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Force Mage+Spirit Healer CC+Debuff Mage?


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3 réponses à ce sujet

#1
JnEricsonx

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I'm thinking about making a mage that primarily does CC and Debuffs, mainly using I guess Spirit, Entropy, and Force mage abilities, being basically support.  Anyone else done this?

#2
Dave of Canada

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I've done a debuff / buff mage, it's pretty strong. I've done it differently than yours though, barely focused on CC and went with Blood Mage instead of Force Mage.

What I did:
Blood Mage / Spirit Healer.

Focused on cons (primary) and strength (secondary)

Grabbed all debuffs / buffs as they don't rely on the magic stat.

Equipped myself in heavy armor, along with your buffs and the regeneration gained from spirit healer spec I was capable of keeping myself up just fine. Filled the rest of the slots with blood magic items, staves that you can use will be trouble to find but they are mostly stat sticks so it doesn't really matter.

With this build, I was debuffing / buffing without a care in the world because my defenses were high and my health regeneration was handling whatever damage I'd get. On the tougher difficulties, the strength gave me enough fortitude that I didn't get knocked around a lot and pretty much made the best part of Force Mage down to "meh".

One thing though, don't ever fight the Arishok alone.

#3
mr_afk

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Probably someone's done it before but doesn't really sound like the mainstream ideal of fun though/very suited to optimising etc. so I doubt there's a guide on it.

Basically force mage will be the best route for CC. WIth force mage talents alone you can control most battles to such extents that it becomes really easy. After that the elemental school (cold) is useful and to a lesser extent the primal school (petrify). I suppose you could also go arcane for crushing prison but it's quite an expensive route for a single-target CC - unless you're planning on capitalising on stagger CCCs.

Lightning/Anything can also be used for the minor elemental effects given enough force (e.g. freezing, catching on fire, been stunned, been horror-ed, knockback..) but that's more of an extra topping on top of the dps route.

Entropy is the only real school with debuffs and horror is a great single-target CC throughout most of the game - increased magic resistance at later acts may render it less effective.

Not sure what the spirit school would provide in terms of CC or debuffing - that's mainly for setting up walking bombs etc. Haven't had much luck with dispel either.

The creation school and the spirit healer spec will probably be where you get all your support abilities from (besides elemental weapons and arcane shield but they don't really count). So basically you'll just be looking at the typical force mage/spirit healer approach with a larger focus on entropy. It doesn't appear like you're asking for help (you seem to know what you want to be doing) so if you want ideas on how to do effective support look at spirit healer guides, for ideas on how to do good CC look at the force-mage vids and for debuffing you're basically hexing people you don't like....

Can't think of any ideal alternate builds possible to a spirit healer/force mage. WIthout bloodmagic you're pretty much stuck inside the willpower/mana route which means that you'll probs just go robe - and if you're going robes you'll probably want to focus on the elemental +% gear route.

If you change your mind on the whole healing route (I mean, who actually enjoys healing things when you could be killing things) then a dps CC and spirit/physical route may be suited towards a crit-mage approach - as focusing on critical chance and damage is probably the best way to increase spirit damage/physical damage.
Oh and yeah, the pump con and strength and become a true cleric style build up there ^ is a good approach for the spirit healer/bloodmage I suppose. Won't be as good as CCs though.

I'll stop spieling now, my brains a little mushy atm so I'm even less succinct then usual.

Modifié par mr_afk, 04 mai 2011 - 07:26 .


#4
DW2511

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Yup, that was my first mage build, OP, and it went something like this:

Rock Armor, 2*Chain Lgtn
Mind Blast
2*Spirit Bolt, WB
Hex of Torment, 2*Horror
Heal, 2*Heroic Aura, 2*Haste
FM- 3*FotM, Unshake, GR, TB, 2*Pull( can skip the FotM cd upgrade for Grav. Sphere)
SH- Heal Aura, 2*Group Heal, Revival, Refusal, Vitality.


For more CC, you can ditch WB for 3 extra points in Entropy. With this build, the best equipment is the Champion Armor and The Final Thought. Free 200 mana in Act 3 along +10 CON makes BM obsolete, while the +33% Spir dmg makes your Bolts hit for 400+ every 10 secs and your Horrors for more than 4000.
Plus, low reqs in WP and CON and no Elem focus allow you to go for a DEX/CUN Rogue Armor critical build.