Best Non-Blood Mage Builds
#1
Posté 31 mars 2011 - 01:58
Thanks!
#2
Posté 31 mars 2011 - 02:06
Start off the fight with tempest
wait for Fenris to stagger + upgraded chain lightening or stagger + upgraded maker's fist or on single targets stagger + crushing prison
on elites or higher, petrify + mighty blow
That leaves plenty of points to spend as you see fit on either creation (healing/haste/aura) or more force branch and elemental spells for more brittle + warrior attack combos.
Horror is a nice spell to grab too.
Modifié par Rheia, 31 mars 2011 - 02:08 .
#3
Posté 31 mars 2011 - 02:27
#4
Posté 31 mars 2011 - 04:47
#5
Posté 31 mars 2011 - 05:16
#6
Posté 31 mars 2011 - 05:18
I recomend that you look at the discussion of Cross class Combos to decide what spells you want and how to build your party members.
Oh, I played through NM as a non-blood mage and put 32 in willpower and everything else in Magic. With Rock Armor and Unshakable I did not have survivability issues.
Modifié par Grumpy Old Wizard, 31 mars 2011 - 05:22 .
#7
Posté 31 mars 2011 - 05:27
Grumpy Old Wizard wrote...
If you are going to play on Nightmare the Primal tree is a good base for your mage because all spells are party friendly. Your first specialization should be Force Mage so you can grab Unshakable to keep from being pimp slapped all over the battlefield. The only other thing worth taking in the Force mage tree in my opinion is the Gravitic spell. Upgrading Fist of the Maker to a larger area of effect is debatable because it means it is more difficult to use without killing your party members (again, on nightmare) and the damage is low without taking adbantage of Shattered.
I recomend that you look at the discussion of Cross class Combos to decide what spells you want and how to build your party members.
Oh, I played through NM as a non-blood mage and put 32 in willpower and everything else in Magic. With Rock Armor and Unshakable I did not have survivability issues.
Indeed, the gravitic spell is a game changer, it really opens alot of options for battlefield control. All the force mage abilities do, and I even use tk burst (which everyone poo poos) since it is nice to throw around a group or archers while Fenris cleans up some melee guys.
I also had arcance shield running, and still had no mana problems on nightmare.
#8
Guest_m14567_*
Posté 31 mars 2011 - 05:38
Guest_m14567_*
Rylor Tormtor wrote...
Grumpy Old Wizard wrote...
If you are going to play on Nightmare the Primal tree is a good base for your mage because all spells are party friendly. Your first specialization should be Force Mage so you can grab Unshakable to keep from being pimp slapped all over the battlefield. The only other thing worth taking in the Force mage tree in my opinion is the Gravitic spell. Upgrading Fist of the Maker to a larger area of effect is debatable because it means it is more difficult to use without killing your party members (again, on nightmare) and the damage is low without taking adbantage of Shattered.
I recomend that you look at the discussion of Cross class Combos to decide what spells you want and how to build your party members.
Oh, I played through NM as a non-blood mage and put 32 in willpower and everything else in Magic. With Rock Armor and Unshakable I did not have survivability issues.
Indeed, the gravitic spell is a game changer, it really opens alot of options for battlefield control. All the force mage abilities do, and I even use tk burst (which everyone poo poos) since it is nice to throw around a group or archers while Fenris cleans up some melee guys.
I also had arcance shield running, and still had no mana problems on nightmare.
Well I certainly poo-pooed TB, is it really that good? I mean it is 30 mana, seems kinda of expensive to just throw people around?
I agree on gravitic, that really is game-changer well except for mobs immune to slow (or whatever the effect is) obviously.
#9
Posté 01 avril 2011 - 12:57
#10
Posté 01 avril 2011 - 01:02
The problem with mages is that you usually have at least 30% of your mana tied up in sustainables. Granted, upgraded Rally renders all form of mana efficiency moot because you can just from zero to full in about ten seconds, but still.
A big decision is if you wish to set your mage up for CCCs or be the mage who takes advantage of them.
#11
Posté 01 avril 2011 - 02:33
Basically, max out primal, get fist, pull, and gravitic (along with upgrades) and unshakable from force, and then fill in with whatever you like. I chose horror (upgraded to despair), heal, and upgraded winter's grasp and CoC.
As for stats, I got willpower to 32 for armor, then pumped magic and added a good bit of constitution.
It's fun in that you have a lot of good CC and damage options. Force is great for manipulating crowds, and maker's fist + chain lighting lets you tear through staggered opponents. The cold spells do damage while slowing enemies and possibly setting up brittle CCC's, and you have good single target CC with horror and petrify. Also, don't underestimate tempest- no FF plus it interrupts enemies constantly with pretty good damage. Pull + gravitic + tempest is a great way to start a fight against a crowd.
#12
Posté 01 avril 2011 - 03:15
Elemental:
- Winter's Grasp
- Cone of Cold (upgraded)
- Fireball
- Firestrom (upgraded)
- Pyromancer
- Elemental mastery
Primal:
- Stonefist (upgraded)
- Chain Lightning (upgraded)
Arcane:
- Mind Blast (upgraded)
- Crushing Prison (upgraded)
Creaction:
- Heal (upgraded)
- Haste (upgraded)
- Heroic Aura (upgraded)
Force:
- Fist of the maker
- Unshakable
Modifié par Lumikki, 01 avril 2011 - 03:50 .
#13
Posté 14 avril 2011 - 07:03
Lumikki wrote...
I usually build my mage with mix of many spells. Here is spells from my last Mage run in normal difficulty. I ques you can call this nuke mage, because very little defence and alot of offensive spells. Like above will to 32 and rest to magic.
Elemental:
- Winter's Grasp
- Cone of Cold (upgraded)
- Fireball
- Firestrom (upgraded)
- Pyromancer
- Elemental mastery
Primal:
- Stonefist (upgraded)
- Chain Lightning (upgraded)
Arcane:
- Mind Blast (upgraded)
- Crushing Prison (upgraded)
Creaction:
- Heal (upgraded)
- Haste (upgraded)
- Heroic Aura (upgraded)
Force:
- Fist of the maker
- Unshakable
I have found this to be a great versatile design base; switched Fire spells to remaining Primal for personal pref Thanks for posting!





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