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Le planificateur de compétences a le niveau de correctif 10.3.5
Solo 2 Magicka-variant
Faction

Race

Classe

Pierre de Mundus

Points
0 / 541
Points Champion
0 / 3600
Utilisateur
JackRackham
J'aime
022585
Mise a jour
Patch 2.7.4
- Classe
- Merci de choisir votre classe dans le menu en haut.
- Armes
- Arme à deux mains
- Une main et un bouclier
- Deux armes
- Arc
- Bâton de destruction
- Bâton de rétablissement
- Armure
- Armure légère
- Armure moyenne
- Armure lourde
- Monde
- Escroquerie
- Magie des âmes
- Loup-garou
- Vampire
- Sondage
- Excavation
- Guerre d'Alliances
- Assaut
- Empereur
- Soutien
- Guilde
- Guilde des voleurs
- Confrérie noire
- Guilde des guerriers
- Guilde des mages
- Indomptable
- Ordre Psijique
- Culturel
- Merci de choisir votre Race dans le menu en haut.
- Artisanat
- Alchimie
- Forge
- Couture
- Travail du bois
- Cuisine
- Enchantement
- Joaillerie
Description du build
This is an alternate to my other build.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
Barre d'action
Rang de Champion: 0
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0
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0
Points d'attribut
Magie

- 0
Santé

- 0
Vigueur

- 0
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Dépensé:
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Pièce d'ensemble
Ici, vous pouvez visualiser l'aperçu des pièces d'ensemble suggérées pour ce build.Slot
Ensemble
Armor Type
Qualité
Trait
Enchantement
Tête
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Épaules
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Mains
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Poitrine
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Taille
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Jambes
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Pieds
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Cou
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Anneau
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Anneau
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Slot
Ensemble
Weapon Type
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Trait
Enchantement
Main principale
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Main secondaire
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Poison
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Main principale
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Main secondaire
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Poison
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