Wanted to ask feedback on a build I'm going to play soon. Some high level items like Lifegiver are omitted due to roleplay (basically, good-oriented character - no blood magic, who likes to learn new spells about the Fade itself (Shapeshifter and Spirit Healer) as well as to learn all aspects of different magic schools (Entropy and Creation - two opposites that complement each other))
Levels 1-7
Stats: pure magic
Skills: in order of getting
- Herbalism 1, Combat Tactics 1 (starting)
- Coercion 1 (character creation)
- Coercion 2 (Formari Tome)
- Combat Training
- Improved Combat Training
Spells: in order of getting
- Arcane Bolt (starting)
- Glyph of Paralysis, Vulnerability Hex (character creation)
- Spell Wisp
- Grease
- Glyph of Warding
- Glyph of Repulsion
- Life Drain (Joining)
- Affliction Hex
- Death Magic
Levels 8-14
Stats: pure magic
Skills: in order of getting
- Coercion 3
- Coercion 4 (boosts from the Fade)
- Survival 1 (Tome of Skill and Sundry - Old Tegrin)
Spells: in order of getting
- Spider Shape (Tome of Arcane Technique - first camp visit)
- Bear Shape (Tome of Arcane Technique - second camp visit)
- Flying Swarm
- Misdirection Hex
- Death Hex
- Master Shapeshifter
- Curse of Mortality (Tome of Arcane Technique - Circle Quartermaster)
- Death Cloud (Tome of Arcane Technique - Wonders of Thedas)
- Group Heal (Urn of Sacred Ashes)
- Spellbloom
- Stinging Swarm
- Arcane Shield
Levels 15-20
Stats: pure magic
Skills: in order of getting
- Expert Combat Training
- Master Combat Training
- Survival 2 (Tome of Skill and Sundry - Varathorn)
- Survival 3 (Tome of Skill and Sundry - Alarith)
Spells: in order of getting
- Staff Focus
- Arcane Mastery
- Revival
- Lifeward
- Cleansing Aura
- Glyph of Neutralization
Endgame gear:
- Helmet: The Libertarian's Cowl - +12 defense, +0.25 mana regeneration in combat
- Gloves: Black Hand Gauntlets - +20% spirit damage
- Chestpiece: First Enchanter Robes - +3 willpower, +3 magic, +9 defense
- Boots: Magus War Boots - +12 defense
- Belt: Andruil's Blessing - +2 to all attributes, +20% nature resistance, +1 mana regeneration in combat, +10 physical resistance
- Amulet: Magister's Shield - +6 defense, +12 defense against missiles, +4% spell resistance, -10% nature resistance
- Ring 1: Key to the City - +2 to all attributes, +4% spell resistance, +10% to healing effects received
- Ring 2: Ring of Ages - +20% fire, cold, electricity, nature and spirit resistance
Weapons
- Staff: Heaven's Wrath - +1 mana regeneration in combat, +5 spellpower, +10% electricity damage
- Sword (for shifted form damage): Oathkeeper - +1.5 armor penetration, +10% to healing effects received (has one rune slot which will be used for Grandmaster Hale Rune - +25% Physical Resistance)





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