Reckoning Power Builds

  • Build Name   (Might/Finesse/Sorcery)   {Destiny}     [Main Weapon, Secondary Weapon, Offensive/Defensive, Melee/Ranged]

Pure Might

  1. Dread Warlord  (109/1/13)   {Warlord}    [Hammer, Chakram, Offensive, Melee]
    • Damage Scaling: +30% Destiny +30% Weapon Mastery + 100% Frenzy + 60% vs. Stunned + 70% Adrenaline Rush
    • Physical and Piercing Mitigation: +20% Physical/Piercing Absorb, -45% Incoming Damage, +20% Damage Mitigation while Blocking, +20% Block Efficiency
    • Elemental Resistance: +13% Elemental Resistance,  -45% Incoming Damage
    • Crowd Control: Aftershock, Bulwark, War Cry, Terror, Storm Bolt
    • Mobility : Harpoon, Shield Charge
    • AoE Damage: Quake, Wrath
    • Self Healing: Adrenaline Rush, Bloodlust
    • Sustained Abilities: Battle Frenzy (30%)
    • Race/Patron: Varani/Thyrdon

Pure Finesse

  1. The Phazblade   (14/109/0)   {Nightblade}    [Daggers, Longbow, Offensive, Melee]
    • Damage Scaling: +30% Ranged, +20% Piercing, +42% Crit chance, +30% Dagger damage, +51% Bow damage, +150% Sneak attack damage, +70% Bleeding and Poison damage, +50% Adrenaline Surge, Assassination +300% Crit Chance after Evasion
    • Physical and Piercing Mitigation: +20% Damage Mitigation while Blocking, 60% Damage Resist While Dodging, 11% Chance to Avoid Hit
    • Elemental Resistance: +13% Elemental Resistance, 10% Poison Resistance
    • Crowd Control: Icy Explosion, Smoke Bomb, Paralytic Poisons
    • Mobility : Lunge, Shield Charge
    • AoE Damage: Shadow Flare, Frost Trap, Mysterious Toxins, Gambit
    • Self Healing: Adrenaline Surge
    • Sustained Abilities: Envenomed Edge (25%), Blade Honing (15%)
    • Race/Patron: Varani/Belen or Dokkalfar/Belen

Pure Sorcery

  1. Archmage of the Order   (13/1/109)   {Archmage}    [Staff, Chakram, Offensive, Ranged]
    • Damage Scaling: +30% Destiny, +30% Weapon Mastery, +50% to Mark of Flame,  Ice Barrage, and Storm Bolt
    • Physical and Piercing Mitigation: +12% Damage Resistance, +20% Damage Mitigation while Blocking
    • Elemental Resistance: +13% Elemental Resistance, +12% Damage Resistance
    • Crowd Control: Storm Bolt, Winter’s Embrace, Sphere of Retribution, Elemental Rage, Faer Gorta
    • Mobility: Ice Blink III
    • AoE Damage: Chain Lightning, Mark of Flame, Winter’s Embrace, Elemental Rage, Meteor, Sphere of Retribution
    • Self Healing: Healing Surge, Adrenaline Rush, +70% Transferrence
    • Sustained Abilities: Sphere of Protection (30%)
    • Race/Patron: Varani/Njordir or Almain/Vraekor

Might/Finesse Hybrid

  1. Whirling Dervish  (56/67/0)   {Blademaster}    [Faeblades, Longbow, Offensive, Melee]
    • Damage Scaling: +25% Melee, +20% Ranged, +15% Piercing, +30% Weapon Mastery, + 100% Frenzy, + 60% vs. Stunned, + 70% Adrenaline Rush, +150% Sneak Attack, +25% Damage While in Stealth
    • Physical and Piercing Mitigation: -45% Incoming Damage, +20% Damage Mitigation while Blocking
    • Elemental Resistance: +13% Elemental Resistance, -45% Incoming Damage
    • Crowd Control: Aftershock, Bulwark, War Cry, Smoke Bomb
    • Mobility: Harpoon, Shield Charge, Lunge
    • AoE Damage: Quake, Shadow Flare, Arrow Storm, Mysterious Toxins
    • Self Healing: Adrenaline Rush
    • Sustained Abilities: Envenomed Edge (25%), Battle Frenzy (30%)
    • Race/Patron: Dokkalfar/Belen or Varani/Belen

Might/Sorcery Hybrid

  1. Champion of the Foundry   (67/1/55)   {Champion}    [Longsword, Chakram, Defensive, Melee]
    • Damage Scaling: +20% Destiny, +30% Weapon Mastery, + 100% Frenzy, + 60% vs. Stunned, + 70% Adrenaline Rush
    • Physical and Piercing Mitigation: +15% Armor, +12% Damage Resistance, +20% Physical/Piercing Absorb, -45% Incoming Damage, +20% Damage Mitigation while Blocking
    • Elemental Resistance: +38% Elemental Resistance, +12% Damage Resistance, -45% Incoming Damage
    • Crowd Control: Aftershock, Bulwark, War Cry, Storm Bolt, Faer Gorta
    • Mobility: Harpoon, Shield Charge, and Blink
    • AoE Damage: Quake, Sphere of Reprisal, Chain Lightning, Harmonic Overload
    • Self Healing: Healing Surge, Adrenaline Rush, +70% Transferrence
    • Sustained Abilities: Battle Frenzy (30%), Sphere of Protection (30%)
    • Race/Patron: Varani/Thyrdon or Ljosalfar/Ohnshan

Finesse/Sorcery Hybrid

  1. Arcane Archer   (7/61/55)   {Shadowcaster}    [Longbow, Chakram, Offensive, Ranged]
    • Damage Scaling: +20% Piercing Damage, +25% Elemental Damage, +30% Weapon Mastery, + 30% Adrenaline Rush, +150% Sneak Attack
    • Physical and Piercing Mitigation: +20% Damage Mitigation while Blocking
    • Elemental Resistance: +3% Elemental Resistance
    • Crowd Control: Frost Trap, Smoke Bomb, Frostshackle, Faer Gorta, Storm Bolt
    • Mobility: Shield Charge, Poison Blink
    • AoE Damage: Arrow Storm, Shadow Flare, Mysterious Toxins
    • Self Healing: Healing Surge, Adrenaline Rush, +70% Transferrence
    • Sustained Abilities: Envenomed Edge (25%)
    • Race/Patron: Varani/Belen, Varani/Njordir, Dokkalfar/Belen

Might/Finesse/Sorcery Hybrid

  1. Transcendent Planewalker  (41/42/40)   {Universalist}    [Daggers/Faeblades, Chakram, Offensive, Melee]
    • Damage Scaling: +20% Destiny, +30% Weapon Mastery, + 100% Frenzy, + 60% vs. Stunned, + 70% Adrenaline Rush, +150% Sneak Attack, +50% to Storm Bolt
    • Physical and Piercing Mitigation: +12% Damage Resistance, +20% Damage Mitigation while Blocking
    • Elemental Resistance: +13% Elemental Resistance, +12% Damage Resistance
    • Crowd Control: Aftershock, Storm Bolt, Faer Gorta, Smoke Bomb, Frost Trap
    • Mobility: Shield Charge, Lunge
    • AoE Damage: Quake, Frost Trap, Chain Lightning
    • Self Healing: Healing Surge, Adrenaline Rush, +70% Transferrence
    • Sustained Abilities: Battle Frenzy (30%), Blade Honing (15%)
    • Race/Patron: Varani/Belen or Dokkalfar/Belen

 

106 responses to “Reckoning Power Builds”

  1. yevinorion

    I’m hoping someone can create a really powerful melee focussed Finesse/Sorcery hybrid. The idea of Faeblades and Chakrams + Poison Blink just sounds so good.

  2. Corodar
    1. Corodar
  3. Pesky

    Just a heads-up that the “Transcendent Planewalker” link seems to be pointing to the “Whirling Dervish” build…

  4. Menace

    I’m going shadowcaster (finesse/sorcery) with chakrams and faeblades, melee orientated.

    This is the most optimized build with incredible amounts of synergy.

    http://amalurfoundry.com/calculator?00000000000000000000000000&300563606401503405504050000&30061605501553005530050000

    Primary Active Abilities on wheel:

    Poison bomb – Emphasizes my DOT (damage over time) strategy with faeblades and lets me get easy stealth attacks!
    Frost Trap – Boosted by Frostshackle in sorcery tree! Makes it GODLY and good for zoning or playing safe!
    Shadow Flare – So GOOD. A shotgun blast with massive utility!
    Storm Bolt – Hold for Tempest for massive AOE, shock damage, and stun-chaining.

    ———
    Sustained Abilities:

    Envenomed Edge – Makes my poison DOT style very effective coupled with mysterious toxins, poison bomb, and enduring agony!
    Blade Honing – Massive crits, especially in stealth!

    ———

    Weapon Focuses:

    Faeblades – Artsy close-quarter AOE dmg with stylish stealth attacks for massive crit!
    Chakrams – Artsy range “zoning” AOE dmg!

    ———

    How does “Dread” and “Drain Mana” (2 perks from Tier 6 Shadow Caster destiny) help me?

    First and foremost, “burning damage” will cause enemies to be more likely to go into “PANIC”. I then can crit them AUTOMATICALLY with dread. When I crit, I also get mana back from “drain mana” for massive synergy!

    The synergy doesn’t just stop there! Since I invested into the Smolder ability in the sorcery tree, ALL my burning dmg. is increased by 100%! Again, massive synergy.

    Furthermore, since my weapons focus on AOE dmg. I’ll most likely socket my chakrams/faeblades with burning damage to get enemies into panic.

    Not only that, but my blink has a poison dot. This means it’s synergized from all my poison buffs from the finesse tree (mysterious toxins, envenomed edge, poison bomb, enduring agony).

    With blade honing also on my faeblades, and coupled with stealth mode and maxed out Assassin’s Art, I might be able to one-shot even the toughest of monsters! Plus, I can poison bomb (which still is the smoke bomb, but upgraded) and turn invisible for an easy stealth attack for massive damage or complete assassination.

    I can also cast many spells from conservative casting in the sorcery tree and keep my sustained abilities on forever. I ALSO get mana from the destiny (+2 mana/sec)!

    Also if your looking at my ability allotment, I don’t take the final precise weaponry (IV) in the finesse tree since you have to parry. Since I’m given the poison blink with my destiny, I’ll rarely be using parry when I’m a bit fragile, but more agile! Therefore, I used those 3 points for better abilities that I could max out.

  5. Pesky

    Regarding the Transcendent Planewalker build, what is the reasoning for the points in Arcane and Precise Weaponry? Don’t those come for free with the Weapon Mastery benefit of the Universalist? It seems from this link that this is the case: http://forums.reckoning.amalur.com/showthread.php?3917-Assumption-about-Universalist-Mastery-of-Arms-bonus

    Thanks in advance.

  6. SloveniaGaming

    What do you think of this build? I want to use a greatsword and the fae-blades. I want to be fast and stealthy but also STRONG!. :)

    http://amalurfoundry.com/calculator?20040265505555255424210100&200562606005052405320000000&00000000000000000000000000

    Can someone make me a build? If this one is not OK.

  7. Steelhawks

    Here’s the build i’ll use!

    Hybrid Finess/Sorcery/Might with the Assassin’s Destiny

    http://amalurfoundry.com/calculator?0000500056000000000000000000&360563606005053405534056450&00060060500000000000000000

    Good mitigation skills in might, sphere of protection in sorcery and then i focus on Daggers + Bleeding and Poison damage.

    1. Steelhawks

      One thing thought.

      Does Conservative Casting affect Sustained spells? If not, i’ll try something else.

  8. Allen

    Looks like that arcane archer build is going to the wrong place

  9. Furious

    First things first, amazing site, thank you very much for all the work you’ve done. This is the be-all and end-all reference site for all things Amalur related and I have found my permanent home, so danke.

    I was hoping you might be able to comment on this build I found early on off the Gamefaqs board? It appears to be very lucrative late in the game, but I’m really curious how you would dissect it. I’m giving the link to the forum so you can see his/her reasoning behind the choices. Thanks for any help!

    http://www.gamefaqs.com/boards/991143-kingdoms-of-amalur-reckoning/61861394

  10. Plague

    I plan on doing a Finesse/Sorcery Hybrid build that uses Daggers/Chakrams. The last 10 points I put it might as like a just in case something bad happens, they aren’t really needed. Didn’t see too many other options that looked great and needed the points anyways. Maybe I could upgrade Faer Gorta a little more. Hoping for some feedback here to help me critique it to make it a little better.

    http://amalurfoundry.com/calculator?00005000500000000000000000&260162006405502105521050000&30021605562052505521000000

    1. Blade

      I like the idea of Finesse/Sorvery and using Daggers and Chakrams; however, I feel some points you placed are better used elsewhere. I also was unsure by your post how often you planned on using spells, and what weapon you intended to be your primary. For instance, your build has 55 points in sorcery, yet in Finesse your spec’ed into Blade Honing (15% Sustained Mana Cost) and Envenomed Edge (25% Sustained Mana Cost). For someone who has invested so many points into the Sorcery tree, I feel you need to either drop Envenomed Edge, or Blade Honing. Having a 40% reduction in mana is pretty huge, for someone specialized into Sorcery. I feel that there is no reason to have more than 1-2 points in Inoculation, and that you’re only using that talent in order to advance to Mysterious Toxins.

      Without knowing exactly what your play style was ,I rebuilt a spec that is closely related to yours, with only minor changes. I’ll explain the minor changes I made, and why I did them.
      http://amalurfoundry.com/calculator?00000000000000000000000000&260162006402552405022050000&20061605565402505025500000

      ~~Sorcery~~
      6/6 Stormbolt: In your build I felt that investing as little as 2 points was a complete waste, and since you were going daggers/chakrams, I was unable to invest points into Staffs. With that said, I decided to max out Stormbolt, giving yourself a chance to stun enemies from afar.

      5/5 Chain Lightning: With Points Already Invested into Stormbolt, I felt it would be a complete waste to invest extra points into Ice Barrage, instead of buffing your Stormbolt that already had 6 points invested into it.

      5/5 Healing Surge: This was an easy choice for me, and something I am very glad I picked up. I originally thought 5 points into this was rubbish, but have learned since playing that it has saved my skin more than once. Since this ability is on a somewhat long cooldown (30-45 seconds?), not investing points to make your heal stronger would be foolish. Essentially I thought this was a better investment than the points you place in might.

      5/5 Elemental Construction: Since you had already placed so many points into your Faer Gorta, I felt it appropriate that you buff him even further. I assumed that giving his chain attack 7 hits, that this would increase the chances for Transference to heal you.

      5/5 Elemental Rage: I mentioned above I felt that being spec’ed into both Ice Barrage, Mark of Flame, and Stormbolt was spreading yourself a bit thin. Elemental Rage also provides much more damage, and more utility than Ice Barrage can provide. This was an easy choice, and once you try it out, you’ll love it.

      ~~Finesse~~
      5/5 Lunge: As I stated above, I was unsure what your play style was, so taking that into account I felt that Lunge would be a nice addition to your build. This would allow you to essentially quickly dodge a frontal area attack that a large Ettin or Troll would be performing, by just Lunging behind the target.

      2/5 Inoculation: I felt that having 5/5 points into this tree was a bit of a waste, considering that only a small portion of damage you’ll be faced with will be poison. I only used this talent in order to advance to Mysterious Toxins.

      0/5 Blade Honing: I dropped Blade Honing because I felt that having a 40% Sustained Mana Cost was way to large for someone with so many points invested into Sorcery. This is of course personal preference, and if you find yourself using spells for infrequently, you can place your points elsewhere.

      1. Plague

        Thank you for the reply. I guess I should’ve stated the play style and what not in the original post. I planned on mainly using daggers, only using chakrams when I need a little AoE, range, or the target is just too big to take out with daggers safely. I honestly only took Mark of Flame because I didn’t want to run 3 sustains. My original build had 6/6 Sphere of Prot. and 5/5 Reprisal. However, this didn’t give me enough base mana to cast Faer Gorta, I ended up being like 4 mana short. Honestly the only abilities I planned on using were Smoke Bomb, Ice Barrage, and Faer Gorta. The Frost Trap, extra Innoculation points and all that stuff were just so that I had the prereq points to get the higher tiered abilities. I didn’t really plan on using abilites that often either, just as kind of a fall back option. I do like the Elemental Rage idea though. That is an ability I think I’d have a lot of fun with. Also, the only reason I took Smolder was because I planned on having burn damage on my daggers, which can cause panic. That then gives me the 100% crit chance from Dread.

        Also I have a question here. Does Enduring Agony actually increase damage? I know it says effect, but in it’s description it says “extend the duration.” On DoTs I realize that means it increases the damage because it is hitting longer, but on an ability such as Mysterious Toxins, would it have any effect at all?

  11. Furax

    Want an amazingly OP Finesse/Might build? 45/78/0 focusing on poison scale damage and stuns/stun damage. This gives all the poison. The synergy is there and there is only a point or two wasted in the entire build. The good part about this is you can wear just about any armor you want. The final destiny card is only tier 5 but I feel like the power of the stun/poison damage makes up for it. Combine this with +poison damage/+stun duration items and you will be simply destroy everything in hard mode.

    http://amalurfoundry.com/calculator?00045000565055055000000000&366123056031000455504654400&00000000000000000000000000

  12. nosFe

    I just wanted to say that in my opinion, more than 1 point in Lunge is counter-productive. This ability is used for mobility and not for damage. The little damage increase does not pay for the mana increase and not at all for the 4 points in it.
    Maybe in a sorc/finess build with mana oriented gear. But in pure finess you will have so few mana…

  13. Furax

    Sorry I made one small mistake in this second point in assassins art should be in precise weaponry III

  14. nosFe

    I also feel that all non-scaling abilities will be lesser and lesser effective in the higher levels. But that concerns a LOT of talents, even the deep-in-tree ones.
    For instance, I just get Gambit in the game and the damage already feel low. This ability is ok for the control (chain explosions) but I think more than 1 point will be a waste for the later game.

  15. hoernchen

    hes got a point. to be honest, mysterious toxins is a waste of points. if your gonna go with a might/finesse build your better up going only 55 in finesse, and the rest in might.

  16. Ventar

    I’m running along this at the moment to see how it compares as a self-sustaining build. I prefer the greatswords myself, but hammer would work just a well.

    http://amalurfoundry.com/calculator?30005355360560350630500000&000000000000000000000000000&30063660515550550000050000

    1. Therizdun

      http://amalurfoundry.com/calculator?30005355360560350630500000&000000000000000000000000000&30063660515550550000050000

      You get +1 might/finess/sorc fate cards in addition to the hybrid class ones

      I dropped all weaponry talents to 1 and got you the dodge chakram ability

      I dropped bloodlust to 1 (1 point wonder) – grabbed warcry (-20% damage to YOU is nice) – bulwark is meh compared to +60% damage from stunned enemies aka your lightning abilities…all of them ;-) — maxed your GS for a little extra damage (or hammer/longsword if anyone else prefers them) — popped in 5/5 power strike in those OMG IT HURTS scenarios — pushed 5/5 ice shackle (kitey kitey) and thats about all.

      Your initial build looked fine but Concussive force > Bulwark esp. with sorcery lightning attacks added stuns. Build SLIGHTLY changed below.

      http://amalurfoundry.com/calculator?10005165565565100610110000&000000000000000000000000000&10061660515551550510050000

      Let me know what you think.

      1. Therizdun

        True, however, I was merely adjusting his build assuming he wanted the faer gorta as a distraction or as a passive “heal”. If for no other reason, as a might plate w/mana build, I think the gorta is not a necessity given the high armor, resists and other survivability. IMHO I’d go for something like you posted, but to each their own yea?

        1) Faer Gorta for heal = buy/make more potions (depending on alchemy, money is definitely a non-issue in this game as 1st completion last Tuesday I had like 2+Mil gold)

        2) Bulwark + lightning stun procs + Concussive Force = WIN!

      2. Ventar

        After actually playing this build further than my initial theorycrafting, taking on what both of you have suggested, it has given me this build; http://amalurfoundry.com/calculator?30005365065560350630130000&000000000000000000000000000&00060065565500555000050000

        My inclusion of a Faer Gorta is from a RP perspective, since in my view, Battlemages aren’t limited to elemental. Back in Diablo 2 I would roll Necromancer and make it a sword wielding death machine – this is where the Faer Gorta comes in. Also, I prefer to use my Greatsword primarily and have my spells as support.

  17. Therizdun

    This is your all in one build: http://amalurfoundry.com/calculator?0000500556550500500000000000&060460600400550100500000000&00360600564500500000000000

    *******Possible spoilers*******
    Taking into account that you receive +1 Might Finesse and Sorcery for completing faction chains and/or story. I would recommend only ever getting max ability -1 in any one ability because the fate cards will max it coupled with +1 or +2 to a particular tree from epic gems, would still bust you over the “cap” in each trained ability. That said the build below is min-maxed with that in mind. I’ve also taken into account synergies from stun/fire as much as possible. Initially you will have to allocate a point to max an ability or two, however, after playing around with the points a bit, you should be able to come up with something like this:

    http://amalurfoundry.com/calculator?000040044544540441000000000000&000450501302440104400000000&00050504454440404000000000

    I won’t list all of the various effects, but with the +1 to each tree from quests it is not so much different from your build; however, it makes use of some points that I made more “available”. You have your +poison damage +damage to stunned +damage after kills +slightly more survivability so all in all I think it makes better use of the final destiny.

    Thoughts?

    1. Therizdun

      A few more things: As always you can remake this build to suit any of YOUR favored weapons…I can say from experience that my mastercrafted prismere (final crafting material that I found) longsword with a master fire hilt, +crit%, and +crit damage did around 1200-1600 on a crit as a pure might (123) build without reckoning and around 1600-1800 with a lightning (mobs seem to be less resistant to lightning than other elements I’ve found your results may vary) greatsword that had +damage.

      Of the elements, fire seems to have the highest damage+DoT effect, lightning seems to have a moderate damage+stun effect (which is 60% more damage with Concussive Force) and ice seemed to have a moderate damage+DoT with a slow effect. It is still unclear if +X% elemental damage applies to elemental weapons, IMO it is for actual elemental abilities and not elemental weapons for “balance”. Yet to be tested. For best results use a master “element” hilt with your choice of “other” crafting additives and a +same element (usually around 27ish with “element” + Magic shard combinations).

      On to another topic of discussion: Sporadic damage. This more applies to the +damage during day/night or certain mobs. My evaluation is that Niskaru and other creature or time based damage buffs are hardly worth mentioning. Think of this: Would you rather do crazy damage to ONLY certain mobs or during day/night? Or would you rather do more average damage? Granted there are +crit% that can lead to ridiculous damage, but that leads me to believe that there is a lower non-crit damage on average. For pure might I’d recommend using +physical damage on each item and a mastercrafted weapon with your preferred element. For pure finesse I’d use +crit and +crit damage since medium armor has those native to it and a master infected hilt or preferred element. For pure sorcery it’s a little more complicated, +elemental damage means more damaging spells and abilities while rendering you with less +damage to weapons, SO try to balance +elemental damage and +physical damage to your preference. For the dual spec hybrids: Might/Finesse: balance +crit +crit damage +physical and maybe use master infected hilts for added synergy. Might/Sorcery: balance + elemental and +physical paying particular attention to stuns for added synergistic damage. Finesse/Sorcery: favor +crit% with some +elemental damage for the extra chance to crit with abilities and weapon attacks OR use Finesse armor and augment with elemental damage and mana regen. Might/Finesse/Sorcery: another complicated topic, it depends on the armor you wear. Choose a particular type of armor (heavy/medium/light), upon choosing the armor related specifically to a certain tree (heavy for might, etc), augment that type of armor to assist with the other two tree’s abilities. For example: If I wear leather, I’d want to augment with elemental/physical damage to assist the other two areas. If I wear plate, I’d want to augment with mana regen, +crit%, and +elemental damage. As always if you want more DoT based on spec you could always go with +your favored DoT.

      In closing, the more specific you spec and gear your character with your synergies and survivability in mind, the better the outcome and probability of domination over your opponents. If you spec for pure survivability, then you will spend a lot of time taking down tough bosses. If you make your character a glass cannon, then the odds of taking down the boss without dying decrease. Balance between survivability and damage should be uppermost in every players mind.

  18. Sasaki

    Hello,

    Could anyone add a good Rogue/Mage (Faeblades/Chacram) build to the build list above and when should I change to Dual class from the start on or later lvl10+?

  19. Sasaki

    Thank you a lot, but are the Frost Bomb, Icy explosion and the Points in the Might Treereally worth it?. At the moment im only lvl2 1/2 so I dont have too much points to spend

    My current spec is this one http://amalurfoundry.com/calculator?01000000000000000000000000&111210001000000000000000000&00010000000000000000000000 Im wearing Full leather armor and Dagger/Bow because I didnt find Faeblades/Chakrams yet

  20. Sasaki

    If I know respec to Full mage with Arcane Weaponry I, 6/6 Storm Bolt, and 6/6 Chakram Mastery like u said, I wouldnt have the Armor/Weapons for it since I didnt find any Chakram so far and I wanted to play as a Rogue/Mage not Mage/Rogue

  21. Sasaki

    I liked the suggestion I just dont have Chakrams and cloth armor and I dont know where to get them

    Should I only put 1 Point into the Weapon talents for Finesse and Sorcery like here? http://amalurfoundry.com/calculator?00005000020000000000000000&100161606401551405521050000&10061605505551005520050000. Is Shadow Flare worth to skill and Shouldnt I skill the Faer Gorta of the Sorcery tree too?

    I’m level 3 now, just respected and got 12 Skillpoints now. What would u recommend me to do with these 12 Skillpoints go for the Finesse Tree first or go for the Sorcery tree with only a Purple Cloth Cap and a Green Fire Staff?

  22. Sasaki

    Thanks a lot Atropos, so I shouldnt level the Exploration to 4 ASAP? I dont know where to spend my other points the other Skills dont seem that useful. Im a Varani I dont know if it was a good choice for Rogue/Mage Combination

    And with which Talents on the Finesse Tree should I begin when I hit level 4 later?

  23. Sasaki

    Which type of clothes should I wear later on as a rogue/mage Leather or cloth?

  24. Sasaki

    Im level 4 Now, but cant start with Feiblade mastery after completing the Chakram mastery because I need to spend 5 Points before In what should I invest them Shadow flare or Assassins Art? Or what else

  25. Sasaki

    So should I put at least 1 point in Shadow flare too? And How look my Skills so far :

    2 Detect Hidden
    2 Dispelling
    2 Lockpicking (Only because Im Varani and got it from the start)
    1 Mercantile (Varani stat too)
    1 Persuasion (Because I noticed that I can get Purple items with it otherwise I would loose them)

  26. Sasaki

    When should I use Chakrams and when the Faeblades as a Rogue/Mage ? I mean in what situations?

    And Is this Spec okay for my current level (10) http://amalurfoundry.com/calculator?00000000000000000000000000&100131606000000000000000000&10060600200000000000000000
    I noticed that I have mana probs when I use magic and wear Leather armor, Should I skill Mark of Flame instead of Conservative Casting?

    5 Detect Hidden
    2 Dispelling
    2 Lockpicking
    1 Mercantile
    3 Persuasion
    1 Sagecrafting

  27. Joseph

    I find it odd that the Universalist build invests points into weapon masteries, when the destiny says that masteries for all weapons are unlocked. Wouldn’t this:

    http://amalurfoundry.com/calculator?210052005650052500000000000000&201062056035052050500000000&20062000565502500000000000

    … be better than what is currently listed? (Four [Active] abilities, no points wasted in weapon masteries, special moves with all weapons, plenty of self-buffs, and at least Lunge for mobility and Healing Surge for healing.)

  28. Sasaki

    Is it normal that a Rogue/Mage With Faeblades and Chakrams does more Damage with Chakrams than with the Faeblades even if both masterys are on 6/6?

  29. kiiiarrrlo

    I have a question. When training skill points, after you use the fateweaver so those points disappear making you have to pay for training again? Or do they stick around for respec..? Thanks in advance.

  30. Galadrond

    So just a quick question, does conservative casting affect all abilities of just Sorcery tree abilities?

  31. Galadrond
  32. Arty

    I’m looking at you guys for expertise, here. I want to make a Might-Sorcery, defensive, AoE-attacking character; as such, this is what I thought would be best for it:

    http://amalurfoundry.com/calculator?31045365060500355035000000&000010000000000000000000000&30061660560503550025050000

    What it has, in summary, is four active abilities (Harpoon, Storm Bolt, Quake, and Faer Gorta) and two sustained abilities (Sphere of Protection and Battle Frenzy), which means I can easily get my sustained abilities up and put all of my active abilities on the wheel without missing any. It focuses on the Greatsword and Chakrams to maximize AoE damage, with the Chakrams for enemies at a distance, and the Greatsword for when enemies get up-close. Also, it has the standard defensive buffs (Skillful Defense, Hardy Constitution, Bulwark, Stoneskin) and enhancing-ability passives (Aftershock, Sphere of Reprisal, Chain Lightning, Tempest, Transference, and Masterful Construction).

    What do you think? Or could it do with tweaking?

  33. Galadrond

    Okay, another question. Just how much HP does the Summoned Faer Gorta siphon off to you? Because I figured out that with this experimental modification of the Champion of the Foundry build, 5 minion’s attacks out of 7 will steal health for you. So I’m wondering if the amount given is worth the ability points spent.

    Here’s the build I forgot to add to the question. >.>
    http://amalurfoundry.com/calculator?26015205465500255025060000&000000000000000000000000000&20062660560502550025000000

  34. User

    Thank for excellent site! What do you think about this (Wayfarer/Shadowcaster) build versus Pure Finesse (The Phazblade)?

    http://amalurfoundry.com/calculator?0004100010000000000000000000&360163606001013405531050000&30061605501553005530050000

    Or even this Adventurer/Shadowcaster:

    http://amalurfoundry.com/calculator?000410005000000000000000000000&360363006001013405531050000&30061605501553005530050000

    1. User

      Oh, no! Calculator is not checking correctness of points distribution. :(

      Once again. Wayfarer/Shadowcaster done right:

      http://amalurfoundry.com/calculator?00041000100000000000000000&360363606001013405511050000&30061605501553005530050000

      1. User
  35. Murdrax

    i Have a Request i want a finesse, melee build that uses greatsword and faeblades. i want it to be a real powerhouse dealing lots of pain with high critical ratio for nasty really nasty damage!

    help please on getting a proper build with heavy damage in focus. a nice level by level and what to take skills, ablities etc would be nice just send me it in an message or post pull specifics on this thanks!!

    1. Hayabusa

      http://amalurfoundry.com/calculator?20015265565505255023061010&200562606305002305510000000&00000000000000000000000000

      try doing the might part first and just add finesse once in a while. maybe in a 3:1 ratio.

  36. Hayabusa
  37. Hayabusa
  38. reddpyro

    Currently rolling a Blademaster {Finesse/Might} Hybrid focusing on a sort of dual-wielding, hard hitting, juggernaut style of play with tons of mobility. Leather Armor, Buckler, Faeblades, Bow (Melee Damage, Ranged Damage, Stealth Damage)

    http://amalurfoundry.com/calculator?000450005640650556055000000000000000&006460656011010455001650000&00000000000000000000000000

    [Sustained Abilities]
    Envenomed Edge : (Rank: 6 / 6)
    [Sustained] The careful application of vile poisons to all your edged weapons and arrowheads allow you to weaken your opponents.
    15% chance per hit to deal 60 Poison Damage over 5 seconds, Sustained Cost: 25% Mana
    Battle Frenzy: (Rank: 5 / 5)
    [Sustained] Go into a berserker rage, dealing greater and greater amounts of damage with each enemy you defeat in a short time.
    100% Total Damage for your sixth kill. Battle Frenzy buff lasts 15 seconds, each kill resets the duration. Sustained Cost: 30% mana

    [Active Abilities]
    Harpoon: (Rank: 4 / 4)
    [Active] Snag an enemy and pull it back to you. May have the opposite effect with larger enemies.
    Pull enemies from 14 meters away dealing 30 Physical Damage and 17 Piercing Damage, Cost: 30 mana
    Relentless Assault: (Rank: 6 / 6)
    [Active] Grants a short-term resistance to interruption at the expense of armor, allowing you to shrug off blows while taking slightly more damage.
    Relentless Assault lasts 20 seconds and no longer reduces armor, Cost: 50 mana
    Shadow Flare: (Rank: 4 / 5)
    [Active] Weaving a burst of shadow magic to wound and stagger enemies in an arc before you. Quickly press the button again to throw a volley of shadowy blades, dealing Pierce and Bleeding Damage.
    Staggers targets 6 meters in front of you and deals 12 Physical Damage., Cost: 15 Mana, 5 blade projectiles each deal 65 Piercing Damage and 12 Bleeding Damage over 5 seconds., Cost: 20 Mana
    Lunge: (Rank: 1 / 5)
    [Active] Lunge past your foes with preternatural speed to attack them from behind.
    20 Physical Damage, Cost: 40 Mana
    Smoke Bomb: (Rank: 1 / 4)
    [Active] Throw down a smokescreen to stun enemies and blind them to your presence for a short furation.
    Smoke Bomb deals 7 Damage and Stuns enemies for 2 seconds, You are hidden from detection for 6 seconds, Cost: 40 Mana

    [Core Abilities] (What I consider the defining features of this playstyle)
    Bloodlust: (Rank: 5 / 5)
    [Upgrade] While Relentless Assault is in effect, each of your strikes may grant you a measure of renewed vigor.
    While Relentless Assault is active: +20% chance to Steal 30 Health
    Harpoon (Rank: 4/4)
    Lunge (Rank: 1/5)
    Hardy Constitution: (Rank: 6 / 6)
    [Upgrade] Your durable nature enables you to survive nearly anything, from sword wounds to magic flames.
    +20% Max Health, 13% Elemental Resistance
    Stoneskin: (Rank: 5 / 5)
    [Upgrade] Your unquenchable rage grants you Physical and Piercing damage resistance while Battle Frenzy is active.
    +20% Piercing and Physical Damage Resistance during Battle Frenzy

    The mindset behind this build is that of a lightning fast berserker wading into the middle of a fight and dishing out a never-ending storm of attacks. Since I have difficulties mastering parrying (when I get into a fight all I want to do is slice things into ribbons) I decided to take the route that allows me to pummel things without stopping. The bow masteries are there for dishing out some damage at range and stacking on some early debuffs (especially useful against large bosses who are resistant to physical damage). The stealth masteries are there to get you that first activation of Battle Frenzy, immediately granting you a chunk of physical damage resistance as well as beginning the chain reaction of transforming you into a wrecking ball. Harpoon and Lunge are there to keep you constantly in range of something, as well as giving you the ability to position yourself on the other side of a group of enemies that has you surrounded. The key ability in this play-style of never-ending attacks is Relentless Assaults. As soon as you make your first attack in stealth, or just before the enemy you’re softening up with your bow reaches you, pop this and just swing away. The chance to steal hp and the immunity from interrupts means you can pretty much hack and slash your way through anything. I generally augment this with Faeblades that have an additional chance to steal hp as well as an electric attack for the chance to stun. I would suggest that, if you’re going to use this type of build, invest the time in finishing the Traveler and Warsworn faction lines. +1 to Finesse from Travelers and +1 to Might from Warswarn are very nice Twists to have if you’re playing this build. Any comments or questions, feel free to ask ^_^

    1. Sergio

      I like your build as I am currently playing one very similar to it. I have it slightly different since I’m using daggers instead of Faeblades and that I added one or two points to all the precise weaponnery skills.
      Personnaly, I think Envenomed edge is overrated since with the Mysterious toxin skill, the important thing is not how much poison damage you deal before they die, just the fact that they are actually poisonned is enough. On top of that, the amount of added damage isn’t worth the additionnal skill points.
      Same thing applies to Blood Lust. One point is enough, the additionnal skills aren’t worth it with the marginal addition to lifesteal. A socketted gem can do a lot better.
      The power strike bonus might seem great in theory, but since my playstyle almost never allow the Adrenaline surge to Kick in, I prefer to invest the points somewhere else.
      This frees a few points here and there that i invest in the greatsword for large group of large monsters.
      My personnal take on the blade master would be something like this.
      http://amalurfoundry.com/calculator?10045160565060105615100000&166162051034011455511250000&00000000000000000000000000
      What do you think?

  39. reddpyro

    http://amalurfoundry.com/calculator?000410604640640556055000000000000000&066560650010050450502600000&00000000000000000000000000

    Here is another take on the Blademaster build I linked before. I’ve started playing this one because it gives you alot of variety in the kinds of weapons you can use without asking for you to give up on anything (there have been many times throughout my first playthrough that I’ve seen a badass Greatsword and cried because I didn’t have the points I needed in the tree to use it effectively. This build allows you to play with 4 weapon types at peak efficiency). I’ve removed the bulk of the poison abilities from the previous tree in preference of Blade Honing (I think the lower mana cost for this particular sustained is better than the high cost for Envenomed Edge) This build focuses on being in the middle of combat, just like the one above, only instead of ripping through things and applying DoTs all around, you gain massive crit damage (at level 30, i’ve crit for 3k with a home-made greatsword) Same strategies apply for combat with this one as with the one I posted above.

    [Additional Info]
    This build is a 2-ton wrecking machine once you’ve gone through the Legend of Dead Kel DLC and gained all the pets and all the paintings (permanent stat buffs). I also run it with the Shadowskin Chest and Leggings (37% increased crit damage and 18% increased mana help alot, along with the 2piece to increase crit chance by 15%), the Privateer Gloves and Boots (another 10% increased crit damage and 8% chance to crit, along with +10% to edged weapon damage and +10% piercing damage), and a home-made cap with +17% chance to crit and +2 mana regen. Not counting invisible status buffs (i.e. the ones you get from Gallows End) this build and armor setup has a 50% crit rate with a 101% crit damage boost modifier (with Blade Honing Active). I also tend to run with my own custom weapons (dagger with increased crit damage, longbow with ice and fire damage, faeblades with increased crit chance and chance to steal hp, and greatsword with chance to steal hp, crit chance, and bleed damage).

    Summary: This build is what a true Blademaster is… a master of blades. Want to be speedy? Equip Faeblades or Daggers. Want to harvest limbs and other assorted body parts? Equip a greatsword. Want to put quivering shafts in opponent’s eyeballs? Pick up the bow. Like the description of Reaper “Your knowledge of corporeal damage is absolute, and you promise death through the arsenal of short and long range options at your disposal.” Happy hunting :)

    1. reddpyro

      And if you don’t feel the need for Adrenaline Rush, here is an alternate that lets you use every edged weapon in the game (obviously chakrams don’t count, cause we’re not sissy mages)

      http://amalurfoundry.com/calculator?16041160065060045605500000&066560650010050450502600000&00000000000000000000000000

  40. Longshot

    So I’m not a min/maxer like most of you guys seem to be, but I’ve noticed that this game is ridiculously easy when you use such incredibly efficient builds.

    In observance of how easily I killed everything in the game, I wanted to make things hard on myself and I made a ranged kiting class. It’s Finesse/Sorcery, and while there are quite a few errant points I’d like you to keep in mind this is a rough idea of what I’m going for, currently this character is at level 12.

    http://amalurfoundry.com/calculator?0003000000000000000000000000&006500056431510455004650000&36003065515050155500000000

    See, I wanna do mainly DoT and trap damage. With the Shadowcaster’s Poison Blink perk (Which I haven’t tried yet, just have the normal blink) I really hope to attain true untouchable-ness. I’m well aware the scepter is pretty awful, but with enough gemmed crit chance who knows?

    Just wanted to know if anyone’s built an all ranged like this without the chakrams, which are far too easy.

  41. ReapersIntent

    Death’s Scythe: (40/57/29) {Polymath} [Daggers, Staves, Offensive, Melee/Caster]

    Damage Scaling: +17% Destiny, +30% Weapon Mastery, + 100% Frenzy, + 60% vs. Stunned, + 70% Adrenaline Rush, +150% Sneak Attack, +30% to Storm Bolt

    Physical and Piercing Mitigation:  +10% Damage Resistance, +30% Damage Mitigation while Blocking

    Elemental Resistance: +13% Elemental Resistance, +10% Damage Resistance, +50% Poison Resistance

    Crowd Control: Staff Block special move, Shadow Flare, Quake, Smoke Bomb, Chain Lightning

    Mobility: Shield Charge, Lunge

    AoE Damage: Quake, Shadow Flare, Chain Lightning

    Self Healing: Healing Surge, Adrenaline Rush,

    Sustained Abilities: Battle Frenzy (30%), [ Envenomed Edge (25%) and Blade Honing (15%) optional]

    Race/Patron: Varani/Belen or Dokkalfar/Belen

    1. ReapersIntent

      First thing you will notice is that I did not go all the way to Universalist. The reasons for this are two: First, you don’t need universalist to max all skills, and second that master of arms doesnt really benefit the style I am going for.

      Essentially how I play the build is to use the Staff’s block special move (tier 2 weapon mastery) to draw enemies into a group, smoke bomb them, then hit them with quake and shadow flare.

      I realize there may be more effieceing dps builds that are JOAT, but I really enjoy the playstyle of this build. It is powerful enough to make me feel awesome, but not so overwhelmingly uber-rofl-stomp powerful that the game is no longer fun {like meteor spam}

      I am hoping others will be able to help me improve it if it needs it, though without altering the play style too much.

  42. eclipsezero

    I have been playing a Nightblade so far, but I want to switch to a Finesse/Sorcery hybrid(Shadowcaster), I know exactly what abilities I want and stuff, but my main problem is armor. What armor should I craft? Do I mix armor, like rogue gloves and mage robes or something? This has confused me for a while now >>; Been unable to find an answer. Weapons I switch randomly when I feel like a change.
    Can someone answer this query? >>;

  43. Tally

    I prefer my Pure Finesse and Might/Finesse builds as pure melee.
    F= P-Daggers S-Faeblades. M/F= P-Daggers S-Greatsword. I’ve had a lot of fun with those particular builds as opposed to ones including the bow. May be just me, but I was thoroughly unimpressed with the bow in this game.

    Feel free to give the above builds a try if your looking for something new (to the people who took the time to read this. Lawls)

    Happy Hunting!

  44. Arnic

    I’ve just started the game so this is kinda a way off for me, but i like to plan ahead so here it goes.
    The idea is to concentrate on Greatswords as my main weapon and (after seeing other posts and suggestions) chakrams as secondary for ranged attacks. tempest seems like a no brainer as a basic magic attack, with healing surge and the sphere sustain as tanking abilities. The might side is just a balance of damage dealing and damage protection.

    The rest of the points are still to be spent. I would like to reach the 55 in each to get the champion destiny.
    In sorcery i could go mark of flame or ice barrage, but i’m not sure how often i would use them. The other option would be to sink some points into the Summon Faer Gorta abilities as an extra damage output (and some healing) that doesn’t need much maintenance once cast.
    As for Might, 1 point in adrenaline seemed like a well spent point for a 30% chance to survive a little longer, but not sure if that should be increased at all. War Cry is another ability that seems like a good place to put any extra points. Other than that it comes down to Relentless Assault or Battle Frenzy as my activated Might ability.

    Suggestions and changes are obviously welcome. and i apologize if i’m being a n00b with anything I’ve said. Thanks in advance for any help given. :)

    Here is the link to the basic build so far:
    http://amalurfoundry.com/calculator?1000516516550015001000000000&000000000000000000000000000&10061660505501050010050000

  45. Sergio

    I think your arcane archer isn’t optimized. In my mind, it should probably go a little something like this:
    http://amalurfoundry.com/calculator?0000500011000000000000000000&006560051431500455001250000&30061600533553500531040000

    Envenomed edge is way overrated. One point in this skill is more than enough, especially since you wont be using it once you are high level.

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