't mean they
have to be used, though! Plenty of other builds are viable.
The issue of lack of
gold may just be a symptom of being stuck on a prison island, unfortunately. Personally, I end up stealing my skill books as well, but that's mainly because I like to get utility spells from various skills. There are some skill books you can find.
My melee character hits an electrified or burned target and he finds himself to undergo electrical or fire damage. Either way the battlefield is always full of oil, fire or other shits, so how can my Knight be useful if he can not move?
Electricity can electrify blood, so that may be why your knight is getting hit by it when he attacks an electrified target.
You have a few options for dealing with surfaces:
- Phoenix Dive from Warfare (available from book vendors at level 4) makes the user immune to fire/burning, and is also a great self-teleport. You can use this to ignite oil too.
- You can use the teleport gloves, or the teleport spell itself, to move enemies within range of your knight.
- Levitate from Scoundrel (also available for an Elf from a corpse part) hovers you above surfaces, which is obviously useful for melee characters. You could grab adrenaline while you're at it as well.
- Use line of sight and positioning to force enemies to walk through the surfaces to get to your, with your knight waiting at the front.
- Use Armour of Frost or Fortify to deal with status effects.
Dallis got one shotted but no one can explain what happened really. Because of the illegible stupids flying numbers. ...Especially as the mage has 15 action points in the turn. Remember my Summoner & polymorph had only 4
That mage probably had the "Glass Cannon" talent, stacked with
Adrenaline. That gives you 8 AP, but your armor/magic armor do not protect you from status effects. So you can be stunlocked very easily.
As for the damage, they stacked oil with what I believe is the
"[color:#FF6600]Infection Flame[/color]" spell, which is a source Pyrokinetic spell. That spell requires a source point (which you get very few of in Act 1), so it's intended to be pretty strong. It bounced between enemies and set off the oil, which triggered explosions, and created cursed fire.