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Mage best skills set
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<blockquote data-quote="VDX_360" data-source="post: 63881" data-attributes="member: 2651"><p>I dislike "best" build discussions. There's just too much room for personal preference, playing style, and exact situation in the game to have a true, objectively measured "best" build. </p><p></p><p>I prefer discussing the pros and cons of a build. That is a more productive dialogue.</p><p></p><p>The mage build above has a lot of strengths.</p><p>Maxed Earth Mastery + Summoner = A rather powerful iron golem.</p><p>Maxed Staff Mastery + Mid-range INT = Rather strong go-to attacks.</p><p>Mage Barrier helps a lot. Not just with enemies that get by your golem and your attacks, but also with traps. (Mage barrier negates a trap attack.)</p><p></p><p>The rest is just frills. Those three above will make a mage able to walk though most dungeons like their a walk through Lannegar Valley.</p><p></p><p>Some possible cons:</p><p>STR seems a bit high for a mage. Was the mage originally going to be an Arcane Knight? The extra hit points are helpful. </p><p>INT could be a little higher. Maybe move some points from PER and STR into INT. That would increase attack and give more a little more mana.</p><p></p><p>Not really factors unless playing style:</p><p>Extra Recovery isn't needed for the game. It's nice to have if you're struggling, but a decent player with a decent build shouldn't need it.</p><p>Arcanist is nice if you rely on mana using staves, but it's not really needed. A Staff mastery mage can do brutal damage with non-maga using staves, and then switch to mana-using ones when needed, such as a boss fight. If you're playing preferences relay on those staves, yeah, get Arcanist as it helps a lot with keeping you mana consumption down.</p><p>Teleport scrolls are dirt cheap by mid-game, so teleport isn't the most required skill. Even with the reduction in skill points at the last update, it's still takes up skill points. Gold is cheap. Skill points are priceless.</p><p>Sinking points into toxic ward will help in a few spots, and free up equipment choices for other benefits. But it's not a must-have skill. Useful when you need it, but not a skill you're going to use every dungeon.</p><p>Mage</p><p></p><p>I could go on, but it would start to sound nit-picking.</p><p></p><p>There are good builds, there are solid builds, but there is no "best" build.</p></blockquote><p></p>
[QUOTE="VDX_360, post: 63881, member: 2651"] I dislike "best" build discussions. There's just too much room for personal preference, playing style, and exact situation in the game to have a true, objectively measured "best" build. I prefer discussing the pros and cons of a build. That is a more productive dialogue. The mage build above has a lot of strengths. Maxed Earth Mastery + Summoner = A rather powerful iron golem. Maxed Staff Mastery + Mid-range INT = Rather strong go-to attacks. Mage Barrier helps a lot. Not just with enemies that get by your golem and your attacks, but also with traps. (Mage barrier negates a trap attack.) The rest is just frills. Those three above will make a mage able to walk though most dungeons like their a walk through Lannegar Valley. Some possible cons: STR seems a bit high for a mage. Was the mage originally going to be an Arcane Knight? The extra hit points are helpful. INT could be a little higher. Maybe move some points from PER and STR into INT. That would increase attack and give more a little more mana. Not really factors unless playing style: Extra Recovery isn't needed for the game. It's nice to have if you're struggling, but a decent player with a decent build shouldn't need it. Arcanist is nice if you rely on mana using staves, but it's not really needed. A Staff mastery mage can do brutal damage with non-maga using staves, and then switch to mana-using ones when needed, such as a boss fight. If you're playing preferences relay on those staves, yeah, get Arcanist as it helps a lot with keeping you mana consumption down. Teleport scrolls are dirt cheap by mid-game, so teleport isn't the most required skill. Even with the reduction in skill points at the last update, it's still takes up skill points. Gold is cheap. Skill points are priceless. Sinking points into toxic ward will help in a few spots, and free up equipment choices for other benefits. But it's not a must-have skill. Useful when you need it, but not a skill you're going to use every dungeon. Mage I could go on, but it would start to sound nit-picking. There are good builds, there are solid builds, but there is no "best" build. [/QUOTE]
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