If u don't wanna use heal, drop heal for shield, choose between frost or time to drop, change with light, because light is sorc ultimate weapon against boss..
If u don't wanna use heal, drop heal for shield, choose between frost or time to drop, change with light, because light is sorc ultimate weapon against boss..
[Newcomx, Newcomy, & Newcomz]
i am currently soloing map like tomb 3 and sometimes lock hunt.
i only have 2 spare points if i were to drop heal.
put both to lighting?
Use 4/5 FB (No scorch), 4/5 Lightning (No shock), 4/5 Time (No freeze), 3/5 (No displacement & hardened), 5/5 Knowledge. Is it enough skill point for Lvl 21?
[Newcomx, Newcomy, & Newcomz]
I use fireball4/5 except the extented range thunder 3/5 shield 4/5 except the knockdown heal 4/5 except the extented range and 5/5 knowledge,agility,might this build I use it for PvE and if my teams has good tanks I use like 30-60pots in an elite run.As for PvP I use the passives I mentioned and the skills above except of thunder. To replace thunder I use curse 5/5. So in PvP I use fire,curse,shield,heal. Or when I do 1vs1 with rogues or mages that it obvious that I can kill I use fire,thunder,shield,curse it's really good build if you have the health to support it
There is no such thing as a 'top notch all round build' for mage. Any build will have compromises if you are looking to mix pve and pvp. As for support vs offensive build... the best support IS offense.
Fire - 4 (no Scorch)
Light - 3 (add 15% dmg and 250% on crit)
Ice - 4 (no Arctic Shatter)
TS - 4 (no Time Bomb)
Shield - 4 (no displacement wave)
The rest of your points go into passives Int, Str, Dex, Dmg in that order.
I run full offense most of the time and will swap in shield for bosses where the limited range of TS is a liability anyway. Heal has no place in any pve build except at low levels. In pvp it gets 1 point. Pots are faster and heal just uses up space better used for offense. Unless you are one of the 0.5% of mages who use gale properly, or you like to solo, then skip that too. Curse also is useless in pve. This is what I run for pure pve. PvP is a very different build and does not hybridize well with pve.
If your a support stunner ill choose fireball all except scorch timeshift all gale all except dash heal all except the fsster regeneration on both health and mana
Last edited by Daniel Banuelos; 03-03-2014 at 10:42 PM.
Just a heads up if you plan to do elites. using gale in elite can annoy some people xD and yes clock is hands down better than gale. reason being is that i would rather have a root for 8 seconds rather than a stun for potentially 4ish seconds and clock lasts the entire time of its cooldown so basically you can continuously root mobs, how awesome is that?
my general build is a hybrid (pve/pvp):
fire - 4/5 (without scorch)
lightning - 3/5 (no stun and no AoE)
clock - 4/5 (no bomb)
curse - 5/5
shield - 4/5 (no knockback)
reason i dont use heal is it arguably the worst heal in the game xD my mana pool can last for a very very long time. and the heal is next to useless for me in elites as well im better of spamming pots
passives are 5/5 for might, knowledge and agility
all stat point goes into int
if youre going for pve only get rid of curse and allocate your point elsewhere
good luck
Actually scorch (upgrade of fireball not pet) is very awesome for PvE because the mobs always hit you with their normal attacks, not with skills like in PvP which means scorch is effective all the time, so they will miss 25% of the time. It adds up for the low dodge of your squishy smurf.
For my lvl 36 mage i use:
5 FIRE
4 ICE
5 CLOCK
4 SHIELD
Ice is better that light in pve just for the reason of damage over time and it has same base damage of light also it freezes mobs and light inly damages
But for pvp purposes light is better because quick damage and high crit
The reason clock is alot better then gale
Is because once again damage over time and mob control which roots mobs
So they cant touch you then you throw fire and ice at them. The damage over time on clock is insane as well as it covers a large area.
Shield is typically better then heal because it just gives you more survivability and the upgrades for heal are pretty much useless engame when you have a health pool of 3 k at least and a mana pool of 5 K
The mages job to me is aoe disables, aoe means area of effect, which is excatly what the skills do. Fire stuns for about 2 seconds Clock roots ice freezes.
And all of these skills have damage over time if you get the right skill points and adding all these damage over times your mage will start doing incredible damage.
My pve mage : fire (4/5) no reduce hit chance
Clock (5/5)
Shield (4/5) no knockback
Heal : only recover mana
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