Spell Totem charge generation
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I wanted to play spell totem, but charge generation is just exhausting early. If I can't generate charges, why bother with skill? Why bother with skill, if I have to pick another skill I don't want to play to get through 20+ hours of campaign/farming to buy unique that allows me to generate charges? If I use some skill like devour corpse, I have to constantly keep checking if I got 1-2-or-3 charges and I can finally summon spell totem, when most enemies are already dead and my charges are likely to expire before I get to more enemies - not to mention bosses without charge generation. I can't keep track of both charge generation and enemies attacking me efficiently.
Wouldn't it be more sensible to use skill from the beginning and build your character around it, rather than rush entire campaign with different skill and respecing? What was the reasoning of having charges as requirement rather than pure bonus? I gave up after 10 hours act 1-3. Zuletzt bearbeitet von titiAlf#7546 um 17.12.2025, 08:43:29 Zuletzt angestoßen am 21.12.2025, 19:14:49
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I 100% agree, I gave up with it and almost felt like a waste of time. I was looking forward to it very much. I wish at lease allow us to summon the first totem by itself. Also since its spell totem could switch the charges to infusion to power it up instead of charges. When a infusion is consumed you are able to summon extra totem after the first one.
Power charge would be Fire infusion, Frenzy = endurance and Cold infusion Endurance = lightning infusion. The duration of the totem is too short and they get kill very easy. so those infusion could work like the original charges to power it up with a limit of course. also could be ways to max it out on the tree. Thanks for having a look. Zuletzt bearbeitet von orbitosan#0305 um 21.12.2025, 20:43:47
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They killed an entire gameplay style before even launching it for no reason.
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