Mage Builds

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As a mage there is a very important decision to make as early as level 5, at least by level 10 - to 'Wand' or 'Not to Wand'! It becomes a much easier decision if you are able to buy Challenge Coins as you can simply respec later if you change your mind.

One possibility is always to select the Wand skill and put just a couple of points into Staff Focus...

Contents

[edit] Tier I Openers

[edit] Wand Slinger Mage

Wand Slinger Build Contributed by JadeVixen: Skill Ranks updated by Demithycs:

Updated! Wand slinger isn't really recommended at this point, unless you want to show/see how much damage you can do with just your wand. This build also requires you to be a balance Speed/Int/Perc Build. The need for Perception gives the opportunity to crit with your wand attack. The new 'Feedback' skill gives Wand Slingers the ability to do damage even if their wand attack is resisted, however Wand Slinger lost the additional damage previously achieved with the skill. Wand Slinger is very hard to use without top notch gear. And while not a reliable every duel opener, it can be very useful in spot plays where your opponent will 100% not see this coming.


[edit] Skills

Path of the Staff
Wands 1/1
Wand Mastery 5/5
Mind Amplification 5/5
Staff Mastery 5/5
Feedback 5/5
Item Amplification 5/5
High Path of the Mage
Wand Slinger 5/5
Talaks Transformation 5/5

[edit] Attributes

[edit] Full Intelligence

Strength: 10
Speed: 10
Intelligence: 130
Perception: 10
Stamina: 10
Resist: 10

It is advisable though to put points in stamina as well as perception then use armor and trinkets to further boost your speed.

[edit] Intelligence/Speed

Strength: 10
Speed: ???
Intelligence: ???
Perception: 10
Stamina: 10
Resist: 10

As for the Int/Spd Build, the attributes are really all up to you. primeiro ponham no paths of staf o que querem depois é que passam para o high paths

[edit] Ranks

  1. Reduces opponent's ability to dodge and resist wand attacks by (intelligence + speed)/70. 10% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
  2. Reduces opponent's ability to dodge and resist wand attacks by (intelligence + speed)/35. 20% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
  3. Reduces opponent's ability to dodge and resist wand attacks by (intelligence + speed)/23. 30% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
  4. Reduces opponent's ability to dodge and resist wand attacks by (intelligence + speed)/17. 40% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
  5. Reduces opponent's ability to dodge and resist wand attacks by (intelligence + speed)/14. 50% chance that your opponent is blinded and loses their next attack whenever your wand does damage.

[edit] Loadout

See this link for reference to suitable items: http://www.duels.com/forums/viewtopic.php?t=176507

[edit] Notes

You will have to find some really good Spd/Int items if you want this build to deliver.

Also note that you can choose Clarity OR Magus Blood instead of Feedback but currently feedback probably has a greater return. Magus is if you don't have a lot of stamina in your Loadout and the other obviously is if you do.

[edit] Madrox's Multiplicity

Madrox's Multiplicity Build Contributed by Sith:

Madrox's Multiplicity is a very good alternative to Wand Slinger now that wand slinger has lost its damage boost. Madrox's is very useful for mages against Warriors, Assassins, HP mages, and Shakes Druids. Madrox requires no specific attributes, however a key to winning with it will be your ability to land some crits so either weapons and armor with high crit bonuses or attributes in perception will help.


[edit] Skills

Path of the Staff
Wands 1/1
Wand Mastery 5/5
Mind Amplification 5/5
Staff Mastery 5/5
Staff Focus 5/5
Item Amplification 5/5
High Path of the Mage
Madrox's Multiplicity 5/5
Talaks Transformation 5/5

[edit] Attributes

[edit] Full Intelligence

Strength: 10
Speed: 10
Intelligence: 130
Perception: 10
Stamina: 10
Resist: 10

It is advisable though to put points in stamina as well as perception then use armor and trinkets to further boost your speed.

[edit] Intelligence/Speed

Strength: 10
Speed: ???
Intelligence: ???
Perception: 10
Stamina: 10
Resist: 10

As for the Int/Spd Build, the attributes are really all up top you. A good Int/Speed build will also be useful for TT and the speed will help boost your dodge.

[edit] Ranks

  1. Creates 2 copies of the caster. The next critical or extreme strikes against you misses
  2. Creates 3 copies of the caster. The next critical or extreme strikes against you misses
  3. Creates 4 copies of the caster. The next critical or extreme strikes against you misses
  4. Creates 5 copies of the caster. The next critical or extreme strikes against you misses
  5. Creates 6 copies of the caster. The next critical or extreme strikes against you misses

[edit] Tier II Openers

[edit] Talak's Transformation Mage

Talak's Build Contributed by JadeVixen:

Talaks Transformation was introduced upon the release of Duels 2.0, this build, if properly maintained and executed, can be deadly finishing the match in 2-3 rounds. 500-600+ damage outputs are not uncommon though regulating this build can be related to banging ones head against a wall. All attacks in the first 3 rounds are exchanged for one monstrous attack so you do not hit with your staff and/or wand like you would with Insect Swarm on a Druid build.

The damage is determined by Speed+Int. Staff focus is very useful when battling other Talaks mages, however you want to be sure to end the fight early because you will not have a wand to attack with in rounds 4 and up.

Darian Commander items are great fr this build if you can get them. They give speed, intel, and stamina.


    • Note, Talak's is not as strong as it once was in the current high absorb meta game, choose with caution as this build now requires multiple artifacts to be successful.


[edit] Skills

Path of the Staff
Battle Mage 1/1
Mind Amplification 5/5
Staff Mastery 5/5
Staff Focus 5/5
Item Amplification 5/5
Magus Blood 5/5
High Path of the Mage
Madrox 5/5
Talaks Transformation 5/5

[edit] Attributes

Would be the same as you had for wand slinger.

[edit] Ranks

  1. Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (int + speed) * .3 to (int + speed) * .38
  2. Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (int + speed) * .6 to (int + speed) * .76
  3. Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (int + speed) * .9 to (int + speed) * 1.14
  4. Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (int + speed) * 1.2 to (int + speed) * 1.52
  5. Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (int + speed) * 1.5 to (int + speed) * 1.9

[edit] Loadout

See this link for reference to suitable items: http://www.duels.com/forums/viewtopic.php?t=176507

[edit] Notes

Same item build as you would have used with WS unless you are utilizing staff focus.

Clarity or Magus Blood are NOT optional and you shouldn't expect the fight to drag on long enough for Magus Blood to be of any use. Instead take Battle Mage or Shimmer.

For an example of what should you choose from the Skill Tree please check this link.

[edit] Tier III Openers

[edit] Fire Shield Mage

Skill rank resistance reduction updated by Demithycs

Fireshield is very very useful especially against Assassins and warriors when you know they're gonna get off more than 2 hits per round. Also if you have a very strong Intelligence build, you can be returning close to or even over 200 damage per hit you take. One thing though, you better have the proper amount of Health to survive long enough to do your damage. That or have a heck load of Intelligence to kill them before they kill you. Most Fireshield users also have high stamina.

Recently, the Resistance debuff has been reduced, slightly lowering its potency. Also beware of BBC warriors.

[edit] Skills

Path of the Staff
Staff Mastery 5/5
Staff Focus 5/5
Mind Amplification 5/5
Clarity 1/5
Magus Blood 5/5
Item Amplification 5/5
High Path of the Mage
Optional 5/5
Optional 5/5
Fire shield 5/5

[edit] Attributes

[edit] Int./Sta.

Strength: 10
Speed: 10
Intelligence: 90
Perception: 10
Stamina: 40
Resist: 10

This is the most advisable build because it gives you a sufficient amout of stamina. Changing it is up to you and also dependant on your Loadout.

[edit] Ranks

  1. Creates a fiery shield that reduces your opponents resistance by 10% to a minimum of 25% and does damage equal to 15% of your Intelligence on successful hit by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
  2. Creates a fiery shield that reduces your opponents resistance by 10% to a minimum of 25% and does damage equal to 20% of your Intelligence on successful hit by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
  3. Creates a fiery shield that reduces your opponents resistance by 10% to a minimum of 25% and does damage equal to 25% of your Intelligence on successful hit by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
  4. Creates a fiery shield that reduces your opponents resistance by 10% to a minimum of 25% and does damage equal to 30% of your Intelligence on successful hit by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
  5. Creates a fiery shield that reduces your opponents resistance by 10% to a minimum of 25% and does damage equal to 35% of your Intelligence on successful hit by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.

[edit] Loadout

It's best to have Armor from the sets:

Crimson Candescence: http://www.duels.com/items/results/?t=&s=&pmn=0&pmx=0&rmn=0&rmx=0&imn=0&imx=0&n=Crimson%20Candescence&p=1

Earthmender: http://www.duels.com/items/results/?t=&s=1,2,3,4,5,6,7,8,9,10,14,13&pmn=0&pmx=0&rmn=0&rmx=0&imn=0&imx=0&n=earthmender&p=1

Miyatana: Please note these items combine both Int and Speed (good for TT) or Int and Perception (good for FS) - very useful with the new damage calculations Yoroi of Perfect Courage - http://www.duels.com/items/view/2266 Kakozuri of the Seven Winds - http://www.duels.com/items/view/2270 Kabuto of the Void - http://www.duels.com/items/view/2264 Daimyo Sode - http://www.duels.com/items/view/2265 Gate of the Bousan Kote - http://www.duels.com/items/view/2267 Te of the Silent Bushi - http://www.duels.com/items/view/2268 Bousan Katai Kurijime - http://www.duels.com/items/view/2269 Suneate of Kami - http://www.duels.com/items/view/2271 Shadow Oxen Tabi - http://www.duels.com/items/view/2272 Long Journey's Begging Ghost - http://www.duels.com/items/view/2273

Darian Commander: http://www.duels.com/items/results/?t=&s=&pmn=&pmx=&rmn=0&rmx=0&imn=0&imx=0&n=Darian%20Commander&p=1

Voidstiched: Good vs IS Druids to buff your resist and try to get them to kill themselves http://www.duels.com/items/results/?t=&s=&pmn=&pmx=&rmn=0&rmx=0&imn=0&imx=0&n=Voidstitched&p=1

Voidcloth: http://www.duels.com/items/results/?t=&s=&pmn=&pmx=&rmn=0&rmx=0&imn=0&imx=0&n=Voidcloth&p=1

Raa's Int: http://www.duels.com/items/results/?t=&s=1,2,3,4,5,6,7,8,9,10,14,13&pmn=0&pmx=0&rmn=0&rmx=0&imn=0&imx=0&n=Raa's&p=1&stype=stat_wits&smn=5&smx=110

Norathii Shadow Wyrm: This set focuses on high armor, low stat bonuses but is useful to increase your armor in certain areas. http://www.duels.com/items/results/?t=&s=&pmn=&pmx=&rmn=0&rmx=0&imn=0&imx=0&n=Norathii%20Shadow%20Wyrm&p=1


Staffs:(Most recommended-35+ Int)
-Life Binder
-Circling Raptor
-Earth Waking Shadow
-Circle Cleaner
-Gnarled Demon Bone
-Earthmender's Stave
-Geomancer's Volcanic Staff
-Alren's Pyromantic Focus
-The Trident of Tides
-Emperor's Hand Staff of the Rising Sea
-Sea Knight Great Wave Staff
-Entropy's Torch
-The Burning Heart of Illustra
-Stave of the Quarters
-Black Staff of Alren
-First Dawn
-Blackwarder Darklash

With the defensive nature of Fire Shield and the protection granted by Staff Focus, it is not generally advisable to use wands. However, if you go down that route, here are some wand options:
-Bell ringer
-Lord of Crows
-Tree of Thunder
-Sapphire Ice Wand
-Illustrian Torch Wand
-The Rose of Yumeria
-Emperor's Hand Wand of the Raging Sea
-Flesh Molder

Level 10 to 20 mages:
-The Darian Initiate Set will help you get through the game.
Since most of the Darian Initiate Loadout increases intelligence,
it will come i handy in full-intelligence battles.
Throw in a powerful Wand and you're head strong to victory

[edit] A Defensive Fire Shield Build

A Fire Shield build contributed by Rhea von Skifall:
This is a cheap and efficient defensive fire shield build I have been used for some time. This build runs quite well with blues and epics during the 30's levels, and even at the 40's. I included some basic gameplay tips for new players as well.

[edit] Attributes

As JadeVixen wrote, around 40 of stamina is a good amount to get, while putting all of the levelling attribute points into intelligence. This will get you a nice 3.5:1 to 4:1 ratio of Int:Sta what will be your basic goal in equipments also.

[edit] Skills

Path of the Staff
Wands 1/1
Staff Mastery 5/5
Mind Amplification 5/5
Clarity 5/5
Staff Focus 5/5
Item Amplification 5/5
High Path of the Mage
Blood Mastery 5/5
Energy Drain 5/5
Fire shield 5/5

Almost like the sample you've been given earlier, but with minor tweaks. I think one point in wand mastery worths it quite well, even if you won't use wands during the most of the battles; but against high int mages with energy drain it will work wonders. I think clarity is more important than blood mastery, but that is only a personal choice, as I think you shouldn't go for outlasting your foes that much. Fire shield is a quite offensive opener, and more -resist% means more fire wounds. :)

[edit] Loadout

There are quite much very good items mentioned above, but I would like to add a few things.
First, get a good staff! I know it is trivial, but what is the difference between a staff and a good staff? One thing to remember is, since you got item amplification stats should be on your armor rather than on your staff to maximize the skill's efficiency. The weapon damage is also an important factor, since you won't use a wand usually, so try to get something with a maximum damage over 100. Nowadays allmost all of the staffs come with some armor included, it has a simple rule: the more the merrier! An ideal staff would have some intelligence some stamina and maybe some resist. Try to get a cheap wand with good damage range and low stats and low power cost. If you use it, the only reason is to boost your damage output, it will come handy here and there.
Secondly get a good gear! You don't have to buy all the expensive parts from a set, be creative, and try to look cheap items with good power/int ratio. (For example Blood Hunter and Mechanalock items.) Don't negate stamina entirely, a ratio from 4 Int : 1 Sta to 2 Int : 1 Sta is acceptable in my opinion. Try to get some good filler items, that you can use for a bit more buff, like Magically Fortified Ink & Rat Trap. Awesome ratios on both ones, and if you have a bit of free power, throw them in. As a general rule of thumb, epic items always get you better ratios than blues and greens. If you plan ahead a bit you can buy good stuff for lower levels that will become fillers or useable sidegears on high levels as well. Negative power items could come handy, but do not forget about the -% modifiers, they could be a pain sometimes. Armor is important factor as well, as you shouldn't take too much damage during the fight. Staff focus helps you with that, but an absorb percentage of at least 50% is required in my opinion.
Dodge is your friend no matter what peoples say. The fire shield usually lasts for 12-25 turns, so it doesn't matter if you don't get hit all the times. Also if you could play actions, getting a heal in the next turn and get that hit after it could turn the tide of the battle. I do not tell you to build up dodge before anything else, but a 10-20% dodge rating won't hurt you for sure. Hit and crit rating is good, but usually I don't put an emphasis on them.
Try to get enough items to make at least three different style basic loadouts, one for everyday usage with high int, one with high int and higher stamina, and one with high int and resists. Experiment with them, try to use a wand if you are in a need of a high damage output, etc. These things worked for me, but we are different, so other tactics and thoughts should work for you as well.

[edit] Actions

There are quite many good actions, that you could use, but your best friend is impede in my opinion, as halving all the attributes of the opponent is a very very powerful option. They won't hit for that big, they won't make that much damage with actions, and so on. If you have no idea of what to use, impede usually works well.
You should have two basic action sets all the time, a defensive one with healing and lifestealing, and an offensive one with damaging actions as fillers between impedes, time stops or so. It is highly recommended to make at least two - defensive and offensive - action set for all of the classes. Later you will make many more anyway, if you try to be competitive in ladders and tournaments. The best way is to check out the opponent, and try to cook up something against him personally. Getting a good hint for when to use void, and when to use timestop for example could help elminate great gear differencies, and sometimes even guarantee victory for you.

[edit] Example action set

It is a general action set versus meele builds. This is used to counter a high damage or annoying turn one opener while keeping you alive via healing and life stoling. Impedes and pyromania are running through allmost all of the first eleven turns to keep your opponent's damage output low.

Image:RuneOfTheVoidIcon.jpg Image:ImpedeIcon.jpg Image:VampiricBoltIcon.jpg Image:HealingPotionIcon.jpg Image:ImpedeIcon.jpg Image:PyromaniaIcon.jpg Image:RuneOfTheVoidIcon.jpg Image:HealingPotionIcon.jpg Image:VampiricBoltIcon.jpg Image:ImpedeIcon.jpg

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