Most of them are on the action bar, but they are either cookie-cutter damage spells (be it single-target ones or Fireballs and Hexes to deal with the groups of enemies) and combo-parts or situational spells like Mana Clash or Death Hex + Cloudkills and Spellmight + Blizzard + Lightning Storm. Oh, and some Blood Magic, sure enough - the CC is too great to pass
@@memefficient Right, got it. My build is similar. I've recently completed a run without consumables so not picking up Heal and Regeneration was not an option. Did you know that Regeneration will heal you to full even you use Blood Magic as long as you use it just before activating Blood Magic? It increases your survivability by so much. Not investing points in Misdirection Hex, Death Hex, and the last line in Entropy, was the difference between our builds. While I find Entropic Death very powerful, it's resisted too often(much like Sleep + Horror) the higher the rank and level your enemy is. That's a 6-point investment for something that's not so reliable. The hexes are great when you have a party. Anyway, thanks for the quick replies. These are great videos! I'm looking forward to your Arcane Warrior build a lot. :)
@@TurretSyndrome Regeneration also works on top of the Curse of Mortality as well, since it's not an actual heal, but a massive buff to the hp regen. I tend to use manapotions just to get things flailing instead more careful managing, since it's rather cumbersome to perform for every playthrough, but yeah, the Heal tree is awesome, especially paired with another mage, you can regen each other's mana with ease! As for the Arcane Warrior, it will definitely be featured as the 2nd mage build... in some time, sadly. Having a very dry period in terms of content, but, hopefully (one can dream, lol) the rogue's mechanics video will be out soon, after that the AW will be not too far :)
I'll reply in one post. Both the archer and arcane warrior builds are planned for the second wave (along with the two-handed warrior) that'll happen after the "main" builds are done (awakening versions). Sadly, the archer rogue is by far the weakest of the bunch in Awakening due to the lack of Shale and overall powercreep of the other builds (backstabber gets a multiplicative 50% damage bonus on top of retaining the Cunning build benefits, Spirit Warrior is just busted beyond belief and mages have 50% elem. damage instead of 30%, meaning their spells basically deal 3x the damage on hexed targets), but I'll cover it in due time. Cheers
I've got something non-DA:O up next, hopefully to be released 'till the end of this month. The Awakening build iterations are what's planned next (guess they don't fit as the "new" builds, but it's what it is). Prolly after that I'll be able to get a shot at two-hander warriors, arcane warrior mages and bow rogues. Hope that'll help