I was originally going to do Ice/spirit for my rift mage, but I was wondering if anyone else had any thoughts about Rift mage synergy?I saw a lot of really interesting possible combinations with inferno, ice and lightning but I'm unsure of which to go for first.
Rift Mage Synergy?
#1
Posté 21 novembre 2014 - 06:03
#2
Posté 21 novembre 2014 - 04:11
Rift Mage
Rift Mage – 11 (Veilstrike+, Stonefist+, Pull of the Abyss+, Firestorm, Restorative Veil, Encircling Veil, Smothering Veil, Twisting Veil)
Inferno – 4 (Immolate+, Flashpoint, Clean Burn)
Winter – 4 (Winter's Grasp+, Mana Surge, Winter Stillness)
Storm – 7 (Energy Barrage, Chain Lightning+, Stormbringer, Gathering Storm, Static Charge, Conductive Current)
Spirit – 4 (Barrier+, Peaceful Aura, Guardian Spirit)
Skills – Veilstrike, Stonefist, Pull of the Abyss, Immolate, Winter's Grasp, Chain Lightning, Barrier, Firestorm
+ represents upgrade. This is a Level 30 build.
Rift Mage is a combination of Force Mage of DA2 and Adept of Mass Effect. Veilstrike is Fist of the Maker and Pull of the Abyss is effectively a Singularity.
Rift Mage synergizes best with AOE spells. As such spells such as Immolate, upgraded Winter's Grasp, Chain Lightning work really well with Rift Mage.
If you can find a way to invest deep into Winter, then Blizzard is a good choice as well.
Even Fire Mine, Ice Mine and Wall of Fire work well with Rift Mage. Static Cage however is redundant.
So my suggestion is to pick Immolate, Winter's Grasp and Chain Lightning together with all the Rift Mage abilities. Or you could just pick 2 spell trees to specialize in. If you do that, go with Inferno since it has the most Area of Effect spells. Then pick either Winter or Lightning. Winter is more of a support tree and Lightning is a more offensive tree.
Of course, don't forget your Barrier and Peaceful Aura. Rift Mages can spam spells easily since their abilities cost little mana and have low cooldowns so they would pull a huge aggro.
#3
Posté 21 novembre 2014 - 07:47
I think what I'll do is end up respecing for my rift mage abilities after I get the specialization (this is, of course, after I pick up at least barrier and its upgrade as well as peaceful aura), and after that I might end up going into the ice tree. Maybe have a second mage in my party for either fire or lightning or something after I get the force mage abilities.
#4
Posté 30 novembre 2014 - 07:03
This is a wonderful setup. I think I'll take it for a spin. I just completed the Rift Mage training. So looking for a setup that synergizes well with it.+ represents upgrade. This is a Level 30 build.
Rift Mage is a combination of Force Mage of DA2 and Adept of Mass Effect. Veilstrike is Fist of the Maker and Pull of the Abyss is effectively a Singularity.
Rift Mage synergizes best with AOE spells. As such spells such as Immolate, upgraded Winter's Grasp, Chain Lightning work really well with Rift Mage.
If you can find a way to invest deep into Winter, then Blizzard is a good choice as well.
Even Fire Mine, Ice Mine and Wall of Fire work well with Rift Mage. Static Cage however is redundant.
So my suggestion is to pick Immolate, Winter's Grasp and Chain Lightning together with all the Rift Mage abilities. Or you could just pick 2 spell trees to specialize in. If you do that, go with Inferno since it has the most Area of Effect spells. Then pick either Winter or Lightning. Winter is more of a support tree and Lightning is a more offensive tree.
Of course, don't forget your Barrier and Peaceful Aura. Rift Mages can spam spells easily since their abilities cost little mana and have low cooldowns so they would pull a huge aggro.
Question 1: Winter grasp says 200% weapon damage. What does that mean? Is that the damage it produces?
Question 2: How can one tell when they have made a critical hit? Some of these passives reset your cool down on a critical hits... I need to keep my eyes on those.
#5
Posté 30 novembre 2014 - 12:31
On my rift mage I go mainly for abyss + aoe dps and it pretty much results in everything other than bosses dying without too much trouble. Of course you don't need all that in lower difficulties like normal, I would say that some cc is pretty necessary in hard as well, but in nightmare cc is absolutely paramount to be able to survive. I've noticed that guard doesn't really hold up well at all until later on even against normal mobs while on nightmare difficulty, so it's pretty much a barrier and cc based defensive dance until then.
#6
Posté 01 décembre 2014 - 12:45
#7
Posté 01 décembre 2014 - 02:29
New to the lingo. What is "cc"? (Combat Combos?)
AOE = Area of effect
DOT = Damage over time
CC = Crowd Control
DPS = Damage per second
CQC = Close quarters combat
#8
Posté 01 décembre 2014 - 02:31
New to the lingo. What is "cc"? (Combat Combos?)
Crowd Control - Refers to abilities which will disable enemies.
#9
Posté 01 décembre 2014 - 03:55
This is a wonderful setup. I think I'll take it for a spin. I just completed the Rift Mage training. So looking for a setup that synergizes well with it.
Question 1: Winter grasp says 200% weapon damage. What does that mean? Is that the damage it produces?
Question 2: How can one tell when they have made a critical hit? Some of these passives reset your cool down on a critical hits... I need to keep my eyes on those.
Answer 1: Every weapon in the game has both a DPS value listed at the top of its pop-up description and an actual damage value per hit listed underneath. Every skill in the game has its damage calculated by multiplying the damage of your weapon, then things like armor and resistances come into play which may lower it. So, for example, if the staff you are equipped with reads 55 dps, 42 damage, then attacking something with Winter's Grasp is likely to do 84 damage or so, unless the target has resistance to cold. It's a little more complicated than that: the "attack" stat actually adds an additional multiplier to your damage output, and there's a few other considerations as well, but that's the extremely simplified version.
Answer 2: If you have damage popups enabled, you will be able to recognize critical hits because the text appears slightly larger than a normal damage hit. That, and the fact that it's more damage than you likely were expecting, are the only real indicators I can think of.





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