[RIFT] Mage builds

Huung

Well-Known Member
Personally I was thinking more this.

My thinking:

The 51 point talent for Chloro is just another way to use charge, and you already have 4 others just within the Chloro tree. Wild Growth pretty much does what the 51 pointer does (fair enough without the damage component) and Chloros already have enough spells to be dealing with without needing another 2min CD.

The 3 points in Unleashed Abandon and the point in Empathic Bond are pretty meh; UA is a PvP thing, and EB is a tiny mana return, when there are plenty of other easy ways of getting mana back. Taking 6 points in Ele gives you an OOC evocate, which solves any mana issues and keeps drinking downtime low.

Within combat the Archon tree gives you 10% mana return every 30s, 2.5% mana back on crits, all abilities 4% cheaper FOR EACH AURA (you'll likely have 3+ at any one time) - as well as giving all those tasty buffs.

The only thing you're really missing from the other build is the extra charge via the 'lock soul, and the 10% chance of insta-cast. Personally, I've found most of my healing (granted it's lower levels) comes from the Lifegiving Veil and Synthesis, and spot healing is mostly unnecessary, making the reduced cast time rather meh. The lack of extra charge might prove a pain, but I usually find I have sufficient charge, it's not something I tend to run low on.

But you're the one with a max level mage, and the one who's running the high level dungeons, so my argument is pretty moot until I can compare :p
 

Pwnstar

Member
Taking 6 points in Ele gives you an OOC evocate, which solves any mana issues and keeps drinking downtime low.

OOC evocate, just doesnt compare to life tap when you tick up the health lost within the GCD it activates. Allows you literally never run out of mana.

In truth i took all of the Chloro talents as i couldn't see any viable place to put them in Warlock and being able to dish out some heft AOE occasionally seemed quite fun. The third tree is just there as it gives 5% extra crit.

As for in the warlock tree i took imp charge/opportunity because everyone loves instant natures touch and being able to run entropic veil >90% of the time.
 

Huung

Well-Known Member
OOC evocate, just doesnt compare to life tap when you tick up the health lost within the GCD it activates. Allows you literally never run out of mana.


Fair play, I assumed that's why you ran with that soul. I agree it's way better than an OOC evocate, but I wouldn't have put it down as being better than all the Archon mana regens/reductions - plus you get more from Archon in the form of buffs.
 

Windzarko

Well-Known Member
Whilst I currently have a Chloro/Warlock/Necro build, with the Necro part purely for Improved Consumption, the 15% mana return from that is a bit too circumstantial and takes a lot of useless points (the pet is capped at level 30 and dies at the first sign of anything, I think it one-shotted itself on a Thorns-style aura the other day).

I've been toying with adding a dash of Dominator; 10% more int (combined with the 25% more int for 6 seconds after casting a Life spell from Chloro), a second and more powerful cleanse effect (for those times where you have just too many debuffs on the tank), a reactive damage and spell reflect shields to put on the tank, a threat dump (doubt I'll need it, but just in case), and a CC spell. Probably try it out after lunch; I'll no doubt miss Consumption, but it's not worth the 12 points it takes to get to compared to the 10% increased int and uber-cleanse alone, methinks.
 

Huung

Well-Known Member
Whilst I currently have a Chloro/Warlock/Necro build, with the Necro part purely for Improved Consumption, the 15% mana return from that is a bit too circumstantial and takes a lot of useless points (the pet is capped at level 30 and dies at the first sign of anything, I think it one-shotted itself on a Thorns-style aura the other day).

I've been toying with adding a dash of Dominator; 10% more int (combined with the 25% more int for 6 seconds after casting a Life spell from Chloro), a second and more powerful cleanse effect (for those times where you have just too many debuffs on the tank), a reactive damage and spell reflect shields to put on the tank, a threat dump (doubt I'll need it, but just in case), and a CC spell. Probably try it out after lunch; I'll no doubt miss Consumption, but it's not worth the 12 points it takes to get to compared to the 10% increased int and uber-cleanse alone, methinks.

I know Archon/Chloro/Domi is a popular trio, and is meant to have good synergy. Seems Warlock is being taken as an essential by pretty much every healer atm though, so I can see them attempting to make the others more appealing soon/nerfing lifetap. Also, shit yeah Charged Shield, bringing back the old skool Thorns :p
 
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