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We were wrong about the Rift Mage


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#201
Yenkaz

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As a Rift Mage with:

 

Barrier, Energy Barrage, Chain Lightning, Immolate, Winter's Grasp, Blizzard, Stonefist and Meteor Swarm.

 

And ever since I got Restorative Veil... Stonefist itself is free, because the mana is returned immediately. After that I can cast nonstop spells and often keep a blizzard going indefinitely as long as I keep recasting Stonefist+. It's insane after getting used to used to having to wait for mana to recharge for 13-14 levels and then suddenly you're a nonstop barrage of destructive spells.



#202
Sugram84

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Chain Lightning & blizard not so good damage (tried & they made my mage weaker), i took just fade step & 2 passives from ice tree, Immolate & fire mine & almost all passives from fire tree, skipped the passive skill that consumes barrier to power up spells, 3 skills from spirit tree & full rift mage tree, 1 upgrade more & my build is done, i haven't upgraded Immolate, cause that was not my priority, lvl 19 rift mage



#203
JaegerBane

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Chain Lightning is a bit deceptive in that it's potential Ian't really reflected by its damage - it's shocked debuuff causes enemies to take 20% more damage and also damages nearby enemies when hit. Add to the fact that it has a wide AOE when upgraded and its a very useful debuff spell.

#204
Serillen

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Chain Lightning is a bit deceptive in that it's potential Ian't really reflected by its damage - it's shocked debuuff causes enemies to take 20% more damage and also damages nearby enemies when hit. Add to the fact that it has a wide AOE when upgraded and its a very useful debuff spell.

It can be a decent damage ability provided its used against only 2-3 targets since its bounces can hit the same target multiple times. Other than that though its best used to debuff enemies.



#205
PillarBiter

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It can be a decent damage ability provided its used against only 2-3 targets since its bounces can hit the same target multiple times. Other than that though its best used to debuff enemies.

 

Don't forget it's ability to cause sleep in conjunction with weakness, allowing for combos.



#206
Sugram84

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Chain Lightning is a bit deceptive in that it's potential Ian't really reflected by its damage - it's shocked debuuff causes enemies to take 20% more damage and also damages nearby enemies when hit. Add to the fact that it has a wide AOE when upgraded and its a very useful debuff spell.

lvl 19 rift mage Immolate, fire mine (upgraded) fade step & full rift tree (rift tree skills fully upgraded), most passives from fire tree, only the 1 last i left out, winter stillness + one below fade step only passive, then 1 passive from spirit tree from the left side, planning on taking guardian spirit to just in case & i like the build, when i did skill reset to try lightning, Chain Lightning made me weaker, rift mage has skills that disable enemy even better then lightning side-effect + 2 good damage skills, also if i would take lightning o would need to abandon fire tree cause the skills from ice tree are useful, replace fire with lightning is not worth it, well that how i feel about it, u may like it, but i like to do more damage :)

 

also rift mage has its own debuff (so u don't really need more debuffs), ur way of build is all about weakening enemy's (debuffing) not damage at all (low damage), my build is mix of weakening  enemy's & damage dealing, i feel useless when my damage is low



#207
sergel02

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I'm curious, what can't be weakened? 



#208
Innsmouth Dweller

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pull of the abyss can be painful, i don't use firestorm at all, it destroys my party

 

but yeah, this spec is fun. cuz... you know, it's a mage spec



#209
Sugram84

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pull of the abyss can be painful, i don't use firestorm at all, it destroys my party

 

but yeah, this spec is fun. cuz... you know, it's a mage spec

u know why i never use firestorm? all the time i think, what if after this fight i need it & after this again i think what if after this fight i need it (in the end i never use it) :D, if it would use MP i would use it, cause focus does not get full that fast



#210
Yenkaz

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but yeah, this spec is fun. cuz... you know, it's a mage spec

 

 

Oh yes! That was the reason I picked it in the first place. I've played Fighter/mages in Baldur's Gate 2 because they were just awesome at those times, but I've stayed away from all of the "magic knight" classes in this game and Dragon Age Origins, because I want to resemble the lore mages more, if only a very powerful one by the mid and late game.

 

Differences in spell selection is a small matter, they are all the means to become that character who never picks up a sword, because why would you when you could destroy everything around you with your sheer will?



#211
Innsmouth Dweller

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Oh yes! That was the reason I picked it in the first place. I've played Fighter/mages in Baldur's Gate 2 because they were just awesome at those times, but I've stayed away from all of the "magic knight" classes in this game and Dragon Age Origins, because I want to resemble the lore mages more, if only a very powerful one by the mid and late game.

 

Differences in spell selection is a small matter, they are all the means to become that character who never picks up a sword, because why would you when you could destroy everything around you with your sheer will?

if only any of mage spells were that powerfull  :lol:

KE is... a jedi. who wants to roll a jedi in a fantasy game?

 

i would use it tho... if i turned off friendly fire/changed to normal difficulty/played solo/had more sophisticated party AI 



#212
PillarBiter

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Some larger or high-tier enemies (like giants) are immune, but very little enemies are. I believe even dragons aren't immune. Basically, I think only enemies that have the 'all disabling efects' immunity are immune. 

 

Weakness is awesome.


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#213
JaegerBane

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KE is... a jedi. who wants to roll a jedi in a fantasy game?
 


*raises hand*

#214
Bhaal

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Well interestingly i'm playing the traditional mage better with KE. Due to fade shield i can use barrier to empower my fire spells as a nuker, create a defensive buble which even stops arrows, combined with winter stillness always having high mana regen, parrying dragon attacks and since i have access to best damage type(spirit) with the most cost-efficent ability in the game againts enemies who resist element type of his staff, even cool-downs are non-issue thanks to clean-burn, spirit blade combo.

 

KE feels like the only mage spec that went some thought into, so it feels both unique and improved(over base mage).

 

I don't know but i never got that "Archmage" feeling with other specs.



#215
sergel02

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Some larger or high-tier enemies (like giants) are immune, but very little enemies are. I believe even dragons aren't immune. Basically, I think only enemies that have the 'all disabling efects' immunity are immune. 

 

Weakness is awesome.

Trying to decide between the 3 mage specs. Weaken seems nice since the whole group benefits from it. 

I have my KE right now and liking it, but I don't take Fade Shield, and casting barrier (or any AoE) in melee range is wonky with the controller. Admittedly though my RM playing felt a little static since I was never in danger, but only played so much. Necro seems cool, but the passives don't seem as good as the other two unfortunately. 

 

A lot of RMs take PotA and Lighting Cage, but it seems like too many points. Pull of the Abyss seems okay for the most part to me, from what I've seen.



#216
goofyomnivore

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Mindblast is pretty neat with Rift Mage since you can reliably put things to sleep. I was fade stepping in and aoe detonating things for 1600 crits. It is a pretty good spell if you want a more "risky" Rift Mage rather than the far back aoe death machine Rift Mage.


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#217
Elhanan

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Q: Weakness - am unable to see it except for combo results and Stone Fist. Is there a better source for when I eventually choose Rift Mage?

#218
Rizilliant

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When the first screens on specializations were available many people (me included) came to the conclusion that the Rift specialization didn't seem to offer so much in comparison to the EK and Necro, but damn if we were wrong.

The Rift/Fire mage combination is much probably the most powerful (yes, even superior to the EK/Winter one IMO) and more iimportantly it is even very fun to play (differently from EK that after a while becomes boring if you want to be invincible).

I tried many Mage combinations till now and for how I see it the best ones are in this order:
1. Rift/Fire or Storm
2. EK/Winter or Fire or Storm (well, EK synergize well with all the three lines; full Winter is the most boring however also if it is arguably the most durable)
3. Necro/Fire or Storm (also if sincerely I'm not an expert of the Necro spec yet and so it can be I'm missing some powerful combination with skills atm).

Both Rift and EK are almost invincible but Rift is fun to play and it offers much more damage output and you can do very interesting combos with weakened.

EDIT: Currently trying better the Necro spec to see if I can improve my view on it. If some experts on the Necro spec wants to share their builds please do so.

Who's this "we" you so flagrantly speak for, both in critique, and defense? XD  jk, but seriously, i actually liked it.. Closest thing we have to Arcane Warrior.. "Closest", not actual.. I miss my Heavy armored, sword wielding Arcane Warr...My Shapeshifter, Blood Mage, and Resto Mage too for that mater...



#219
Rizilliant

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Q: Weakness - am unable to see it except for combo results and Stone Fist. Is there a better source for when I eventually choose Rift Mage?

If you have the floating texts enabled for all, youll see a hunter-green text when it is initially applied.. There doesnt seem to be much in terms of UI, ovrelay, indicators, or running identifiers.. Just a once over, floating text..

 

If you only have it enabled for you, then youll obviously only get the text when you apply it.. Im pretty sure all classes have the ability to apply all effects now, if im not mistaken.. Unfotunate, since it brought about much better group diversity, andmuch better tactical play for cross class combos before.. I still havent been able to identify when the combo is ready, except frozen>shatter.. For the first 75hrs or so, i assumed it just meant when they were on the ground, in a knock down state... Still at 100+hrs, im no more sure about cross class combos in this game...Considwererd myself to be quite masterful at them before...

 

TLDR: army green/hunter green text shows when its applied.. I know the mage, and rogue both have abilities that apply it, as well as 2handed warr if im not mistaken.. Im at work now, so cant really say for certain. (slow time of year for the industry)



#220
actionhero112

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Mindblast is pretty neat with Rift Mage since you can reliably put things to sleep. I was fade stepping in and aoe detonating things for 1600 crits. It is a pretty good spell if you want a more "risky" Rift Mage rather than the far back aoe death machine Rift Mage.

You can do the same thing with dispel except, you don't have to break winter stillness to do so. It's also has more utility, and gives a damage bonus when dispelling barriers and buffs. 

It's also targetable, while mind blast is not.

 

Dispel > Mind Blast Master Race.



#221
teks

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I like mind blast for the agro-be-gone. If only it did knockdown instead of a push back.



#222
JaegerBane

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I like mind blast for the agro-be-gone. If only it did knockdown instead of a push back.


Meh. Everytime I tried it I re-acquired the aggro almost instantly - you practically need to be joined at the hip with your tank to make the reduction stick. It would have been a useful spell if it chucked people about, could have dumped enemies into a trap, outside of a static cage.... Missed opportunity.

#223
goofyomnivore

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Yeah dispel is probably better. But the guy above was wanting a more dangerous playstyle, so it was just a suggestion.
 
The mindblast often knocks people out of Static Cage / near the edge then the nightmare (assuming they live) makes them run out, so they get flung back in and paralyzed / shocked, and then you can stonefist again and they are asleep. I doubt any common enemies live long enough tho to take a 2nd dispel or mindblast.


#224
JackPoint

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That rift mage with meteor swarm powered tier 3 is insane for sure, couple that with the passives from fire and the barrier dmg buff and you become a God.



#225
Elhanan

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If you have the floating texts enabled for all, youll see a hunter-green text when it is initially applied.. There doesnt seem to be much in terms of UI, ovrelay, indicators, or running identifiers.. Just a once over, floating text..
 
If you only have it enabled for you, then youll obviously only get the text when you apply it.. Im pretty sure all classes have the ability to apply all effects now, if im not mistaken.. Unfotunate, since it brought about much better group diversity, andmuch better tactical play for cross class combos before.. I still havent been able to identify when the combo is ready, except frozen>shatter.. For the first 75hrs or so, i assumed it just meant when they were on the ground, in a knock down state... Still at 100+hrs, im no more sure about cross class combos in this game...Considwererd myself to be quite masterful at them before...
 
TLDR: army green/hunter green text shows when its applied.. I know the mage, and rogue both have abilities that apply it, as well as 2handed warr if im not mistaken.. Im at work now, so cant really say for certain. (slow time of year for the industry)


Thanks. However, I play with all Floating text disabled; prefer immersion, and the cues be visualized like Freezing.

Reason I ask is so many of the RM perks involve Weakness, and I only saw the two sources. However, if there are ample sources, this bodes well for my attempt with a later character. For now, I am enjoying the KE Storm mage.