Spirit Mark + Wisp Of The Fallen & Fire Mine vs Wall of Fire
#1
Inviato il 06 luglio 2016 - 11:46
Previously before Trespasser, Spirit Mark was a buggy spell that had unpredictable, mostly useless effect since the raised corpse in question usually does nothing.
However, with Trespasser, we have the Wisp Of The Fallen upgrade. How is the spell now ? Is it still buggy ? Is it worth using ? Is the damage decent or good now ? Or should I not bother ? Or is it just a novelty spell of sorts ?
Another thing that I have to ask is which is that can Wall of Fire be as good as Fire Mine ? I ask this because I plan to use Energy Barrage, Immolate, Spirit Mark, Wall of Fire, Walking Bomb and Static Cage as the offensive spells and Fade Step, Barrier and Dispel as non-offensive spells. I am just wondering if it is effective ?
Have a nice day and cheers.
#2
Inviato il 06 luglio 2016 - 03:32
If you have the points to spare then SM is definitely worth using. The damage that it adds to your basic attacks is a little short lived during most battles, but still impressive enough to merit a spot if you have the room and/or resources. As for whether wall of fire is as good as fire mine, the answer is no. Even if you're just looking for crowd control, the new(er) upgrade for FM is infinitely superior to fire wall given that it does one, or possibly even multiple great big burst(s) of damage, as opposed to the relatively weak and gradual DoT inflicted by WoF. However, since you're not concerned with making your pyromancer as OP as possible, then I would invest points in both, and switch them/their upgrades around on a case by case basis. While it may not be as powerful as FM, I still really like the wave of flame upgrade that Trespasser added to fire wall. It's like a more fiery version of mind blast, albeit it causes some enemies to flee and burn for their arrogance, rather than just be blasted back. Plus it looks really cool. lol
#3
Inviato il 06 luglio 2016 - 04:12
Greetings. I am working on a Necromancer build. This is more of a roleplay build, not a min-max build. I also plan to use a full team with this Inquisitor instead of soloing.
Previously before Trespasser, Spirit Mark was a buggy spell that had unpredictable, mostly useless effect since the raised corpse in question usually does nothing.
However, with Trespasser, we have the Wisp Of The Fallen upgrade. How is the spell now ? Is it still buggy ? Is it worth using ? Is the damage decent or good now ? Or should I not bother ? Or is it just a novelty spell of sorts ?
It's not buggy. Wisps of the Fallen is a nod to necro as a role, but in practice, they are really just laser beams that you can stack in number by killing more foes. Damage is decent, particularly since it can be "stacked". Personally, I don't like the visual effect, it involves purple clouds and purple ball lightning that partially obscure the battlefield, so I don't take the ability. But you may find that, since it at least nods towards "raising the dead to fight for you", it might fit for you.
You can see Spirit Mark in action from Dorian in this vid, starting at 1:47, with the visually annoying cloudy stuff at 3:25. Everything purple colored is Dorian. There are some Horrors in there, but the purple spheres of sparks/lightning are Spirit Mark in action. When Dorian is on screen, if you see small purples spheres near him, the size of softballs, those are the wisps. Note that I disabled damage numbers for everything but my archer artificer, so you won't see any damage numbers for Dorian or anyone else:
Another thing that I have to ask is which is that can Wall of Fire be as good as Fire Mine ? I ask this because I plan to use Energy Barrage, Immolate, Spirit Mark, Wall of Fire, Walking Bomb and Static Cage as the offensive spells and Fade Step, Barrier and Dispel as non-offensive spells. I am just wondering if it is effective ?
As good in what respect? For damage, no. For generating Panicked status, it is much better. For visual and sound appeal, very satisfying. Which is best for CC? That is debatable. WoF has a wide AoE, but FM is more targetable at a particularly dangerous foe.
Here's a video that shows it in action, again using Dorian and the same crew as the previous video. It has a characteristic crashing sound, so it is easy to hear starting, even if you don't see Dorian on screen. You can see it in action at 0:24, 1:26, 2:23 (cast offscreen, from behind), 4:32 (offscreen left), 4:47, 5:28, 6:04 (probably the best example, with Dorian on screen casting it).
Again, damage numbers are only for the Artificer. But, because of that, if you see no DoT damage numbers above a burning foe, you know they are burning strictly because of Dorian, the only other party member who can do fire damage (Immolate, Fire Mine, WoF).
#4
Inviato il 06 luglio 2016 - 04:25
Wall of Fire is better than Firemine for a Necromancer because of the Blinding Terror Necromancer passive. Obviously if the enemy is immune to panic/fear then Firemine still wins. But I think for a Necromancer, you want your enemies to be feared so they take more damage. You spread your Walking Bomb and then fear them. Wall of Fire is arguably better than Horror; however, in my Necromancer run I had both Wall of Fire and Horror.
A fairly popular Necro build: http://dragoninquisi...ncer_Mage_Build
Also StarFlorge has a video on Wisp Necromancer
- Bayonet Hipshot piace questo
#5
Inviato il 07 luglio 2016 - 04:53
If you have the points to spare then SM is definitely worth using. The damage that it adds to your basic attacks is a little short lived during most battles, but still impressive enough to merit a spot if you have the room and/or resources. As for whether wall of fire is as good as fire mine, the answer is no. Even if you're just looking for crowd control, the new(er) upgrade for FM is infinitely superior to fire wall given that it does one, or possibly even multiple great big burst(s) of damage, as opposed to the relatively weak and gradual DoT inflicted by WoF. However, since you're not concerned with making your pyromancer as OP as possible, then I would invest points in both, and switch them/their upgrades around on a case by case basis. While it may not be as powerful as FM, I still really like the wave of flame upgrade that Trespasser added to fire wall. It's like a more fiery version of mind blast, albeit it causes some enemies to flee and burn for their arrogance, rather than just be blasted back. Plus it looks really cool. lol
What does Wall of Flame upgrade do exactly ?
Taking the feedback into consideration, I am going with this build (yep, its a Human build):- http://www.rpg-gamin...34942a54c61e701
I suppose I should explain why this character became a Necromancer. Here are the reasons.
1) The other two trainers are not very good. Your Trainer is fade addled and Heliane is someone who spends her time pulling rank. When you question them about the specializations, Trainer simply talks about "Crushing them to you will, primeval force, etc" whereas Helaine talks about "Soon you will command, spectral blade in hand, etc."
Viuus Anaxas is not only the sanest mage trainer, he also respects his craft and he is good at explaining things. Unlike Heliane or Your Trainer, when you talk to Viuus, you learn what Necromancy is all about:- "Using spirits drawn to death to terrify (Horror), to give them purpose once again (Spirit Mark) and to rend the battlefield (Walking Bomb)". You also learn that Necromancy is not blood magic and a thing or two about Nevarra.
Personally, I would have preferred if Solas taught the Inquisitor Rift Magic and Knight Enchanter be taught by someone else. Helaine focuses on rank pulling over teaching and I doubt Vivienne would be a good teacher of the discipline since she spends most of her time scheming and politicking.
If you view mage specialization as the specialization course you have to take in college. I studied Chemical Engineering and I remember in my Junior year I had to choose between specializing further in Organic Chemistry by taking O Chem II or Physical Chemistry by taking P Chem II. To me, if you want to specialize in something, you need a good teacher and Viuus is the only good and sane teacher amongst the three. I would certainly not have chosen an addled lecturer or a lecturer that pulls rank to teach me O Chem II or P Chem II.
2) Necromancy suits the Inquisitor's schedule. My Inquisitor is a Circle Mage so he did not spend his time learning sword-fighting and he has no interest in sword-fighting, he prefers dirty fighting (Krav Maga kind of fighting) when he is out of mana. So that's Knight Enchanter out.
Rift Mage is a new school of magic and that means it requires careful and excellent instruction and teaching. The Inquisitor sadly ends up with a fade addled teacher even though there is a bald Elf nearby who could have taught him. Besides, a new field of study means the basics are not yet established and it would mean that you would take quite a while to fully master it, a point that can be demonstrated by the reality that you have to pick all 10 abilities in Rift Mage to be properly effective. Additionally, completing the Rift Mage quest takes the longest time. Such a thing might be possible if Trevelyan had more time to learn but as Inquisitor, he has his Inquisitorial duties to attend to which means he does not have a lot of time for studying.
By contrast, Necromancer is an established field of study,Viuus is a sane and good teacher, you do not need to spend a long time learning it and the best part is that it makes you scary. As a leader of an organization, it is good if you are able to make others, especially your enemies, fear you. Also, Necromancy is about spirits and since the Circle of Magi discourages mages to learn more about magic, its a good field to pick up. Lastly, there is also the fact that as Inquisitor, Trevelyan kills a lot of people which means he tends to attract spirits drawn towards death to him anyway.
- whiskasgirl piace questo
#6
Inviato il 07 luglio 2016 - 01:49
What does Wall of Flame upgrade do exactly ?
It casts a wall of fire all around you in a circle that quickly spreads to 15 meters in diameter, with the Inquisitor's current location as the starting/center point. I like using it as a make shift shield/barrier. "You shall not pass!" lol
#7
Inviato il 07 luglio 2016 - 03:34
Horror is better to have than spending points in wall of flame upgrade or no upgrade. WoF is redundant when you can just cast horror and there is no reason to take both.
Wisps is a good spell if you go electro mancer with storm pact and use lighting cage energy barrage and walking bomb combo. But to use wisps consistently you need a great bear sigil and mana Regen amulet. It is more micro intensive than just using the other powerful ice array / flame array combo because you have to actually setup combos of spells in order and time wisps in between to actually get the wisp when an enemy dies. The later combo while brutally effective gets boring after a while though especially with the walking bomb masterwork. And it is much easier to play as in all you do is 1. Cast ice array 2. Cast flame array 3. Win. .... Repeat.
Lightning cage with walking bomb is still for me aesthetically the most satisfying way to play the necromancer spec though so while the Pyro route will be greater dps the lighting route is kind of cooler and more gory
#8
Inviato il 07 luglio 2016 - 04:28
Horror is NOT better.
Let's compare.
Horror requires an upgrade to do damage. It does 50% spirit damage for 6 seconds (total of 300% spirit damage). It costs 50 mana and requires an additional skill point to do damage.
Wall of Flame does 200% burning damage per second for 8 seconds (total of 800% fire damage). It only costs 35 mana!!!!! It requires investment into the fire tree, but considering any smart mage will pick up Clean Burn passive in Inferno tree, it's 1 point away.
Bottom line: Both require 1 skill point for damage & fear. Wall of Fire does more than twice the damage at 70% of the cost. If all you care about is a fear spell, then Horror is convenient, but is VERY EXPENSIVE for what it does.
#9
Inviato il 07 luglio 2016 - 08:55
That's without the upgrade. The Wave of Flame upgrade give more AoE and CC.It casts a wall of fire all around you in a circle that quickly spreads to 15 meters in diameter, with the Inquisitor's current location as the starting/center point. I like using it as a make shift shield/barrier. "You shall not pass!" lol
#10
Inviato il 08 luglio 2016 - 12:48
That's without the upgrade. The Wave of Flame upgrade give more AoE and CC.
No, Wall of Fire without the upgrade is just a straight wall of fire that can be cast at any location within range. Wave of Flame is the upgrade that causes it to fan out in a circle around you. It's the Lasting Flames upgrade, the pre-Trespasser one, that just increases the length and DoT. ![]()
#11
Inviato il 08 luglio 2016 - 01:46
No, Wall of Fire without the upgrade is just a straight wall of fire that can be cast at any location within range. Wave of Flame is the upgrade that causes it to fan out in a circle around you. It's the Lasting Flames upgrade, the pre-Trespasser one, that just increases the length and DoT.
Oh, my bad. The "in a circle" made me think of Wall of Ice/Ring of Ice. Wave of Flame doesn't go in a circle. You can see in the vid I linked above. It's a line, or wave front, rather than a circle, that washes over the enemies in front. Start at 6:04 in the second vid, that's the clearest example of Dorian casting it.
#12
Inviato il 08 luglio 2016 - 03:07
My suggestion if you go the no ice mine route is to take wildfire upgrade on immolate. Just make sure you have heal on hit. Then put on a inferno pact blue belt later purple and don't mind dieing a lot. Once you are in simulacrum tag an enemy with walking bomb but don't detonate it so it revives you later (if you are in a party and not solo) and spam the hell out of immolate for free. You revive and can cast fire mine etc again. Just don't die in the 5-10s while simulacrum is on cool down after a self revive or you really die. The trick is to fade step out of harms way and cast barrier on yourself when you res and are at low health to avoid that after that the heal on hit takes care of itself. You can spam immolate with the wildfire upgrade in simulacrum as you don't use mana and it has no cooldown with that upgrade. Maybe get rid of rejuvenating barrier to get the immolate upgrade.What does Wall of Flame upgrade do exactly ?
Taking the feedback into consideration, I am going with this build (yep, its a Human build):- http://www.rpg-gamin...34942a54c61e701
I suppose I should explain why this character became a Necromancer. Here are the reasons.
1) The other two trainers are not very good. Your Trainer is fade addled and Heliane is someone who spends her time pulling rank. When you question them about the specializations, Trainer simply talks about "Crushing them to you will, primeval force, etc" whereas Helaine talks about "Soon you will command, spectral blade in hand, etc."
Viuus Anaxas is not only the sanest mage trainer, he also respects his craft and he is good at explaining things. Unlike Heliane or Your Trainer, when you talk to Viuus, you learn what Necromancy is all about:- "Using spirits drawn to death to terrify (Horror), to give them purpose once again (Spirit Mark) and to rend the battlefield (Walking Bomb)". You also learn that Necromancy is not blood magic and a thing or two about Nevarra.
Personally, I would have preferred if Solas taught the Inquisitor Rift Magic and Knight Enchanter be taught by someone else. Helaine focuses on rank pulling over teaching and I doubt Vivienne would be a good teacher of the discipline since she spends most of her time scheming and politicking.
If you view mage specialization as the specialization course you have to take in college. I studied Chemical Engineering and I remember in my Junior year I had to choose between specializing further in Organic Chemistry by taking O Chem II or Physical Chemistry by taking P Chem II. To me, if you want to specialize in something, you need a good teacher and Viuus is the only good and sane teacher amongst the three. I would certainly not have chosen an addled lecturer or a lecturer that pulls rank to teach me O Chem II or P Chem II.
2) Necromancy suits the Inquisitor's schedule. My Inquisitor is a Circle Mage so he did not spend his time learning sword-fighting and he has no interest in sword-fighting, he prefers dirty fighting (Krav Maga kind of fighting) when he is out of mana. So that's Knight Enchanter out.
Rift Mage is a new school of magic and that means it requires careful and excellent instruction and teaching. The Inquisitor sadly ends up with a fade addled teacher even though there is a bald Elf nearby who could have taught him. Besides, a new field of study means the basics are not yet established and it would mean that you would take quite a while to fully master it, a point that can be demonstrated by the reality that you have to pick all 10 abilities in Rift Mage to be properly effective. Additionally, completing the Rift Mage quest takes the longest time. Such a thing might be possible if Trevelyan had more time to learn but as Inquisitor, he has his Inquisitorial duties to attend to which means he does not have a lot of time for studying.
By contrast, Necromancer is an established field of study,Viuus is a sane and good teacher, you do not need to spend a long time learning it and the best part is that it makes you scary. As a leader of an organization, it is good if you are able to make others, especially your enemies, fear you. Also, Necromancy is about spirits and since the Circle of Magi discourages mages to learn more about magic, its a good field to pick up. Lastly, there is also the fact that as Inquisitor, Trevelyan kills a lot of people which means he tends to attract spirits drawn towards death to him anyway.
- Bayonet Hipshot piace questo
#13
Inviato il 08 luglio 2016 - 04:33
My suggestion if you go the no ice mine route is to take wildfire upgrade on immolate. Just make sure you have heal on hit. Then put on a inferno pact blue belt later purple and don't mind dieing a lot. Once you are in simulacrum tag an enemy with walking bomb but don't detonate it so it revives you later (if you are in a party and not solo) and spam the hell out of immolate for free. You revive and can cast fire mine etc again. Just don't die in the 5-10s while simulacrum is on cool down after a self revive or you really die. The trick is to fade step out of harms way and cast barrier on yourself when you res and are at low health to avoid that after that the heal on hit takes care of itself. You can spam immolate with the wildfire upgrade in simulacrum as you don't use mana and it has no cooldown with that upgrade. Maybe get rid of rejuvenating barrier to get the immolate upgrade.
The thing about Ice Mine that I don't really like (which prompted me to do a roleplay build instead of a min-max build) is that it only gives 50% damage reduction for ranged casters and nothing else. This is annoying because typical ranged spellcasters would already have Barrier in their spell slot and Barrier now comes with an upgrade that allows it to last for 5 seconds before decaying. If there were more spell slots, then yes, I would include Ice Mine for my ranged spellcasters but we have to make do with 8.
However, for close quarters combat casters, Ice Mine can provide both damage reduction and crowd control. The same goes with Flaming Array - It is great for close quarters combat casters but it is not great for distance casters. In my opinion, Bioware thought out the alternative upgrades for the Elemental Mines poorly because the mage metagame for max damage and damage reduction is to get up close to enemies and spam elemental mines over and over again with an occasional Energy Barrage or Barrier or Dispel or a specialization spell. This to me is antithetical to the concept of a pure mage that casts spells at range.
It also made Knight Enchanter the best overall mage specialization because Knight Enchanters are Combat Mages whose job is to get up close and personal, which benefits Elemental Mines spam and they also get 50% mana regeneration to go along with it. Here's how a Knight Enchanter would function:-
- Fade Step towards enemies.
- Cast Chilling Array.
- Cast Flaming Array.
- Cast Spirit Blade (with Amplified Blade upgrade).
- Finish off with Fade Cloak (with Decloaking Blast upgrade).
- Rinse and repeat.
Sure, Rift Mage has the best crowd control and Necromancer has the best burst damage but Knight Enchanter, due to the virtue of the Elemental Arrays, is the strongest mage specialization. Spirit Blade can be charged with Flaming Array spams, Chilling Array can somewhat negate enemies with Barrier Breaker traits, Knight Enchanter gets mana regeneration for simply being close to the enemy (Necromancer has to kill to gain mana and Rift Mage has to weaken the enemy and damage it to gain mana), they gain Barrier (extra defense) with each attack and can return a portion of the damage dealt to the enemy if they have Barrier up.
Additionally, Spirit Blade & Fade Cloak are far cheaper than Veilstrike & Stonefist or Horror & Walking Bomb (these are the most used spells in these specializations). If Knight Enchanters want even more crowd control (and single target damage), they can get Energy Barrage (custom made Blade of Tidarion doubles the barrages and is useful for Knight Enchanter since is magic sword staff) and Static Cage.
Non-Human Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
Human Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
It reminds me of the Arcane Warrior fiasco in Dragon Age Origins where the specialization is too powerful and Bioware tried to nerf it but it didn't really work and it is still one of the most powerful specialization in Origins to this day. I guess Wizard + Fighter multiclass is truly powerful no matter what game you play.
#14
Inviato il 08 luglio 2016 - 05:01
The thing about Ice Mine that I don't really like (which prompted me to do a roleplay build instead of a min-max build) is that it only gives 50% damage reduction for ranged casters and nothing else. This is annoying because typical ranged spellcasters would already have Barrier in their spell slot and Barrier now comes with an upgrade that allows it to last for 5 seconds before decaying. If there were more spell slots, then yes, I would include Ice Mine for my ranged spellcasters but we have to make do with 8.
However, for close quarters combat casters, Ice Mine can provide both damage reduction and crowd control. The same goes with Flaming Array - It is great for close quarters combat casters but it is not great for distance casters. In my opinion, Bioware thought out the alternative upgrades for the Elemental Mines poorly because the mage metagame for max damage and damage reduction is to get up close to enemies and spam elemental mines over and over again with an occasional Energy Barrage or Barrier or Dispel or a specialization spell. This to me is antithetical to the concept of a pure mage that casts spells at range.
It also made Knight Enchanter the best overall mage specialization because Knight Enchanters are Combat Mages whose job is to get up close and personal, which benefits Elemental Mines spam and they also get 50% mana regeneration to go along with it. Here's how a Knight Enchanter would function:-Sure, Rift Mage has the best crowd control and Necromancer has the best burst damage but Knight Enchanter, due to the virtue of the Elemental Arrays, is the strongest mage specialization. Spirit Blade can be charged with Flaming Array spams, Chilling Array can somewhat negate enemies with Barrier Breaker traits, Knight Enchanter gets mana regeneration for simply being close to the enemy (Necromancer has to kill to gain mana and Rift Mage has to weaken the enemy and damage it to gain mana), they gain Barrier (extra defense) with each attack and can return a portion of the damage dealt to the enemy if they have Barrier up.
- Fade Step towards enemies.
- Cast Chilling Array.
- Cast Flaming Array.
- Cast Spirit Blade (with Amplified Blade upgrade).
- Finish off with Fade Cloak (with Decloaking Blast upgrade).
- Rinse and repeat.
Additionally, Spirit Blade & Fade Cloak are far cheaper than Veilstrike & Stonefist or Horror & Walking Bomb (these are the most used spells in these specializations). If Knight Enchanters want even more crowd control (and single target damage), they can get Energy Barrage (custom made Blade of Tidarion doubles the barrages and is useful for Knight Enchanter since is magic sword staff) and Static Cage.
Non-Human Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
Human Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
It reminds me of the Arcane Warrior fiasco in Dragon Age Origins where the specialization is too powerful and Bioware tried to nerf it but it didn't really work and it is still one of the most powerful specialization in Origins to this day. I guess Wizard + Fighter multiclass is truly powerful no matter what game you play.
I only agree that ke is easier and smoother to play. Both rift and necromancer can deal more damage and have better cc too since trespasser. Rift has unlimited mana, necromancer has various ways to ignore the mana cost of spells. Sure ke is generally more durable though because of fade shield.
#15
Inviato il 08 luglio 2016 - 05:17
Oh, my bad. The "in a circle" made me think of Wall of Ice/Ring of Ice. Wave of Flame doesn't go in a circle. You can see in the vid I linked above. It's a line, or wave front, rather than a circle, that washes over the enemies in front. Start at 6:04 in the second vid, that's the clearest example of Dorian casting it.
Oh, I thought it went all the way around. Maybe I'm remembering it wrong then.
#16
Inviato il 08 luglio 2016 - 05:18
I only agree that ke is easier and smoother to play. Both rift and necromancer can deal more damage and have better cc too since trespasser. Rift has unlimited mana, necromancer has various ways to ignore the mana cost of spells. Sure ke is generally more durable though because of fade shield.
Ranged Rift Mages and Ranged Necromancers cannot deal more damage and a Knight Enchanter. Allow me to demonstrate. I shall use both Elemental Mines for these builds.
Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
Necromancer (Build 1):- http://www.rpg-gamin...33d42a54c61e701
Necromancer (Build 2):- http://www.rpg-gamin...33d42a54c61e701
Rift Mage:- http://www.rpg-gamin...35443d52a65c701
If you compare the three builds (Necromancer has 2 builds because one has Rejuvenating Barrier and the other has Gathering Storm ,pick either one), Knight Enchanter is easily the strongest because both Necromancer and Rift Mage are not using Flaming Array since they are ranged casters (For Necromancer, use Fire Mine in combination with Static Cage and For RIft Mage, use Fire Mine in combination with Static Cage. Now, you should obviously toggle Fire Mine to Flaming Array in a confined dungeon for efficiency but in the open world, keep it to Searing Glyph). Also, both Necromancer and Rift Mage will simply cast Chilling Array at their feet for damage reduction.
However, while Knight Enchanter has more damage, both Necromancer and Rift Mage have better crowd control. Necromancer has Wall of Fire, Ice Mine, and Static Cage (I chose Wall of Fire because if I picked Horror, the build will have too little damaging spells. Also, I wanted to have the Fear element in a Necromancer build since Necromancers are supposedly feared). Rift Mage has Veilstrike, Stonefist, Pull of the Abyss, and Ice Mine.
I guess at the end of the day you can't have it all
. Either you have high damage output (Knight Enchanter) or you have crowd control (Necromancer and Rift Mage).
PS:- Which passive would you rather have for Necromancer ? Gathering Storm or Rejuvenating Barrier ?
#17
Inviato il 08 luglio 2016 - 05:40
Gathering storm all day over rj barrier.Ranged Rift Mages and Ranged Necromancers cannot deal more damage and a Knight Enchanter. Allow me to demonstrate. I shall use both Elemental Mines for these builds.
Knight Enchanter:- http://www.rpg-gamin...36543d52a61e701
Necromancer (Build 1):- http://www.rpg-gamin...33d42a54c61e701
Necromancer (Build 2):- http://www.rpg-gamin...33d42a54c61e701
Rift Mage:- http://www.rpg-gamin...35443d52a65c701
If you compare the three builds (Necromancer has 2 builds because one has Rejuvenating Barrier and the other has Gathering Storm ,pick either one), Knight Enchanter is easily the strongest because both Necromancer and Rift Mage are not using Flaming Array since they are ranged casters (For Necromancer, use Fire Mine in combination with Static Cage and For RIft Mage, use Fire Mine in combination with Static Cage. Now, you should obviously toggle Fire Mine to Flaming Array in a confined dungeon for efficiency but in the open world, keep it to Searing Glyph). Also, both Necromancer and Rift Mage will simply cast Chilling Array at their feet for damage reduction.
However, while Knight Enchanter has more damage, both Necromancer and Rift Mage have better crowd control. Necromancer has Wall of Fire, Ice Mine, and Static Cage (I chose Wall of Fire because if I picked Horror, the build will have too little damaging spells. Also, I wanted to have the Fear element in a Necromancer build since Necromancers are supposedly feared). Rift Mage has Veilstrike, Stonefist, Pull of the Abyss, and Ice Mine.
I guess at the end of the day you can't have it all. Either you have high damage output (Knight Enchanter) or you have crowd control (Necromancer and Rift Mage).
PS:- Which passive would you rather have for Necromancer ? Gathering Storm or Rejuvenating Barrier ?
I see what you say about ranged casters. The most op spell in Dai is flame array firemine with inferno pact belt. I use it on all mages BTW it's just I play necromancer and rift as medium range and not long range. That's why I also take ice array on both rift mage and necromancer to stack arrays. It works and you survive and do well even without fade shield. Plus once you masterwork walking bomb on your necromancer those fire mine arrays start doing 10k+ virulent walking bomb dots. Nothing can outdamage that in aoe.
But if you prefer to be at range you might as well forget firemine completely and use immolate+wildfire as I mentioned earlier. If you go into simalucrum you can just spam that spell like 7 times and if you boost your fire damage with an inferno pact belt that's like 7x 5k+ immolates easily.
- Bayonet Hipshot piace questo
#18
Inviato il 08 luglio 2016 - 08:55
The irony to me, is that the KE used to be considered top-burst damage because of Chaotic Focus passive. But now that doesn't even work with Flame Array. Amazing synergy that just went away.





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