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criswolf09criswolf09 Posts: 748 Arc User
So I am making a mage that uses powers that aren't common so I want to keep Invocation of Storm Calling

Necro-minino-con - Freeform (Ranged Damage)
v3.44:37

Super Stats
Level 6: Intelligence (Primary)
Level 10: Constitution (Secondary)
Level 15: Endurance (Secondary)

Talents
Level 1: The Cybernetic Warrior (Con: 10, Int: 10, Rec: 8, End: 10)
Level 6: Healthy Mind (Con: 5, Int: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Investigator (Int: 5, End: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)

Powers
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Chant, Blinding Light)
Level 6: Enchanter (Rank 2, Rank 3)
Level 8: Invocation of Storm Calling (Rank 2, Light Up The Sky)
Level 11: Spellcaster
Level 14: Vala's Light (Rank 2, Rank 3)
Level 17: Hex of Suffering (Rune of Lethargy, Rune of Dismay)
Level 20: Soul Beam (Rank 2, Rank 3)
Level 23: Eldritch Shield (Rank 2)
Level 26: Circle of Arcane Power (Rank 2)
Level 29: Imbue
Level 32: Resurgence (Rank 2)
Level 35: Blinding Light
Level 38: Crashing Incantation (Rank 2, Rank 3)
Adv. Points: 36/36

Travel Powers
Level 6: Teleportation
Level 35: Mystic Flight (Rank 2, Rank 3)

Specializations
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Overseer: Administer (3/3)
Overseer: Ruthless (2/2)
Overseer: Trapped (3/3)
Overseer: Conservation (2/2)
Mastery: Intelligence Mastery (1/1)

Devices
Useful Guides about Archetypes and General Gameplay of the Game Click Here

Comments

  • flowcytoflowcyto Posts: 12,740 Arc User
    edited November 2021
    There's no real need to tie yourself down w/ CoAP when Conjuring can work just fine. There's not much reason to use Eld Blast here either, unless you want to stay >50ft so you can refresh Hexed w/o being closer? I assume you'd want to stay w/in 50 ft just so you can use Hex w/ Root adv for Trapped (although Eld Blast can also be made to Root instead), and you'll have to be close to use Storm Invocation as well. You may also want to throw in the Destruction Sigils while you're up close. Here's an example edit of it, keeping many of the powers still in there:

    Necro-minino-con - Freeform (Ranged Damage)
    v3.44:37

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
    Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
    Level 9: Negotiator (Int: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Coordinated (Dex: 5, Int: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Eldritch Bolts
    Level 1: Spellcaster
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Invocation of Storm Calling (Rank 2, Light Up The Sky)
    Level 11: Conjuring
    Level 14: Hex of Suffering (Rune of Lethargy, Rune of Dismay)
    Level 17: Resurgence (Rank 2)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Lightning Strike
    Level 26: Sigils of Destruction (Rank 2, Rank 3)
    Level 29: Vala's Light (Rank 2, Light Everlasting)
    Level 32: Eldritch Shield (Rank 2)
    Level 35: Blinding Light
    Level 38: Crashing Incantation (Rank 2, Rank 3)
    Adv. Points: 34/36

    Travel Powers
    Level 6: Teleportation
    Level 35: Mystic Flight (Rank 2, Rank 3)

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Overseer: Administer (3/3)
    Overseer: Ruthless (2/2)
    Overseer: Trapped (3/3)
    Overseer: Conservation (2/2)
    Mastery: Intelligence Mastery (1/1)

    Not an early leveling build (you can get Eld Blast at the start and train out of it later), ofc, and you have 2 free adv points to do w/e ya want with.

    In general, you can use Hex on cd for some extra DoT dmg, and to put up Trapped and help proc the toggle/form and EU. Storm Invocation can be your main AoE, while Soul Beam is your main single-target attack, and the sigils can be used when any mob(s) will stay near them. I added Lightning Strike just in case you wanted a quick way of getting close, but it's optional here. Gears mostly for Int, w/ some Con.

    Also, if you are having some energy issues then you can switch Dex SS for End SS and get 2/2 Preparation (instead of Tactician) in Int PSS to help w/ that.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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