Magic Gauntlet Guide

Disclaimer

All of these were tested on the 6 armed monsters due to their large hit points and regenerative ability. Some of these may change in damage, but usually are still around the area of said damage if not just resistant to all magics in general.

Basic/Power Runes

The only thing really worth while at all in this category is projectile.

Basic: 64 damage Cost: 25

Lesser: 90 damage Cost: 30

Common: 125 damage Cost: 35

Higher: 180 damage Cost: 45

Flawless: 250 damage Cost: 60

Straight forward projectile, probably worth going for flawless if you went all faith for whatever reason. The other two are not really at all good, doing really low damage or generally being outclassed by other abilities, avoid them, run from them D:

Magic Runes Gauntlet

This one comes with different types of abilities, probably most useful being the draining effect from Blast. If you can get it setup right though, explosive can do alot of damage if it lands its marks.

Projectile

This one phases someone out for a certain amount of time, 6-15 seconds based on ranking. Not much else to say here, probably not all that useful.

Blast

Drains health back from the damage it does, close range.

Lesser: 50 damage Cost 35

Common: 60 damage Cost 40

Higher: 80 damage Cost 50

Flawless: 110 damage Cost 64

If you are risking getting close to get your hp back, I'd recommend the flawless here since you'll probably want to do it really fast and get out.

Explosive

This shoots out an orb that will float up and attack a nearby target. Lesser seems to barely do anything at all while the others seem to go between 4-6 shots at a target.

Lesser: 35 Cost 45

Common: 47 Cost 49

Higher: 64 Cost 59

Flawless: 89 Cost 89

If you can get the orb to work to its full extent, flawless would be the way to go, otherwise higher would be the best choice after that.

Poison Runes Gauntlet

Besides one spell, most of these come to being utility spells at best, not at all really being useful.

Explosive

Lesser: 6-12 damage Cost 45

Common: 7-14 damage Cost 49

Higher: 10-20 damage Cost 59

Flawless: 14-30 damage Cost 84

This is more then likely one of the more useful spells under this category. The poison lasts for quite awhile and can stack up a good amount of damage if you don't mind kiting them in the pool. I'd recommend the higher version for this one, since flawless didn't really proc it's maximum damage much and due to the big difference in cost, just seems overall better.

Projectile

I'd put the damage down for this one, but it was really inconsistent. It went from 10 damage per sec over 10 to 4 damage over 10. If you use this it'd be for the slow only pretty much. Same on all levels, go lesser.

Blast

This one also doesn't do alot of damage overall, hitting for 4 damage per sec over 10, but removes a certain amount of armor. This amount is the same on all level, as well as damage, so go lesser. For the monster used, it increased the melee damage of Heirloom by 14 damage. Could be alot more if another was used. Not really useful since this would probably be a boss type of spell, but due to having to wait for openings, ya, not really worth while.

Luck Runes Gauntlet

This has probably some of the best spells in the game on it.

Explosion

Doesn't seem to matter on type, go lesser. You lob a ball of light that regardless of the situation causes enemies to have to follow it. This leads to easy backstabs and pretty much having the enemies stand around like idiots. Overpowered and broken.

Projectile

Lesser: 70 damage Cost 30

Common: 140 damage Cost 35

Higher: 153 damage Cost 45

Flawless: 189 damage Cost 60

This is probably going to be your best projectile for its cost early on, not to mention an increase in drops. Getting a common luck rune isn't really all that hard. The other two I have no idea what's going on. Barely get's any damage and cost skyrockets for no reason.

Blast

Lesser: 65 damage Cost 30

Common: 90 damage Cost 40

Higher: 120 damage Cost 50

Flawless: 160 damage Cost 64

This one if you kill someone with it makes the next spell free of cost. It can be really good depending on what you're going for. Making a rank 3 quake free of charge would be really nice. Can be really awesome, loses potential in boss fights sadly. Probably good for clearing trash if you went a magic type route, which no one will probably considering melee :P

Fire Runes Gauntlet

Fire is meh, doesn't really do anymore damage in comparison to anything else. It's just kinda there.

Explosion

Lesser: 39 damage Cost 45

Common: 54 damage Cost 49

Higher: 67 damage Cost 59

Flawless: 87 damage Cost 84

This leaves fire on the ground after exploding, which all of them do 3 damage after they leave it and 6 damage while staying inside the fire. Poison is sadly a million times better in this regard, also adding a slowing effect with it.

Projectile

Lesser: 33 damage dot 3 per sec over 9 Cost 30

Common: 46 damage dot 4 per sec over 9 Cost 35

Higher: 72 damage dot 6 per sec over 9 Cost 45

Flawless: 92 damage dot 8 per sec over 9 Cost 60

This is probably the best dot spell you'll get, but sadly straight damage beats this with common luck rune of a power flawless later.

Blast

Lesser: 24 damage Cost 20

Common: 30 damage Cost 30

Higher: 36 damage Cost 40

Flawless: 48 damage Cost 50

Fair warning, this will crash computers if used for an extended period of time. With that horrific issue aside, this could potential be decent. Cost for sustaining it isn't the same as its initial cost, so it can last awhile. It applies damage about every 2 seconds, so it's not really super efficent. If you can use it without your game exploding, flawless would be the best here.

Blah Stuff

Sadly, the gauntlet itself isn't really all that great. You are trapped in a stun animation while using it. If someone hits you while a projectile has already gone off it'll just disappear in mid flight. Explosions can just bounce off enemies and not even trigger. Blast and explosion have really long windup times too, with considering the amount of damage that is possible, is really insulting.

One other thing I wanted to mention is the game has a damage meter next to the spell when you equip it, usually saying 20-40 damage. Who ever did that needs to be fired. It is a straight up bs lie, that means nothing but pure confusion. A good example of this would be luck runes or magic explosion. Luck goes from 70-140, but then drops horrendeously despite what the damage states. Magic says 20 for all but of course all of them have varying damages.

Hopefully if someone decides to use magic in this game, this guide will help with all the trial and error garbage the game shoves at you.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=340157147					

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