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The Wizard class is Dark and Darker's only magic-based option at the moment, and it's definitely on the more 'complex' side of Wizard designs in video games, at least compared to some other recent Spell-casting games Dark And Darker Gold. Wizard players will need to manage their Spell Memory, Spell Casts, the effects of each Spell, cast time, meditation time, and a few other mechanics.
In comparison, the Fighter really just has to make sure they're blocking if they have a shield and swinging if there is an opening, and that's about it. So, let's go over every aspect of the Wizard in all of the Dark and Darker alpha tests, and talk about what exactly is the best overall 'build' that Wizards who seem to do well are using.
The Pros & Cons Of Playing A Spell-Caster
The Wizard is the other hyper-squishy class in Dark and Darker alongside the Rogue. Both classes trade their base HP for more versatility and the ability to inflict large bursts of damage when needed. The Wizard is even more versatile than the Rogue is, simply because it has access to all kinds of Spells with different effects. Let's go over a few reasons, in particular, players may want to at least try this class:
Pros
- Has some of the highest overall DPS in the game if their Spells land and are the absolute best at dealing large amounts of immediate damage when needed.
- Very versatile in a team, can buff teammates, slow enemies, turn themselves invisible, or snipe opponents from afar.
- Is able to regenerate their Spell Casts with a certain Skill whereas Clerics need to rely on campfires to do so.
- Can clear rooms of NPC enemies from a safe distance like the Ranger can.
- With the right Spell combination Wizards can almost always outrun or outplay their opponents if needed.
- Doesn't heavily rely on found items or rare weapons like some other classes do Dark And Darker Gold for sale.