
Boomer
by Yann
Vista previa
De un vistazo
Spell Progression
XP per cast
41
First cast bonus
+200
(241 total)
Casts per level
25
≈ 1 000 XP/level
Casts needed to reach school unlock levels
| School level | Total XP needed | Casts (from 0) |
|---|---|---|
| Level 1 | 0 | 0 |
| Level 4this spell | 3,000 | 75 |
| Level 12 | 11,000 | 272 |
| Level 20 | 19,000 | 470 |
| Level 35 | 34,000 | 840 |
Resumen
Una erupcion dirigida que hace dos cosas a la vez: dano y lanzar enemigos por los aires. El Geiser es el hechizo de Acido mas agresivo en niveles bajos – cambia el tipico charco-y-esperar de la escuela por impacto directo y disrupcion de crowd inmediata.
EstrategiaUsalo contra grupos de enemigos para dispersarlos y romper su formacion de ataque. El estado de suspendido en el aire deja a los objetivos vulnerables a disparos de seguimiento, sobre todo con armas de penetracion o dispersion. Combina bien con Strikes para un combo rapido sobre el mismo target.
Fortalezas
Debilidades
Comunidad
6 community builds below.
Crea el tuyo
by Yann

by teepi the goblin

by Terri (Kranot)
my explosives build

by Giraffelord777
Magic weapons, magic explosions.

by Freeman

by Endergames Play
Combo spell : Geyser + firebeam = Tornado (Massive damage without boss and elite). You can choose spell "strike" instead of "ritual" for combo "geyser" + "strikes", but you need a lifesteal or healing grenade to survive. ARC Mastery: Prioritized damage and bend speed. Ammo and lifesteal is useless. Minigun mastery: Prioritize damage, accuracy, and ammo bag. Attack speed is compensated by the speedster and run & gun jokers.
Recetas entre escuelas
Far Far West te permite apilar dos efectos de hechizo en la misma superficie o enemigo. Cuando el segundo lanzamiento impacta algo ya afectado por el primero, el juego activa un combo – un efecto separado que suele ser más fuerte que cualquier hechizo individual. La mayoría de combos cruzan escuelas, así que un equipamiento equilibrado importa más que acumular cinco hechizos de la misma escuela.
Fire beam ignites the acid surface and lifts it into a swirling damage zone.
Wisp picks up the lightning charge - homing damage that arcs to nearby targets.
Each lightning bolt forks the geyser into a ring of secondary geysers.
Charged acid grows a bigger bubble field with extended duration.
Fireball detonates the geyser column for a heavy AoE burst.
Rain conducts the lightning - chained strikes hit everyone in the rain zone.
Voodoo essence consecrates the pool into a friendly healing candle field.
Acid surfaces transmit Fire or Elec damage across every connected pool.
Cactus summons (turret, wall, mine, decoy, golem) inherit elemental damage when struck by a Fire or Elec spell. The same trick works with elemental gunshots: a Pistolero hit by an Elec-effect bullet starts firing electric rounds.
Source: in-game footage and Bull's Guidebook. Combo recipes are added as patches confirm new interactions.
Estrategias
Guías de YouTube seleccionadas sobre combos, nivelación y matchups de este hechizo.
Cross-school combo overview - quick reference for what stacks with what.
One of the unique features of Far Far West is the ability to combine spells together. In this video, I will go over all the spell combos that are currently in the game, including some side knowledge.
Two fastest spell-XP routes - useful no matter which school you're maining.
Leveling spells in Far Far West can feel very slow, but why is this and how do you level up faster? In this video, I break down how Spell XP works and what you can do you increase your XP gain rates so you can level up fast and unlock the lvl 35 spells, lvl 50 cooldown reduction…
Comunidad
Notas de estrategia detalladas de la comunidad. Desde patrones de jefes hasta notas de combos – los jugadores registrados pueden publicar las suyas.
Community
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