1. Nightsong/Yuki/Chiamera (lvl 60 AvH and FvF mages) full builds based on extensive re-training/experimentation with talents.
2. Night's base build - minimum arcane that no matter what you want to have.
3. Potential Progression scenario.
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Nightsong Template
Arcane Talents (31 points)
Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Arcane Focus - 2/5 points
Reduces the chance that the opponent can resist your arcane spells by 4%. **(spent basically because i had to to get AP)
Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. **(awesome talent..get it)
Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds. **(#1 most usefull PVE spell..MUST HAVE for most mages)
Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.
Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds. **(one of my top favorites..also a MUST HAVE spell for most PvP mages ..also useful while soloing PvE)
Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.
Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.
Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.
Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds.
Frost Talents (0 points) None
Fire Talents (20 points)
Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.
Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.
Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.
Burning Soul - 2/3 points
Gives your fire spells a 50% chance to not lose casting time when you take damage. **(this could be dropped at 60, if you like..altho it is still somewhat useful at lvl 60 in PvE and PvP)
Night's Minimum Arcane Build
Well, to begin with, they all come from the arcane tree. The reason behind this is simple. If you are a frost mage, you dont spec 1 point into fire. The opposite is true of a fire mage. There really is no such thing as an arcane mage, because most people will be using some sort of elemental spell for their main form of offense regardless, it just works out that way.
That said, here's the short list:
*Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
<This is an easy choice, an uninteruptable spell that fills a 5 point requirement needed for later talents, this is a no-brainer.>
*Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
<This one, while not as critical, also fills a 5 point requirement for later arcane talents, and trumps any other talent available at this point in the tree ..as a bonus, it is actually a nice, helpful spell, particuarly in PvE>
*Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
<1 point for a free bar of mana every 10 mins? hard to miss this one>
*Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.
<this is your bread and butter spell for instances. It also provides you with a spammable instant pbae you can cast while running. Trust me, you will want this spell.>
*Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.
<Alot of people overlook this talent. I do not. This is probably my favorite talent out of them all. Nothing is better than being able to shut down another caster long enough to decimate them. It allows you time to poly, kill, or bandage. It is great in PvP, and useful in PvE as well.>
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Ok, so what does all this mean?
Well, on he surface, it means you want at least 18 points in arcane, minimum. What you do with the other 33 points is up to you.
Put 3 more in arcane for access to PoM, or load up in the Ice line for massive CC utility. Go full fire for blastwave, and pyroblast, even combustion. Go 31 or more in arcane for access to Arcane power, and dump the rest in an element of choice.
There's plenty of options. Some are better than others, but some of that is just opinion as well. The bottom line is with at least 18 in arcane, you cannot truely "Gimp" yourself.
So, relax, think about the future, and consider your options. But, in my opinion, if you want a fully capable character you can truly enjoy, keep what i said here about the value of the arcane line in the back of your mind.
Potential Progression
My strategy is all arcane for the first 18 points then see how templates evolve (if anything) and start putting points into fire for stun chance, pyroblast etc.
Mage Build and partial level progression
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