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Mage build help


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13 réponses à ce sujet

#1
CamlTowPetttingZoo

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I'm starting another play through with a mage and I needed some help on making a character that can remind me of how fun it was to play a biotic in ME3 with the biosplosions going off constantly. I'm fairly certain that you can't do something exactly like it even with those cross class combos but I'm looking for something similar. If not that, then maybe something more like a sith character. I'm hardly versed in Star Wars lore but I know sith are the bad guys and have lightning. Hopefully that doesn't mean I'm relegated to the KE specialization as I have that on my first mage. It's nice not having to be concerned with death but it gets incredibly boring.

 

Had planned to try out the Necromancer class but heard that it's fairly lackluster. Any help would be appreciated.



#2
Fullmetall21

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The rift mage in most likely what you are looking for. You can get constant Discharges with Chain Lightning + Stone Fist, Shatters and Nightmares. Honestly if you go 2 mages in the group you have a ton of combos you could do with the Rift mage or so I am told I have yet to try one myself ( I plan to on my next playthough). You also get pretty much unlimited mana as a Rift mage so you can effectively spam your spells. Hope that helped good luck.



#3
VilniusNastavnik

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As a rift mage, you can combo yourself really easily, take one or two spells from each tree and the rest passives, you are good to go Winters grasp into a stone fist for shattering, chain lightning into an area veil strike for sleep, if you have dorian with you you can create a walking nightmare.. pull of the abyss + walking bomb + static cage + veil strike = death to everything.

If you are looking for the sith lord build, Knight enchanter + all of the lighting tree + the spirit tree + parts of the frost tree. You are impervious to damage with that build and can be game breaking.. remember to use coat armor variants with greater bear hide and a battlemage cowl for sith robes..



#4
wepeel_

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A problem I have with the rift mage is that it's great on packs of trash enemies, but as soon as you face anything that's immune to physical (bosses, elites, even bears), all the control effects are useless and you're basically sidelined to spamming nukes.. and rift mage doesn't have that high of a damage capacity.

 

Also, there's about next to nothing a rift mage can do (other than run) if targeted by such an enemy. No real avoidance or defensive capabilities.


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#5
ThelLastTruePatriot

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Very true  wepeel. I am currently playing as a rift mage on nightmare. While I can wipe up most groups with no issues, big single targets just sort of laugh at me, like dragons. I usually keep sera around to handle them which feels a bit cheap but it would take me all day otherwise to do myself spamming things like fire mine, which is ok until I come across something that is fire resistant. KE is better for boss battles and can of course survive much better too if targeted.


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#6
TheInvoker

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A problem I have with the rift mage is that it's great on packs of trash enemies, but as soon as you face anything that's immune to physical (bosses, elites, even bears), all the control effects are useless and you're basically sidelined to spamming nukes.. and rift mage doesn't have that high of a damage capacity.

 

Also, there's about next to nothing a rift mage can do (other than run) if targeted by such an enemy. No real avoidance or defensive capabilities.

Everyone should have weaknesses.Even adepts struggled vs shields...

I don't agree with the last part. Stonefist is a knockback....or you can use the knockdown ability

Necromancer doesn't have so many CC....only Horror



#7
wepeel_

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Everyone should have weaknesses.Even adepts struggled vs shields...

I don't agree with the last part. Stonefist is a knockback....or you can use the knockdown ability

Necromancer doesn't have so many CC....only Horror

 

I agree about the weaknesses, it's just kind of annoying to be a great trash pack clearer but mediocre at fighting the enemies that really count. And you can't knockdown enemies that are immune to physical.. if they're vulnerable to knockdown they'll be vulnerable to pull of the abyss as well and then they can't touch you.



#8
TheInvoker

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I'm starting another play through with a mage and I needed some help on making a character that can remind me of how fun it was to play a biotic in ME3 with the biosplosions going off constantly. I'm fairly certain that you can't do something exactly like it even with those cross class combos but I'm looking for something similar. If not that, then maybe something more like a sith character. I'm hardly versed in Star Wars lore but I know sith are the bad guys and have lightning. Hopefully that doesn't mean I'm relegated to the KE specialization as I have that on my first mage. It's nice not having to be concerned with death but it gets incredibly boring.

 

Had planned to try out the Necromancer class but heard that it's fairly lackluster. Any help would be appreciated.

This is not a real combo with bonus damage but using Pull of the abyss + Fire mine = lot of damage and instant full mana

Fire mine with 1600% is the most powerful spell in the game i think (not counting DoT) + 15%bonus damage vs weakened enemies = 1840% 

With 66 damage staff = 66x18.4=1214 damage AoE 

AoE is important because you can have better damage (rogue's backstabs with Twin Fangs or using Deathblow and some Warrior abilities.....but only if they are critical) on a single target.

If you can hit 4 enemies with the mine (and it's not hard if you place well pull of the abyss. you are doing about 5000 damage.

Of course if you like to see big numbers on single target,the rogue is better but if you are playing a mage.....Every class has a role

 

 

I agree about the weaknesses, it's just kind of annoying to be a great trash pack clearer but mediocre at fighting the enemies that really count. And you can't knockdown enemies that are immune to physical.. if they're vulnerable to knockdown they'll be vulnerable to pull of the abyss as well and then they can't touch you.

what i don't like about the rift mage is the focus ability. i don't find it useful

It's completely useless vs Dragons because they move a lot.....realli i never used it once. Better not to take it and use the default focus ability

 

ok but you can find enemies immune to fear so Necromancer's Horror would be useless too

That's why you are not alone.Build your allies to compensate your weaknesses



#9
wepeel_

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ok but you can find enemies immune to fear so Necromancer's Horror would be useless too

 

 

Well, in a sense. Necromancers were never as good at control as rift mages, but also not as confined to it. No one picks a necromancer for the sake of horror, but pull of the abyss is kind of the signature spell for rift mages. On control-immune mobs necromancers can still deal at least decent damage with spirit mark and walking bomb, and in some encounters they can put their controlled spirits to good use.



#10
actionhero112

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Necromancer is awful. They center around DoT, but even a KE spamming spirit blade will outdamage their dots. Plus the fact that all their abilities are basically single target, and the final explosion of walking bomb is a measily 600% weapon damage? That's .... not great. 

 

Rift Mage is better than Necromancer purely because the Rift Mage actually excels in one area. Necromancer is easily the worst specialization both for mages and probably the entire game.



#11
CamlTowPetttingZoo

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This is not a real combo with bonus damage but using Pull of the abyss + Fire mine = lot of damage and instant full mana

Fire mine with 1600% is the most powerful spell in the game i think (not counting DoT) + 15%bonus damage vs weakened enemies = 1840% 

With 66 damage staff = 66x18.4=1214 damage AoE 

AoE is important because you can have better damage (rogue's backstabs with Twin Fangs or using Deathblow and some Warrior abilities.....but only if they are critical) on a single target.

If you can hit 4 enemies with the mine (and it's not hard if you place well pull of the abyss. you are doing about 5000 damage.

Of course if you like to see big numbers on single target,the rogue is better but if you are playing a mage.....Every class has a role

 

 

 

You say fire mine is the highest damage spell. What about electricity? is it viable with the rift mage? I'm not a fan of fire spells but I'll use the class if the other one isn't that great. I usually do Ice but i wanted to try out electricity.



#12
CamlTowPetttingZoo

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Necromancer is awful. They center around DoT, but even a KE spamming spirit blade will outdamage their dots. Plus the fact that all their abilities are basically single target, and the final explosion of walking bomb is a measily 600% weapon damage? That's .... not great. 

 

Rift Mage is better than Necromancer purely because the Rift Mage actually excels in one area. Necromancer is easily the worst specialization both for mages and probably the entire game.

I really wanted to pick the necromancer class when the specializations first came up but I couldn't find the materials for it. I got impatient and just settled on the KE not knowing how laughable the combat became when you have that class.



#13
wepeel_

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You say fire mine is the highest damage spell. What about electricity? is it viable with the rift mage? I'm not a fan of fire spells but I'll use the class if the other one isn't that great. I usually do Ice but i wanted to try out electricity.

 

Rift mage + storm isn't the best combination as they both center around control, meaning they both work well with the fire spells. The rift mage tree is rather similar to the storm tree but with (arguably) even better control + weakening + great mana regeneration. You can still play that way of course, it's not like it won't work.



#14
JaegerBane

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A problem I have with the rift mage is that it's great on packs of trash enemies, but as soon as you face anything that's immune to physical (bosses, elites, even bears), all the control effects are useless and you're basically sidelined to spamming nukes.. and rift mage doesn't have that high of a damage capacity.

 

Also, there's about next to nothing a rift mage can do (other than run) if targeted by such an enemy. No real avoidance or defensive capabilities.

 

It's definitely the most frustrating aspect of the class. You can go from sowing mayhem to just trying to stay out the way in the big fights, feels a bit silly.

 

I suppose the idea is that a class that specialises in crowd control shouldn't need avoidance or shielding but realistically, that would break the game.

 

This is ultimately why I stuck with Knight Enchanter. I found with a decent combo of Inferno and Storm spells I could mess up trash more or less just how I did with my Rift Mage, but in the big hero fights I was right up in the enemy's face, leading the charge... rather than hiding at the back and hoping I didn't draw too much Aggro. Reminded me of the way the KOTOR Jedi Guardian worked, tbh.


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