Radiant Battlemages will begin the game with 1 point in Aerotheurge and one in Polymorph. Ideally that Accuracy would become Aerotheurge or Set Blinded, but this isn’t bad. Has Intelligence, Critical Chance, Accuracy and a Rune Slot. This is a good example of a decent early game Air Staff. This will give you a good AoE, a great charge ability, and a way to reduce your damage taken. Next deselect Electric Discharge and select Blinding Radiance, Bull Horns and Chameleon Cloak. Then remove the point in Hydrosophist and place it into Polymorph. The best way to start this Build is by picking the Enchanter Class, removing the point into Constitution and placing it into Intelligence. In short, if you’re having trouble playing a Stormchaser or Battlemage in your party, try giving the Radiant Battlemage a try. However, it does have a decent amount of controlling effects via Skills like Vacuum Aura and Medusa Head, making it a much safer addition to any group which already has 1 or more melee character. The drawback of this Build is that it does not Shock or Stun targets, which is the primary function of Aero mages (besides killing things). It aims to be an alternative melee Magic Damage dealer, while at the same time avoiding Aerotheurge spells that may harm other melee units. The Radiant Battlemage is an Aerotheurge variant of the fiery Battlemage Build I made back in October of last year. Once Intelligence is maxed out I’ll place points into Two-Handed for increased Crit Damage and Staff Damage.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |