Efficient Combinations

Efficient Combinations of spells allow you to perform more efficiently on the battlefield. Certain spells compliment each other very well; using the correct spells in conjunction with one another will increase the potency of offensive and defensive maneuvers.

A video about the most efficient combinations can be found here : http://www.youtube.com/watch?v=3PPFr2C7SZQ

Offensive Combinations
These combinations of spells are designed to inflict as much damage and/or control foes as to kill them as simply and easily as possible.

Generally, there are three ways of dealing bonus multiplier damage:


 * 1. Dealing Lighting to wet targets (x2 multiplier)


 * 2. Dealing any damage to frozen targets (x3 multiplier)


 * 3. Dealing counter-element damage to an elemental target (varies)

Frost Lightning Storm + Super Steam Lightning Beam & Super Steam Arcane Beam
This combination is most effective against melee opponents. First, cast Frost Lightning Storm in the direction of the advancing enemies to chill and ministun them. While the mobs are walking through the Frost Lightning Storm, use the Super Steam Lightning Beam. By itself, SSLB wets and deals Lighting 2x multiplier damage. When the wet targets are frozen by FLS, SSLB will deal 3x damage.

Demonstration: http://www.youtube.com/watch?v=P3C4bBf3FrI

This combination can also be effective against large quantities of enemies by casting the Super Steam Lightning spelling as an AoE cast. Use caution when casting the Frost Lightning Storm as AoE, as you will be completely surrounded. If a player is caught in the Frost Lightning Storm, they will surely die. If "teleport" is available, it is the preferred spell to escape the Frost Lightning Storm AoE cast.

Demonstration: http://www.youtube.com/watch?v=MuHbNrOGoI0

This combination is very effective against large quantities along with monsters with a large amount of health. No other known attributes.

Demonstration: Not yet available :(

Arcane Steam Ball + Arcane Cold Ball
A powerful, extremely spammable, ranged AoE freezing combo. Individually, each spell only does moderate damage. However, this combo provides one of the best ways to freeze enemy mobs in order to get the 3x damage bonus on frozen targets.

Wet with the Steam ball, then freeze with the Cold ball. Each Arcane Cold Ball will do ~1600 AoE damage to frozen enemies per cast, as well as re-freezing them.

Demonstration: http://www.youtube.com/watch?v=4La5vqpshtg

Tips:


 * Hit all the keys in the KeyCode at the same time, as if in one key press.


 * Adding Arcane, Earth, Water, or Cold to increase the AoE or damage isn't recommended in most cases. In the time it takes to hit the corresponding key again, a second volley could've been fired. The most common exception is when charging up to fire long range.


 * Be careful not to hit enemies that are too close, lest you get caught in the AoE of the spell.


 * This combination can be converted into an AoE nova freezing at melee range. After freezing, an Arcane Steam Lightning Nova should be used for damage, as demonstrated in the video.

Surrounded Combo Attack
Great when surrounded by large numbers of enemies, use all as self AoE casts. Due to it's simplicity and knockdown is easy to pull off without disruption except from giant type monsters, which still get frozen. Final damage ends up 6690 which is enough to drop any mob monster. If against a giant use QFQFSAA imbue weapon after freezing to deal massive damage for 1hitting.

Demonstration: http://www.youtube.com/watch?v=tFlXypn9uto

Needle Spray
Amazing spell that can be used point blank to deal about 500-3k dmg (depending on charging level) to a target instantly, the needles pass through monsters meaning you can do some great area of effect -damage against large groups of mobs. Charging this up allows the needles to travel further and in a tighter spread but point blank needs no charging and at medium ranges you only want to charge it for a second or else you lose the spray.

Nightmare Hailstone
Quicky fired or using 2 frost + 1 earth can deal fair damage from 700-1500 with a short charge, making it a fair single target quick fire spell. Fully laid out with 4 frost and charge deals 10010 damage, which is enough to destroy anything.

Lightning Icicles
This is almost a defensive spell as to how well it disables enemies but it deals great sums of damage too. Using it as a sword imbue is most efficient to take out mobs. Using it as a AoE self cast you can prevent enemies getting near while damaging them heavily. This works well even against Yetis, Giants or Beholders. It can even hit phase demons when they are ghost-like during the campaign. Including more lightning gives more impact damage, while more ice makes them last longer.

Explosive Slowing Lightning Icicles (QRASER)
A variation on lightning icicles that adds arcane explosions to the mix, and slows enemies big enough to survive a single hit. Deals tremendous damage and can penetrate armored enemies due to cold effect. Best used on weapon, casting as a nova while unshielded is suicidal. Is much more volatile than Lightning Icicles but can deal tremendous damage if targeted correctly, and is easy to execute quickly (type eraser with a q).

Super Exploding Electric Ice Wall
The wall shoots arcane lightings dealing great damage to everything close to it and also shocks its victims, in most cases to the time they're dead. Isn't able to instantly kill a troll, but shock gives enough time to cast it several times wihtout being harmed. And it still instant-kills most enemies in area of effect. Very good as a weapon enchant. Caution: easy to kill yourself so it's good to cast a lightning-arcane ward spell.

Shatter
Uses: Frontal cast: quite high damaging spikes appear infront of you and will explode after a (very short. run.) moment.

AoE cast: Excessive damage, usually capable cutting down most enemies. Recommend not to use without staff for teleport (smokebomb, aristo-staff etc) since casting teleport before the explosione is nearly impossible (you can use the zombie robe so you turn it into a massive healing).

Weapon: high damage, and much easier to utilize, this one still takes down most enemies with a massive explosion.

Single Target Safe Kill
Excellent way to dispatch a single powerful target. The water blast pushes them to a safe distance while soaking them, and the follow-up arcane-frost beam deals high damage that stacks quickly. It's also easy to spam, allowing you to keep an opponent totally frozen for as long as it takes to kill them.

Combination Immunities
Steam damage immunity can be added to the first and third by prepending an additional Steam (Q-F) to the beginning of the combo.

Knockdown & Chill
This will knock down most enemies while slowing them too, taking them ~8 seconds to get back up. Using the imbue can be good to save a teammate, as long as you don't hit him too.

Tips:


 * add Arcane to Coldquake to add a bit of damage.


 * add Lighting to Cold Mines to make A-R-S-E mines that do more damage.

Freezer
When you're being chased by Melee just cast water barrier behind you then walk a small distance and place a frost barrier behind that; placing these on top of each other will just cancel each other out. This will freeze any monster, allowing you to pull off a super steam electric beam on them for 4x damage very easily.

Storms Walker
This is most fun/enjoyable way in multiplayer to dispose of large amount of enemies and giants. 3 player will cast 3 magicks: Meteor Shower, Thunder Storm, and Blizzard. When the storm is starting up, the last player cast the safety storm, and all players should stand inside to prevent being wet, frozen, enflamed. Casting shield and immunity is optional to absolute minimizing the damage. Most important is do not put a dome shield. These combinations will help the players survive the storms almost 90% and kill most if not all mobs and especially giants/armored. Thus this combination of spells/magicks are both offense and defense.

Mines and Traps
A proximity based mine system especially good while using See haste to kite mobs turning around and surprising them with a "SAFFE." saffe dose about 500 base damage but causes fire damage and fall damage from knock back. use with caution around goblins as if you cast Saffe and a goblin hops on your back he can send you into your own saffe mines almost always ending in a death.

Cold Breathing Room
What is basically a panic "protector" combo. If you need breathing room this can be useful. The combo is simple but effective for slowing down the action to a manageable pace. Simply bring up the cold spires and spray those on the other side, or your side if they were close enough. You will have enemysicles in most cases, allowing you to prepare your revenge or just get a huge boulder ready to smash a face in. More often than not, you'll have to sacrifice a pillar to really get at any enemy with a rock. There isn't really any base damage in this, but the chilled enemies will be slower, giving you time to prepare a nice washing. This combo can be done with one cold element, but the cold coming from the pillar wont last as long as 3, meaning enemies will unfreeze faster. Also, water is the only element that will work because steam will damage the pillars, and they may break prematurely taking away some freeze. This is most effective against armored enemies, as it can force breathing them to stop so you can prepare something that will damage them or one hit kill. The pillars will also protect you against outside assault, while freezing the enemy is their main function, you can't always help fighting ranged enemies.

Weapon Enchantments (Defence)
This handy little enchantment is a nice one to have on standby; when used, you will create a weak arcane blade, that deals massive knockback.(for those moments where you need enough space to properly cook a sausage.)

Beholders
See Beholder Strategies

Yetis
See Snow Troll Strategies