Mmm so I feel like you're a real expert on this, so may I ask - do you have an recommended build for my Rift Mage?
Like the whole set of skills, I'm trying to wrap my head around it, it's kind of hard to say goodbye to my electricity stuff but if I must I shall.
Not sure if I qualify as an expert, but I got a build or two that seem to work ![]()
I'll put what I thing is useful under spoiler:
I usually build my Quizzies to be a DPS, with a hint of support/CC - my mage Lavellan is also a Rift mage and together with Solas they seem to make a good team (anyway - I usually set their behaviors to follow themselves).
Anyway - my build depends a lot on high critical chance (with Flashpoint passive, plus the one that gives some mana back to Rift Mage for damaging opponent I can spam abilities like there's no tomorrow), with high critical damage or attack bonus.
If you don't want to lose time on mining Silverite to get a fade-touched 5 guard on hit or killing Snofleurs for 1% of health restored on damage, I recommend at least obtaining fade-touched obsidian with 3 guard on hit.
Even if you don't use any cheats or anything, they're incredibly easy to farm, as they can be found in game in two locations - one is on the dock near the place where we defeat the dragon in Hinterlands, another is in locked house (you need Deft Hands, Fine Tools perk) in Redcliffe. If you want the fade-touched obsidian to respawn, just don't take everything out of the chest (leave some money or something small there), get out of Hinterlands and go back - ta-dah! ![]()
There's some fade-touched Lustrous Cotton that gives 10% chance to heal for half health on dying in a drawer in Villa Maurel in Emerald Graves that can be farmed that way as well... and you can farm JoH rifts like that as well - just don't take everything out of the loot spot and go back to it after travelling in and out of the zone!
Anyway - with guard or health back on hit I highly recommend getting Energy Barrage and spam it to build up guard or regain health, With high crit chance it also activates flashpoint passive, since it's basically 12 consecutive hits. With a few additional points I get myself cooldown passives, but with high-crit it isn't as crucial, as perhaps Conductive Current - and rather definitely Mana Surge, at least for Solas. It freezes enemies if they destroy caster's barrier and allows the caster to use one ability without consuming mana - it can be a lifesaver.
I give Solas most healing/CC abilities (he's also the one who has the Revive as well as a stack of upgraded healing grenades), with the exception of Pull of the Abyss - that lets me control the field better, without switching between characters. Both of them usually have upgraded dispel and or barrier, depending on what's more needed. I am a very mobile player, therefore I also use Fade Step on both of them. It's a mana-free ability that let's me freeze enemies (if upgraded) move or escape. I love it to bits and put it on almost all mages.
I also give Solas upgraded Winter's Grasp for combo - he freezes, Lavellan shatters with Stone fist
You can unlock and use them on both, though I usually prefer my mage to stun everything with Chain Lightning or burn them with Immolate. Upgraded Stone Fist on both is a must of course.
Anyway - if you get Focused teamwork passive on Inky, then I suggest giving Pull of the Abyss to one RM and fire mine to another - or just alternate between the two. One uses the Pull, another lays the Mine. It will require using a bit of tac-cam, but the combo will add into more Focus, so you can deploy Focus abilities faster.
That's all for the basics I guess ![]()





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