Solomon Dark Guide
Hi, I'm starting this guide to keep up the hypes for the new solomon game and help fellow players are not used to the changes in Solomon Dark. I may be wrong on certain controversial stuff like whether FIRE is bad in Solomon Dark or not. I will accept any opinions, questions, corrections, or better ideas. So, if you have any of them, please throw them on the comments. More contents for this guide will be posted later.
Here are the orders of topics that I will possibly discuss in this guide
1, Starting School of Magic
2. Welding Skills
3. Secondary Skills
4. Subskills
5. Enemies
6. Charms&Curses
7. ETC.
FIRE (C)
To be honest, Fireball is a good spell. Fireball itself got a huge late game mana cost buff. In old solomon game, level 8 fireball costs 66 mana. In Dark, level 8 fireball costs 22 mana (same as level 3 fireball in old solomon game!). Now here are the problems:
1. Weak early game: Explode was the core skill that made fireball a strong skill for early game. By just leveling one explode, you can easily clear mass skeletons with only few fireball shots. However, leveling up explode more than 1 point was not good because it only increased splash damage slightly. Now, leveling up explode increases not only more damage than before, but also the splash radius. That looks good. Here is the problem: THE EXPLODE RADIUS FOR LEVEL 1 GOT NERFED. It is so small that if you hit a skeleton, the skeleton behind the skeleton, whom got hit, does not get hit. You need to reach 3 level of explode to feel same as it was from the old solomon game. I think this nerf's purpose was that Mr. Raptis wanted to make higher level explode more useful. However, because explode at level 1 got weaker, it take more shots to clear the wave, which means you use more mana, which leads to mana shortage. Because the mana passive skills got nerfed, the early game for fire starter got very difficult.
2. Two useless welding spells: Meteor Swarm has ridiculous high mana cost(normally about 200 mana per second), terrible accuracy, and inconsistent damage. I think the unusual high cost was probably caused because Mr. Raptis forgot to fix it. Until it is fixed, if it is possible, don't use it. Steam Jet has been considered worst weldable skill in the game. It has short range, cannot guard against arrows, and blocks player's vision. It is very uncomfortable, and why would you that when you can use frost jet which can block arrows? Fire Missile and Flaming Lash? They are good welding spells but if you are going to use it, I recommend you to start with air or ether than fire.
3. Ring of Fire: It deals damage and pushes enemies back. That is it. Is the damage good? No and it is weaker than the old solomon game. Is the range good? It got smaller than the old solomon game. Is there better spells? Flash Freeze, Magic Circle, Magic Storm, Summon Golem, etc.
To all the Fire lovers, I am not saying fireball su$# balls. What I am saying that starting with Fireball is not a good choice because of its weak early game, inferior secondary skill, and 2 out of 4 welded skills are terrible. If you want to use fireball, then I recommend to start lighting or ether and get fireball.
WATER (A)
Frost Jet & Flash Freeze has been the greatest starting skills in old solomon's boneyard and it is still the great in Solomon Dark. Frost Jet was good because it dealt wide aoe damage with ability to push enemies and block arrows (main reason that made me to abandon magic circle). Flash Freeze... ... it is really long aoe stun. It just can't get anything better than that.
Of course, flash freeze got a duration nerf(10 second -> 5 second) because it is too good. Even with the nerf, flash freeze is still great and frost jet is not only good but it also got improvements! First, mana cost got slightly lowered. Second, addition of sub skill "hail" covers frost jet's lack of damage. Third, addition of sub skill "permafrost" made frost jet's crowd control much stronger. Also, the water welding skills are all good (except steam jet). I will talk more about them later.
Because of arrow blocking, constant aoe damage, knocking enemies away, and wide aoe stun, Water is still the best starting school of magic.
Comments
Weld basics:
As for fire magic, I find it gets very strong once you get "Embers to Imps" with Embers at level 3+. This combines the high damage of each fireball with much better crowd control, and damn if it isn't great fun :D
Similarly, Earth can be very situational, until you have Hasten Rocks at a high level, pair it with Gargantuan and maybe even have a "casting speed +100%" ring. At that point it's extremely strong and also incredibly fun :)