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  #1  
Old 03-06-2009, 05:52 AM
Hayseed Hayseed is offline
 

Join Date: Mar 2009
Location: Iowa, USA
Hayseed has just set foot in the Tutorial Tower
Default Suggestions for a supporting mage?

I group with some friends occasionally. When we group they usually play melee specialist alts. They have asked me to try to play a supporting Halfling mage. The planned style of play for this Halfling would be to group, buff up the buddies, then go hide in a corner until all the scary monsters are gone. If there is a horde of monsters or monsters with nasty ranged attacks, then maybe try to help by sniping them from a distance. I never have played in that style. So, I am seeking advice.

I have been studying the old discussions of support mage builds. The typical skill set is designed to maximize resists. The trained elements are approximately equal parts fire, water, air and life. Sounds like a good plan. Have there been any changes in the game that would make one want alter that balance?


My biggest uncertainty revolves around how much and which arts to train.

Not going to be doing a large amount of evocation casting. The 14 evocation you often see on solo mage builds does not make much sense.

Buffing up my compatriots will take 2x3x10= 60 for the fire/cold/shock resists plus 2x30 for speed. That is 120 sp gone as fast as can be typed. Training some enchantment would be good. Has anybody had success using the life/static/flame/frost blade enchantments for mage offense?

Summons and Shields seem to fit into the play style. Is it possible to survive using summon and shield conjurations for offense? (Will have to solo occasionally)

Just how often is a support mage expected to full heal? Should I even bother to train incantation?

Yet more questions: Will it be worthwhile to train earth for strength and enchant armor/weapon? How about training spirit for mana shield, charging, resist magic, resist curse and/or teleport?


Here is the plan so far. Going with evocations for offense because I am so lacking in creativity

Level 10
Lore 10 - Heading for 12 to get restoration A.S.A.P
Merchant 5 - Do this early to help the money situation.
Meditation 3, Enchantment 3, Evocation 3
Fire 4, Water 4, Air 4, Life 4
Spells
For sure: Minor and medium Healing. The full suite of resists, cures and dispels.
Also for sure: Life blade (awesome for levels 1-5), fire bolt and lightening bolt.
Probably: Speed, invisibility, fire spray, ice storm, bless and pacify.
Possibly: Fire frost, fireball, blizzard, Flame/Frost/Lightning shield.

Using the line and cone area evocations over the grenade style evocations to be less likely to toast my friends. I’ll have lots of life and enchantment trained, would regeneration be a good idea? Is regeneration even castable on others?


Level 20
Lore 12, Merchant 5, Meditation 0 (+10 from guild by now)
Enchantment 7, Evocation 7
Fire 13, Water 12, Air 13, Life 11
Additional spells: Major healing, full heal, restoration, remove curse and damnation, summon player, join player and possibly prismatic shield

I doubt that I will HoF this alt. In the unlikely event that we should get that far, the fire/water/air would be capped at 15 which is supposed be full resist including 95% recoil resist. Then train the remaining skills in life and conjuration.

Comments?
Criticisms?
Condemnations?
  #2  
Old 03-06-2009, 08:09 AM
Dioxide Dioxide is offline
 

Join Date: Jul 2008
Dioxide has just set foot in the Tutorial Tower
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Has anybody had success using the life/static/flame/frost blade enchantments for mage offense?
I wouldn't train enchantment but i never used them on my mage's before, might want to ask Emberwind, or any other spellsword mage you know.

Summons and Shields seem to fit into the play style. Is it possible to survive using summon and shield conjurations for offense?
Summons are useful sometimes with 15 life u can summon monopods and charm them...wouldn't recommend unless your 15+ mind magic.
Shield spells for offense is great but the fact that anyone one of flame/frost/lightning hit slow from what i can remember so prismatic would of been the best way to go...but that again requires too much lore and wouldn't recommend spell shield unless you have at least 50 dodge.

Just how often is a support mage expected to full heal? Should I even bother to train incantation?
Around hof or so you should have a imp (+1 inc and a bunch of other bonuses) or a wizard cap (+2 inc) which should be enough for casting "heal",
you maybe cast 1 heal per 20 or so rd levels.

Will it be worthwhile to train earth for strength and enchant armor/weapon? How about training spirit for mana shield, charging, resist magic, resist curse and/or teleport?
Some earth would be great for strength but too much skill points. So id recommend 2x earth ring, earth staff to cast strength. So thats 4 earth/2 +3 base (Correct me if i'm wrong)..That alone saves you 400 gp (a strength pot) per cast, and the weight that comes with carrying a bunch of them.
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Last edited by Dioxide : 03-06-2009 at 08:11 AM.
  #3  
Old 03-07-2009, 04:29 AM
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Crier Crier is offline
 

Join Date: Jan 2008
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As far as the blade spells for a mage, I am currently (or was on how active I have been) Doing a mind/Death mage, and I can say that static blade is worth it...for a few hits, just recast it on you magic whip (whee). You should also get a whip of many thongs and an alias to wield that and cast life blade, you gain life for every hit you do on the same scale with fire and fireball (every five you get one more, something like that). I've tried frost blade, but considering I don't have that much water it wasn't good for me, but because you are a resist mage you should be able to have a decent amount of hitting power.

However, in my experience in making a resist mage....it is a bad idea...I made one, got it to like level 23, and still can't train it by itself, whoopdie do that he had 17 minute resists. But it might just be my playing style where I can't do one properly, and it probably is, but that was my experience with a resist mage.
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