Thought I'd toss my two favorite builds in here. I started out as a mage on my first PT and went KE, which, while I love, was a tad slow. I came back to mages again recently and love my current. The first is a support Necromancer. I stuck with mostly spirit skills up until I became a Necromancer. Now she uses barrier to start, horror on anyone I feel like removing from play for a bit, revival to reduce damage by 25%, and since she builds focus so quickly, uses haste OFTEN. My second one, and by far my fav, is a pure offense Rift Mage. I went for all the attack abilities, then later respecced when I unlock Rift Mage. I use stonefist and veilstrike to weaken, then I start slinging out spell after spell. Starting with chain lightning, then immolate, and upgraded winter's grasp. Cooldowns go down fast with the fire tree perk and crits make them have no CD, so I have spam moments. Mana isn't a problem either, because I get a refund on most spells and gain mana on staff hits on weakened mobs. Very potent with AOE spells.
Mages - Your Builds?
#76
Posté 20 mai 2015 - 02:20
#77
Posté 20 mai 2015 - 04:35
It counts as a spell so no bonus unfortunately.Question for someone that has created a knight enchanter - does spirit blade count as a regular attack or as a spell. Just wondering whether clean burn (inferno) or gathering storm (storm) is more synergistic.
Mana surge barrier electromancer. At lvl 15 human with a few inqui amulets:
http://www.rpg-gamin...&t1=38abc&t0=12
At lvl 13 you would not have ice mine or armour or alternatively upgrade necro abilities. necro does not benefit from Guardian spirit once you get similicrum Guardian spirit is a waste! Freeze targets and blow them up with energy barrage. Stand on your ice mine and nuke away. Cast horror on archer formations. Stationary build to take advantage of winter's stillness mana Regen.
#78
Posté 21 mai 2015 - 08:55
A fun trick as a necromancer is Lightning Cage + Fire Wall. It works for anyone but a necromancer gets damage buffs from it too. Drop the firewall right on the center of the upgraded Static Cage. If they are immune to fear then the dot from the fire wall triggers the lightning shocks from the static cage. If they aren't immune to fear then they get a dot, get shocked, try to run, get paralyzed and dragged to the center to burn some more.
- Roninbarista, ottffsse et tcun44 aiment ceci
#79
Posté 22 mai 2015 - 02:01
A fun trick as a necromancer is Lightning Cage + Fire Wall. It works for anyone but a necromancer gets damage buffs from it too. Drop the firewall right on the center of the upgraded Static Cage. If they are immune to fear then the dot from the fire wall triggers the lightning shocks from the static cage. If they aren't immune to fear then they get a dot, get shocked, try to run, get paralyzed and dragged to the center to burn some more.
Yap I love that little trick. It's why I eventually decided that on lightning cage necro wall of fire was more useful than fire mine if I had to pick one. It's sort of funny with Rift you rather play something like gather incapacitate and nuke and with necro and rogues and archers in the party you mainly go for the divide scatter pick apart and conquer strategy.
#80
Posté 22 mai 2015 - 02:06
A fun trick as a necromancer is Lightning Cage + Fire Wall. It works for anyone but a necromancer gets damage buffs from it too. Drop the firewall right on the center of the upgraded Static Cage. If they are immune to fear then the dot from the fire wall triggers the lightning shocks from the static cage. If they aren't immune to fear then they get a dot, get shocked, try to run, get paralyzed and dragged to the center to burn some more.
My Necro build is the only mage I didn't heavily invest in the storm tree, and nothing from the spirit tree. Partly I wanted to not rely on my fave abilities. This made my role a little bit more of CC/ranged assault. I still have more territory to cover, so I may respec and try varying skills.
#81
Posté 04 juin 2015 - 01:01
I've got one that's really fun to play. This one I've nicknamed Nukem. She's a KE with mostly lightning and spirit, plus winter's grasp and still of winter, flashfire, and flashpoint. The party's built to do the most damage in the least time, with crafted armor and all weapons but a couple staffs. Armor defenses and passives provide just about all protection. I really seldom bother with the rift mark, except if I'd planned to use it and didn't, and want to get the shard without the wolves bothering me. Nothing AOE handy, fine. Die. It's fantastic. Not much is resistant to electricity, and for those that are, I use my spirit blade and a fire or cold staff with energy barrage and basic attack. I am finding new glitches. If you kill the Frostback on the valley floor, the loot drops under the mesa where it was supposed to die and is inaccessible. One of the rocky rescue sites, where there's a group under an overpass, glitches if you kill the group at range. The enemy winked out of existence and Inq reset to where she was standing before she crossed the overpass, but with the buffs she built up during the combat. I did quicksave and exited the game, and I'll go back and hope the file's not corrupted (again) when I uncross my fingers.
#82
Posté 24 juin 2015 - 04:07
Do not think I should ask this here, but any builds for a CC Rift Mage? I know the winter line would be important (at least ice mine), but do not know what else besides the spec tree itself.





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