the problem with necromancer in this game is that it deals physical damage, so it doesn't really work well with any other magic school and is more its own thing. it's still a good idea to have spells like mosquito swarm and infect (because sometimes physical damage is the way to go in a fight) but dedicating a character to necromancy and geomancy isn't very optimal because both do different kinds of damage

like the above poster said, geo works best with pyro because geo spells create oil surfaces that you can ignite with fire spells. geo works best both in armor restoration (primarily the fortify spell) as well as slowing enemies through armor, which is one of the few CC effects that pierces armor on characters that aren't floating. geo spells are actually great for raw damage (its final source spell is one of the best one shot spells in the game and you can instantly end fights with it), but by itself you may find yourself underwhelmed, especially against enemies with earth and poison resistances

this is why most magic characters split their combat skill points between two schools that deal the same kind of damage (magic damage, that is) and why you'll most commonly find characters split both aerotheurge and hydrosophist (good for stunning and freezing), and geo and pyro (great for raw damage)

remember that positioning in fights is huge, and it's always possible to just hit enemies with the edge of an impalement or fossile strike so as to not hurt your own team

Last edited by miaasma; 21/08/18 01:20 AM.