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Most useful spells for rift mage


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#1
Diefree

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Hi just got game and started playing. My question is when I go Rift Mage what spells are the ones I have to have. I know stone fist, fire mine, all the rift mage passives, and the clean burn are needed but also heard energy barrage, static cage and a great many others are needed as well....just very confused about which I need. Thanks for any help.



#2
Biotic Flash Kick

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get the 3 rift mage spells + firestorm

 

immolate

static cage

energy barrage

winters grasp

 

enjoy easy moding through nightmare 



#3
PillarBiter

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I only use stonefist.

 

why? because weakened is bugged and applying it too much will cause it not to work. So I use:

 

Stonefist, energy barrage, static cage, immolate, chain lightning as my main attack pattern. The combination of weaken, shock, burn and sleep will VERY quickly destroy a multitude of enemies.

(barrier, fadestep and marrk of the rift are my other 3, in case you were wondering)

 

The beauty of this build is that it mostly will use abilities which are easily accessible in the trees, and it is therefor viable at a low level. 

 

The other beauty is that with flashpoint, clean burn and weakened mana drain, you never lack for spells. Even static cage. 


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#4
GuyNice

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Rift tree: Pull of the abyss+ and Stonefist+ are must have IMO. Firestorm and veilstrike are optional, as mark of the rift can replace firestorm and you have 2 spells that apply weaken already.

 

Storm tree: Energy barrage is amazing because it's great single target damage, detonator, and can proc Flashpoint and masterworks consistently. Static Cage is the best group damage-utility combo against enemies that can be paralyzed. Chain Lightning is good to combo with weaken for deep sleep detonation, and does solid damage + aoe shock (buffs your magic damage).

 

Winter tree: Fadestep is a must-have. Winter's Stillness and Mana Surge are good passives but less crucial for Rift Mages since they can recover mana and reduce cooldowns via rift/fire passives. Winter's Grasp is good early on but as you progress it becomes somewhat less powerful (i replaced it with static cage on my rift mage later in the game).

 

Inferno tree: Fire Mine is the best damage spell in your arsenal. Firewall is a good replacement if you dont have enough points to reach Fire Mine+, as you want the passives leading up to it anyways, and it offers alot of CC. I wouldn't take both for damage purposes since the burning component doesn't stack. Immolate is good for most of the game since it's basically free (on the way to crucial passives).

 

Spirit: Barrier is a must if you're the only mage in the party (and still recommended otherwise). Dispel is great early on when rifts are challenging but can be replaced eventually.

 

To sum up, there are many valid spell choices based on your party composition and personal fun factor. Experiment and find the style which you enjoy the most.


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#5
Hermes_tri

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I'm a level 19 Rift Mage on Hard. I don't use Barrier at all and neither do Fade step. My mage is more about damage and controlling the battlefield from his position. I roll with Dorian(he is on Barriers), Cassandra my LI, and other spot is open, currently Cole.

So, my Pyro Rift build(after much experimenting):

1. Veilstrike - weakness spam and on demand knockdown - archers or melee chasing at me.
2. Stonefist - weakness and a heavy hitter, knockdown
3. Immolate - all purpose AoE, great burning power.
4. Fire Wall - denying melee, CC and good synergy with PotA.
5. Chain Lighting - good starter, shock starus, plus puts enemies to sleep when combo'd with Veilstrike.
6. Energy Barrage - when you need that guy removed, fast. Also, to lower resistances.
7. Pull of the Abyss - synergy with Firestorm and Immolate, and Firewall. Good CC, a bit short though.
8. Firestorm - affected by Pyromancer, looks and feels great to use.

Skills I tried:

1. Lighting bolt - way to weak for its mama cost.
2. Flash fire - OK, but again costs too much.
3. Static cage, I don't really like it. Too far down the tree, too short, PotA is much better.

#6
mredders91

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I play more as control leaving my barriers to ether Dorian or Vivienne. Varric is almost always in group for Tricks of the Trade passive.

1 > Winter's Grasp, good for the freeze on enemies that get to close or archers that manage to stay out range
2 > Stonefist +, for the weakness on groups of enemies, can self detonate of winter's grasp
3 > Static Cage +, can lock down despair and terror demons and with upgrade and do some good damage over time, can combo with weakness to cause sleep
4 > Pull of the Abyss, needs no explanation
5 > Firestorm, So many meteors to few enemies
6 > Fire Mine +, Stick in the middle of pull watch them burn
7 > Ice Mine +,  removes armor of tougher enemies and more freezing for stone fist 
8 > Veilstrike +, Cheap cast weakness and knockdown



#7
Diefree

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Thanks guys alot to think over. I should say I intend to run Dorian or Solas on barriers and support. I like making things die more than keeping team alive.



#8
Biotic Flash Kick

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I play more as control leaving my barriers to ether Dorian or Vivienne. Varric is almost always in group for Tricks of the Trade passive.

1 > Winter's Grasp, good for the freeze on enemies that get to close or archers that manage to stay out range
2 > Stonefist +, for the weakness on groups of enemies, can self detonate of winter's grasp
3 > Static Cage +, can lock down despair and terror demons and with upgrade and do some good damage over time, can combo with weakness to cause sleep
4 > Pull of the Abyss, needs no explanation
5 > Firestorm, So many meteors to few enemies
6 > Fire Mine +, Stick in the middle of pull watch them burn
7 > Ice Mine +,  removes armor of tougher enemies and more freezing for stone fist 
8 > Veilstrike +, Cheap cast weakness and knockdown

bold: bugged

it doesnt give bonus damage

 

it's sad

procs shatter sure

but it doesnt give the proper damage boost :/



#9
PillarBiter

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bold: bugged

it doesnt give bonus damage

 

it's sad

procs shatter sure

but it doesnt give the proper damage boost :/

 

yeah, I built my rift mage around what WORKS, not around what's best in theory as well (see post 3). that's why I don't use pull of the abyss (weakness bug) or ice spells (shatter bug). I SHOULD use fire mine instead of immolate... But I love immolate just so, SO much. And it's available a lot more. 


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#10
Hermes_tri

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Just don't upgrade PotA and no weakness bug .



#11
PillarBiter

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Just don't upgrade PotA and no weakness bug .

 

But you can basically spam 3 stonefists in the time of one PotA... Impact detonating all sleeping enemies, causing weakness on various enemies, sleeping enemies together with shock, exploding paralyzed enemies from static cage, knocking enemies down 3 times over the course. Together with flashpoint and clean burn, you can even do this more often.

 

No, Even IF it would work correctly, I would not use PotA over static cage. But hey, that's just me. 



#12
Diefree

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So how bad is the weakness bug, it seems like a severe thing for the Rift Mage's class mechanic to be bugged.



#13
PillarBiter

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So how bad is the weakness bug, it seems like a severe thing for the Rift Mage's class mechanic to be bugged.

 

Thing is, if you apply weakness to an already weakened enemy, this will cause them to lose the earlier weakness status, and be immune to weakness for 20-30seconds. 

 

So yeah, this makes it kinda hard to consistently apply weakness to all enemies.

 

That said, i've found that if you weakness+shock = sleep, and then detonate the combo, your next weakness application still works, even if done in quick sucession.



#14
JaegerBane

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I SHOULD use fire mine instead of immolate... But I love immolate just so, SO much. And it's available a lot more.


This makes sense if you're not taking PotA. Ordinarily I'd say you're just nuts having a rift Mage that ignores fire mine, but Fire Mine does require precise crowd control to compensate for its awkward deployment, compared to immolate's idiot-proof use. If you don't have PotA then it's going to be difficult to consistently use it to its greatest effect. Immolate doesn't really need anything other than a decent barrier to hit its potential. It even breaks red lyrium veins if need be :)

#15
Diefree

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*deleted*



#16
Leadfoote

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But you can basically spam 3 stonefists in the time of one PotA... Impact detonating all sleeping enemies

 

Does stonefist effectively detonate on sleeping? I've seen how it is bugged to not deal shatter damage. I assumed it was bugged to not deal combo damage at all.



#17
squidney2k1

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If you are going to take Static Cage then Energy Barrage is a MUST.

I don't think that Fade Step is necessary on all mages, but it's certainly helpful for escaping. However, it's important to have all elements covered so Fade Step w/ its upgrade can be your ice dmg spell, should you wish.

#18
JaegerBane

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If you are going to take Static Cage then Energy Barrage is a MUST.


While I quite agree, Immolate works quite well too. That burning DOT it inflicts triggers Lightning Cages bolts per tick, so burn a bunch of opponents and you get fry em twice :)
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#19
Leadfoote

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While I quite agree, Immolate works quite well too. That burning DOT it inflicts triggers Lightning Cages bolts per tick, so burn a bunch of opponents and you get fry em twice :)

Nice!



#20
goofyomnivore

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On PC I've only ever gotten the weakness bug when something has been "shocked" for example (Stonefist -> Chain Lightning -> Stonefist) causes the weakness bug for me, but I can cast Veilstrike -> Stonefist,  Stonefist -> Stonefist, or PotA -> Stonefirst over and over and over and over without it bugging out. It visually says nothing but I am still restoring mana based off %dmg basically refilling my bar to 100 after every Stonefist. The damage reduction and increased damage have always never worked for me (the passives in Rift mage) or have atleast never been noticeable.
 

 

To answer the op tho a standard level 13-15 build I do for Rift Mage (when I play or when I respec Solas at Skyhold). I usually get to Skyhold around level 11-12.

 

Ice -- Fade Step (1)

Fire -- Immolate, Clean Burn, Flashpoint, Pyromancer, Fire Mine + passive (6)

Storm -- Energy Barrage (1)

Spirit -- Barrier (1)

Rift Mage -- Stonefist + passive, Veilstrike, mana regen passive, damage passive, pull of the abyss + passive (7 total)

 

16 points.. I think you would have 13 by levels, you get a bonus one for human, and other in Crestwood. So around level 13-15 depending on your race. if you don't like fire you could go into Static Cage (I think it is only 5 points compared to 6 for fire). But electricity for me bugs out weakness, so I avoid it and lightning staffs for the most part. That is pretty much my "core" when I play Rift Mage. I get an Ice staff, so I have 1 ice skills and 2 fire skills to diversify my damage a bit. 

 

My bar would look like;  barrier, immolate, energy barrage, mark of the rift, stonefist, fade step, pull of the abyss, fire mine. So after that you could just spend your points on passives, or  go down Storm if you wanted to mess with Static Cage.


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