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Aura's Nuker/CC Mage Build (Awakening)


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#1
AuraofMana

AuraofMana
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Purpose: In Origins, I found Mages to be completely lacking in the damage department.  Sure, they do some decent damage and have some amazing AOE, but all of these are pretty terrible when you factor in friendly fire.  Unless I want to run a magic immune tank and two other non-melee characters, I can't build a damage-oriented Mage.  That was why I centered my Mage builds around CC and Healing/Buff in Origins, and that worked pretty well.  With the release of Awakening, Mages got what they needed in the damage department through new specialization geared toward damage (and spells that didn't deal friendly fire) and new gear.  I ran my main Mage character through Awakening and found a new build that combines both the nuking capability without losing out in the CC.  Even though only a few spells are used for nuking, I feel that they are abundant enough (not to mention there are only so many spells you can cast in a fight).
Note: I am assuming you are playing as the main character.



Attributes:
Strength: base - you never need Strength for gear the way a Warrior or Rogue do.

Dexterity: base - you shouldn't be getting hit.

Constitution: base - you only need enough to survive one attack, and your gears should help with that.

Magic: everything - the more you get, the better your spells are.

Willpower: base - there will be plenty of Mana when you get your gear, and mana + stamina (which factors into mana) regeneration will assuage this problem.

Cunning: base or 16 - you would only need this for Coercion.

Note: You can respec and all your Fade bonus points will become free.  You should throw them in Magic.  This is because the game basically reassigns your character based on your Origin - the fade bonus do not count and so they become free points.

Skills:
As a level 35 character, you should receive 4 skill tomes (1 from pre-order).  This adds up to a total of 19 skill points.

Coercion: 4 or none, useful for conversations.

Stealing: 1 or none, for the Crime Wave quest chain in Origins.

Trap-making: none, useful for additional damage, but leave it for a party member to do it.

Survival: 4, useful for +nature and physical resistance.

Herbalism: 1 (automatic), useful for making potions, but you don't really need any since you find enough anyway.  If you find yourself really needing it, you could get another character to do it.

Poison-Making: none, no use for you.

Combat Training: 2, you need 2 for the bonus mana regeneration, any more than that is just additional damage you can take to stop spell interruption.  Since you rarely get hit and even if you do, most your spells don't have a cast time, any more points is useless.

Combat Tactics: 1 (automatic), useless as you are playing as the main character.

Runecrafting: none, useful, but let someone else do it.

Vitality: 4, extra health is always useful.

Clarity: 4, bonus mana is always useful.



Talents:  With 4 spell tomes (1 from duplicate glitch in Origins), 4 from quests (Joining, healing the Arl, Desire Demon, Landsmeet) and 2 from character screen, you get 44 talent/spell points.

Specializations will be Blood Mage, Keeper, and Battlemage.

Blood Mage: Put 3 points here.  Blood Magic allows you to cast Blood Wound.  Blood Sacrifice can be used as a panic event, but most likely useless.  Blood Wound is the only reason why you want this specialization.  Great for AOE CC and damage.

Keeper: Put 4 points here.  One with Nature is great for continuous damage.  Thornblades knocks down and knocks back and deals tremendous amount of damage and is AOE.  Replenishment is great for you since you'll be in the front lines.  Nature's Vengeance has a HUGE AOE and deals A LOT of damage.

Battlemage: Put 3 points here.  Draining Aura is going to be one of your other primary damage spells.  Hand of Winter is great for AOE CC and damage.  Replenishment will help you get some Mana back when hit.  You won't get hit a lot, but you still will get hit.  Using spells under Blood Magic synergize with this.

Mage branch 1: Put 1 point here (automatic) or 2 or 4.  Arcane Bolt will be a great skill for damage, but the only reason why you have it is because it is automatic.  Arcane Shield can be great and it's boosted by Fade Shield.  The low fatigue shouldn't be a problem.  Staff Mastery is not that great as you won't be hitting with your staff, but required.  Arcane Mastery is really not worth the point, but you probably won't have any other spell to get later on.

Mage branch 2:  Put 4 points here.  Fade Shield is good and it's required. Elemental Mastery is useful, but not for this build.  Attunement is great because of its bonuses.  Time Spiral is very useful to double nuke.

Mage branch 3: None.  These spells are useful, but you won't need them.

Fire: None.  Friendly fire heavy, and you aren't here to buff your party.

Earth: Put 4 points here.  Earth Armor is useless to you, but Stonefist shatters and can also knock down + knock back and deal decent damage by itself.  Earthquake seems useful, but friendly fire makes it kind of bad.  Petrify is amazing and works great even on bosses.

Cold: Put 3 points here.  Winter's Grasp is amazing for damage and slow.  Frost Weapons is not useful for you.  Cone of Cold is amazing as enemies rarely resist it (game bug apparently) and it deals decent damage.  It also has a very fast cooldown.  You'll be using it a lot.

Electrical: None.  These spells aren't worth the talent points or the mana cost.

Healing: None.  You are not a healer.

Enhancements: None, buffing isn't your job.

Glyphs: Put 3 points here.  Glyph of Paralysis is amazing for CC.  Glyph of Warding is great for defense and it is required.  Glyph of Repulsion is awesome for defense and comboing with Glyph of Paralysis for Paralysis Explosion, another AOE CC.

Summoning: Put 4 points here.  Spell Wisp is great for + spell power with only 5% fatigue.  Grease is a pretty good AOE CC.  Spellbloom is great for you.  Stinging Swarm is amazing as a nuking spell.

Anti-Magic: None.  Enemy casters are either dead from Mana Clash or CC'd.

Mana Alteration: Put 4 points here.  Mana Drain is great, especially comboed with Vulnerability Hex.  Mana Cleanse is useless but required.  Spell Might seems good, but the extra cost and fatigue is not worth it.  Mana Clash is pretty much instant kill against enemy casters, and it is AOE.

Death: None.  It would seem like this tree offers great nuking damage, but too much friendly fire and you got better spells.

Telekinesis: Put 4 points here. Mind Blast is a great panic spell, and it combos with your playstyle.  Force Field is great for CC and saving your own party members.  Telekinetic Weapons are useless for you but required.  Crushing Prison is amazing for CC, damage, and shatter.

Debilitation: 2 or none.  Paralyze is great, but not really worth the point before it as you have nothing else you want from this branch.  Mass Paralysis requires a long cast time and doesn't last that long.

Hexes: 1 or 2.  Vulnerability Hex is amazing for your spells.  Affliction Hex is also great, but most likely you won't need to use it against crowds because you will drop them instantly.

Sleep: Put 4 points here.  Disorient is useless but required.  Horror is amazing as a CC and needed to combo with Sleep.  Sleep is a great AOE CC.  Waking Nightmare is great for comboing with Sleep, and is great as an AOE CC itself.

Draining: None.  Not really that great.  Entropic Death isn't really that amazing as you need to max two trees to get it.



Gear:
Weapon: Staff of the Lost.  +15 Spellpower and +10 Magic will get you the extra kick you need.  +75 Stamina will translate into +75 Mana.  +15% Spirit Resistance isn't really required but it can't hurt.  +50% Spirit damage will benefit Blood Wound and Draining Aura.

Helmet: Toque of Oblivious.  +10 Magic makes your spells better. Other stats boost survivability.

Armor: Spellminder.  +8 Magic is great, and +1 Mana regeneration is great too.  +8 armor will help you survive.

Gloves: +30% Spirit and Nature damage will benefit Blood Wound, Draining Aura, all your Keeper spells, and Stinging Swarm.  +30% Spirit and Nature Resistance is not bad.

Boots: Winter Boots.  Great for defense.

Belt: Andruill's Blessing. +2 to stats is pretty good.  +1 Mana and Stamina regeneration which translates into +2 Mana regeneration is nothing to overlook.  Other stats help with survivability.

Amulet: Lifedrinker.  +4 Spellpower is amazing.

Rings: Soulbound.  +100% Spirit damage is just AMAZING for Blood Wound and Draining Aura.  Other stats help against spells, especially those that deal Spirit damage.  Ring of Mastery.  +10 Spellpower is just great.

Note: With this gear, you will gain 95% Spirit Resistance.



Playstyle:
While fighting a large number of monsters, you should run in next to your tank and do: Stinging Swarm -> Blood Magic -> Blood Wound -> *deactivate Blood Magic if you want* -> One with Nature -> Draining Aura -> Thornblades -> Nature's Vengeance, throw in Hand of Winter any times enemies are out from Blood Wound to CC them again.  Repeat with Time Spiral if necessary (shouldn't have to).  Also, remember Blood Wound has a 20 seconds cooldown, which means you can easily spam it.  You can also CC huge crowds with spells like Grease, Paralysis Explosion, Shockwave (just knock down though), and Earthquake.

While fighting a boss, you should CC the boss with: Petrify, Glyph of Paralysis, Paralyze (if you have it), Cone of Cold, and Hand of Winter.  Don't be afraid to reset all your spells with Time Spiral.  Other spells that can CC include Force Prison, Stonefist (knock down and knock back), Force Shield (good for buying time to heal and recharge spells), Thornblades (same as Stonefist), Glyph of Repulsion (same as Stonefist), and Mind Blast.  I probably missed a few spells but you should know all your spells.



Conclusion:
It is very likely you'll hit around 250 Spellpower with this build, which means it is very rare for any enemies, even bosses, to resist your spells.  This build should be backed up by a dedicated tank for you to stand next to so your AOE spells are hitting as many people as possible, and a dedicated healer to keep both the tank and the rest of the party alive.  You shouldn't require a lot of healing attention because both Draining Aura and Keeper spells with Replenishment give you health back.

Modifié par AuraofMana, 19 mars 2010 - 01:43 .


#2
Failcatz

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Great build!



Although I haven't followed it completely (check my build if you want, it's the one on the level 35 Toupe), I did take the 3 specs you took and I must say they work wonderful together. The only time I had a hard time was when the Children came in packs. When they overwhelm you one after another, it sure can drain your mana really fast without you being able to do anything to keep the Draining Aura from fading. And this results into removing blood magic for a moment to be able to get your health and/or mana back up. And due all the cooldowns, this results in a time-consuming process.



~Off Topic~



~I must say that the new specs for a Mage make this game a bit too easy, though..



~I created this mage in Origins for solo-ing nightmare purposes and took Spirit Healer (0points in it,

~just wanted the bonus it gave) + Blood Mage (3 points in it, as the 4th point gave me a temporary

~party member, which i didn't want), and I've gotta say, it was a whole lot harder to finish Origins

~(loads of reloads) then it took me to finish Awakening.



~Then again, maybe the expansion is just easier overall? Or am I just imagining that?



Anyways, I liked your in-depth build. It gave me some information I didn't know about (like the benefit of petrify: never thought it would come so handy in a boss fight.). [One thing I have to point out though, I don't think the high amount of spellpower has anything to do with the enemy's ability to resist a spell. Atleast, it didn't have any effect on my run. Could depend on the difficulty setting though, maybe?)

#3
polarsloth

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btw, elemental damage modifiers (like +% spirit damage) are capped at 75% in origins and I believe 85% in awakening. So the +180% spirit damage you're running here is overkill