安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









The stun lock strategy is interesting; Counterspell is useful for half of the monsters. Taking it over more damage (spells [5]) will slow you down, so I used Life Drain instead of Magic Missile to balance that out. When I ran into the boss Drake, I swapped it for the Stake. In the boss fights, if you stick with Hall of Mirrors, you will reach a point - it was at +7 dice per round for me - at which you will always be able to either spam Ice Shard, Counterspell, or a combination of the two.
All in all, the Witch is a pretty fun and versatile class, and certainly the one that requires the most strategic thinking. I managed to complete the first run like this, after I figured out you can drag dice to your spellbook.