I've played a Rift mage and a Knight Enchanter and though the Knight enchanter is good as far as how powerfull it is I found it a relatively boring build to play. Its a Toss barrier on yourself and keep wacking away at thing tell they die with your spectral blade. It's rather boring in my opinion.
Rift mage was a lot more fun because i went an elemental spread build. I basicaly went heavy into fire tree and Rift tree and a little into ice and lightning. My main spell lineup that i used included...
Fade Step - A must have for any mage, nothing better then a free cost move a good distance ability that I often used outside of combat to speed my crossing maps when i didnt want to use my mount. Aslo keep in mind you can change your direction as this spell is going off so if your reactive enough you can sircle around things at break neck speeds as well.
Barrier - fairly spelf explanatory, your squishy
Stone Fist - probably the best damage spell in the game, yes better then fire mine. Because it's instant, travels to the target, you dont have to worry about monsters avoiding it, often knocks things down, chains for bonus affect, and weakens enemies, not many enemies even partialy resistant to its damage, does AE damage, and hits harder than you think because of the weaken affect.
Chain Lightning - fast cooldown and good damage against multi targets if their not resistant to lightning. when there are Two enemies and it chains 6 times its awesome.
Fire mine - This spell especialy if you have 2 mages in your group using it is nasty when combined with one of the main reasons to go Rift mage, pull of the abyss. Cast pull of the abyss pause the game then have both your mages throw this down right at the center of the pull, monsters will usualy get to the middle abotu the time this goes active and watch the Large AE numbers from 2 mines on all of them go off. I usualy only used mine with pull of the abyss and rarely by itself upless i was fighting a dragon that wasn't resistant to fire.
Winter Grasp - this spell is ehh because of its large mana cost for damage done but the freezing followed by a Stone fist for the shatter effect is nice and you need a good ice spell when fighting ice weak enemies and dragons for your rotations.
Pull of the abyss - Great spell for any grouping of enemies, of course doesnt affect big stuff much if at all but when coupled with your other AE spells which are everything else Ive listed this rocks. Enemies dont attack when they are caught in the pull and the pull actualy extends a little past the edge that it shows when laying it down. Also your tank is likly to charge into the center of it were the enemies are and AE taunt causing other enemies to move toward him and also get caught in the pull. Awesome croud control.
Mark of the Rift - Good AE damage and insta kills some things, much better i think then the Firestorm spell in Rift line up which ive used with solas to try out.
I like this build because it's fun to play you have a wide elemental spread to cycle through for things that are weak to or resistant to some elements good crowd control and awesome AE. Another fun spell to put in lineup if you decide you want to go something other then fire mine is wall of fire does good constant AE and the panic affect on it litteraly freezes some monsters in place so they wont move while they are stuck in the wall taking damage and renders them helpless. Can also cast the wall right on the middle of pull of the abyss for fun.





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