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Rift Mage Build Viable on Nightmare


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#1
Honey

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hi, can someone tell me a good build  for maximum damage output as a rift mage

 

I'm kinda lost with all the bug with the weaken effect and the lightning tree. 

 

i just want to be good with trash mobs AND also being able to perform well against dragon without changing my skill every i face a new immunities.

 

plus, ive tried archer assassin and found it boring because once your 2 main nuke are done, all the others abilities are kinda meh. And yes i've tried the using mercy killing and even with a party that maximise panic and sleep, i find myself relying more on auto-attack than anything else and, the fact is they dont crit always.

 

dont know if im doing something wrong, but is archer all about crit damage and flanking damage like dw assassin ? Because i want to maximise my damage on my rogue too, but find that i dont crit a lot with archer compare to dw. i would need to get cunning and crit-chance while with dw rogue i could just get 100% chance easy and still have higher flank and crit damage.

 

in fact i like ranged class, but seeing how mages do against immunities, and how, when using an archer, i dont really feel like im realising the full potential of the class i feel kinda lost about with spec to choose.

 

i've tried the following class : 

 

rift mage with fire/lightning = really difficult against sleep immune ennemies (and worse against dragon)

 

necro = Didnt really get far as i was ovewhelm a lot by ennemies because of no real cc (and wall of fire doesnt do well in open spaced area. Yeah ennemies can just circle around it when against a lot of them)

 

knight-enchanter = tried it and while i felt invincible i was feeling like it took a longer time killing things (more than other ranged classes)

 

Archer assassin = Like i said im strugling to find a way to get crit and flanking damage as high as dw assassin and stll to crit a lot (which doesnt happen)

 

Archer Tempest = Dont like to rely on flask for damage, i prefer stealth because it drop aggros and turn u invisible plus it stealth give you bonus damage.

 

 

Archer Artificer : tried it and i don't like it



#2
Tharkun

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Rift mages do very well on nightmare.  Early on the only Fire Immune guys are Rage Demons and some of the Red Templars (use tac cam to check).  But rift mages all can use Stonefist so you have spirit damage.  I also took Winter's Grasp on my last run through to put the hurt on Fire Resistant enemies.

 

Basic build when you get the spec is at about the 13 point level.  This build is relatively simple to use.  The idea is to use PotA to start and drop a fire mine in the middle.  Immolate is your detonator.  Stonefist is your go-to nuke.  It is up often (8 seconds), does great AOE damage (500% to all within 4m of target) and does spirit damage.  It also applies weakness.

  1. Veilstrike
  2. Restorative Veil
  3. Smothering Veil
  4. Stonefist
  5. Stonefist+         [ability1]
  6. Pull of the Abyss  [ability6]
  7. Pull of the Abyss+ 
  8. Immolate           [ability3]
  9. Flashpoint
  10. Clean Burn
  11. Pyromancer
  12. Fire Mine          [ability5] 
  13. Winter's Grasp     [ability2]
  14. Winter's Stillness
  15. Winter's Grasp+
  16. Mana Surge
  17. Fade Step          [ability4]
  18. Energy Barrage

This build avoids the shock+weakness quirk.  Your staff should be fire damage or cold damage.  Since there is no barrier in the build just make one of your masterworks "guard on hit".



#3
Honey

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ok ill try that. but to avoid the weakness-sleep bug should i forbid myself not to use other spell that does shoes on others party member. i plan original to get dorian as my barrier/revival man and to have him do walking bomb in the center of PotA just for extra sheningan and give him a bit of statics cage, but i guess that would trigger the so called "bug"

 

i just wonder if necro is any good as walking bomb do more damage than stonefist (on paper at least) and that i would have better passive, plus i could have solas doing the cc for me and putting barrier and reviving people around but i feel like necro is lacking any good cc by itself

 

i always though of going necro but never went to it because i never what i was like when fully build.

 

 

i guess i will try necro a bit and go see video on necromancer gameplay.

 

but if anyone got any build for necro that involve fire mine, walking bomb and applying constant panic/fear effect for bonus damage i could decide wich one i want to go for

 

so if some of you are already experienced with necromancer and know what work/dont work for putting fear/panic a lot i would more than appreciate that

 

oh and thank you for your reply ill probably in fact use this build on solas but slightly delayed for stuff in the spirit tree and getting offensive stuff later on. your build is real good though and should come in handy ^^

 

thank you for the build man : you're a real bro =)



#4
ottffsse

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^while walking bomb is da bomb literally, a Rift mage can spam stonefists much faster shorter cool down. Of course if you hit the same group of enemies with a virulent walking bomb as with a stone fist there is a potential to deal way more damage as the virulence spreads.

http://www.rpg-gamin...22332b428533613

This is fire heavy. Most of the time you will stand on a fire mine for you own safety at least in nightmare when facing melee units like terrors or mobs with lots of melee. Archers should get shafted with wall of fire walking bomb. Since this particular build does not have barrier yet - I recommend you to take it for the next step if just for chaotic focus fire mines :). So standing on a fire mine you will be spreading Panik spells like wall of fire and horror. Should anything come too close they will explode on your fire mine and you can zip away using fade step. Rinse and repeat. Just disrupt archers formations with walking bomb or horror. For best results bring a second mage with static cage and barrier. Take power of the dead passive next and either barrier or winter's stillness. Make sure to have heal on hit and kill masterworks crafted for self revives as you don't have barrier.

#5
sagefic

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Rift Mage is totally viable on nightmare. I'm not a mix-maxer by any means, so it took me a while to get the hang of it. Hardest battle was the opening pride demon at the breach - few skills there, no ability to go do side quests first.

 

I run a ice/rift mage (totally did this for RP reasons, but found it worked remarkably well. massive crowd control abilities here):

 

Spirit:

Barrier (+ elemental defense)

(Peaceful Aura)

(Guardian Spirit)

Dispel

 

Winter:

Winter's Grasp (+Winter's Chill)

Fade Step (+Frost Step)

(Winter Stillness)

Ice Mine (+ Brittle Glyph)

 

Rift:

Stonefist (+Shatterstone)

<Veilstrike> << never use, used it to get the passives

Pull of the Abyss (+Shaken Veil)

(all additional passives in the tree)

 

^ this is mostly AOE crowd control.

 

1. Start with Pull of the Abyss to drag enemies into area and weaken them.

2. Ice Mine (alt. fire mine/lightning cage) on center of draw zone

3. Everyone flash freezes

4. Stonefist to shatter

5. Bull/companions rush in with glee and slaughter everyone

6. Winter's grasp.stonefist as necessary to mop up

(possibly: 7. Fade Step for escape situations, also for sneaking past baddies to disrupt rift in rift battles)

(possibly: 8. dispel magic for rift battles, also as necessary for enemy barriers) 

and then 9: Profit (i.e., loot the bodies)

 

^ on truly ice-resistant baddies (ice dragons), i sometimes respec briefly to fire.

 

A few notes for nightmare (which you may already know, but i didn't):

 

* if you play OCD like and pick up every scrap of XP, it's actually not that hard to do nightmare. you just level up like mad on the small quests before taking on anything bigger

* Fade-Touched Obsidian gives guard to your armor with the masterwork crafting. << you want this. it adds the armor to you when you get hit. also good for iron bull and cole, since they take a lot of damage (good for everyone, but i get it for them first)

* When you pick up the ice, fire, and lightning tonics (after halamshiral? i think??) get them in your potions inventory. they make deadly dragons a LOT easier.

* i always pack around an extra staff for occasions when something is ice resistant.

 

and * the name of the rift mage game is crowd-control.  the key is to group the enemies and keep them contained so you can shoot them like fish in a barrel. blackwall/cassandra have an annoying tendency to use grappling hook to pull people out of your killzone. you might want to keep them from getting that skill. alternatively, iron bull takes great glee in rushing your grouped baddies. if you get him guard for his armor, he makes the best tank for the rift mage IMO

 

have fun! rift mage on nightmare is lovely.



#6
Honey

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well i think i will go for something like that : 

 

http://www.rpg-gamin...=356789a&t1=348

 

but i wonder what to take as accessoiries for endgame, more especially the rings i know black emporium have some good ones. Like the ring of assault but i wonder how it will far against a superb ring of crit damage, especially as i will use staff of corruption schematic later on and it does not have crit-chance (i heard +attack% is better right ?). I also notice that on auto-attack on one of my mage playthrough, staff of corruption does more damage without critting than staff of lovias with crit lol.

 

i was doing like ~325 damage on crit with spirit blade (on ennemies with no guard nor barrier) on my knight enchanter, whereas with staff of corruption i was doing like ~525 Damage without critting lol. 

 

but anyway this is probably a topic for the weapon and armor forum i will post a topic there right away just to know whats is better.

 

-oh and for necromancer i guess i'll just use dorian as my support mage, with him and his sheningan during pota, it will be fun ^^ 

i was thinking of something like this :

 

http://www.rpg-gamin...1=348&t0=147abc


Modifié par Honey, 01 juin 2015 - 01:57 .


#7
Honey

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wanted to know if it occur to you to get mana back from ennemies, even though they became immune to the weaken status from trying to reapply weaken.

 

if yes i would go for something like that : 

 

http://www.rpg-gamin...32342855365a711

 

if not for something like this : 

 

http://www.rpg-gamin...2=356789a&t1=38

 

that only depend on what input i have on this somewhat working passive (even though its suppose to only work on weaken ennemies only)