High Elf Mage: Weave n Beam build guide (Chaos 6/7 Viable)

High Elf Mage: Weave n Beam build guide (Chaos 6/7 Viable)

Skill Selections & Hotbar


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If not already unlocked in place of "Duelist's Chain Reaction" you can substitute for whatever your preference, however once it's unlocked from the Invasion game mode the Passive skill "Duelist's Chain Reaction" should be used for the additional +400% crit damage it provides at max 4 stacks.

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For your main attacks you'll want to alternate between short bursts of the "Arcane Hail-mastered" & "Breath of Fire-heroic" skills at a minimum interval of 3s, which serves multiple functions.

1) Alternating between the two damage types helps keep full uptime on both 200% dmg buffs from "Arcane binding".

2) Every use of "Breath of Fire" also activates our passive "Quaysh Shield" for greater Hp sustain/Dmg reduction.

3) Magic crits proc beams from the item "Rift-Eater" which help to provide additional damage to mobs it comes into contact with, good in-case kiting is needed as it will continue to damage stuff.

While trying to remain static (not moving) whenever safely possible to keep active our defensive buffs and remembering to cast "Blinding Light-M", "Aetheric Vortex-S" on cooldown for the additional utility they bring along with them. (Area dmg, +25% Damage taken to mobs, Slows, Knockback & Health/energy sustain)

Casting "Aetheric Storm-M" either on cd or saved for when needed during big pulls and/or boss burn phases for the damage buff it provides as well as the great area coverage too.

God Skill Tree & Legendary Ranks: Updated 10/8


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Main goals for the skill tree were first off, getting to Aetheric Storm - Mastered as well as going after as much critical damage as we could while at the same time trying to avoid as many negative nodes as possible.

God Tree Updated with slight revision's to get some extra +maximun health without losing any crit damage.

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Current Legendary Rank: 50

For the new Legendary system so far i have just been using all points towards the "Punisment" node for the additional +%damage taken applied towards monsters that should hopefully stack with our 25% we already get from skills.

Current Blessing Gem Combinations Used:


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[Blessings Updated 10/10]

The blessing system has had an overhaul with this latest patch & overall I'm aiming to maintain a 50/50 approach in terms of dmg/defence with the blessings.

All 10 equipment slots currently blessed with =

(Shoutout to @Drasanil who suggested using the above blessing, it was an overall increase in both dps & defense.)

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Below are a few various other blessings just to kind of showcase the different options available out there as well.

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[Edit 7/17] Changed over all the Armor/Damage blessings into Armor/Crit Damage for an overall dps increase. New blessings gem combo pic shown above

[Edit 10/8] Gem blessing system has had an overhaul, updated pics for current ones used.

[Edit] 10/10] Further changes to blessings used, new pic updated, old combo's left in for additional options.

Gear & Stats By Slot:

Current Gear & stats by slot : [Updated 10/8]

(Disclaimer: gear rolls are subject to change at anytime.)

Main Set slots: [T5/green items are in Bold]

Dragontamer Helm = 3.3k Armor, 10.3k Health, 5.7% cost reduction, 28% loot quality, 375 counter-attack

Dragontamer Chest = 3.2k Armor, 10.7k Health, .5 health regen, 24% loot quality, 390 counter-attack

Dragontamer Legs = 4.5k Armor, 17.5k Health, .6 health regen, 31 max energy, 691 counter-attack, 29% loot quality

Dragontamer Bracer =5.2k Armor, 17.3k Health, 6.4k damage, 36% Crit damage, 27 max energy, 30% loot quality

Dragontamer Boots =5.4k Armor, 18.5k Health, 11% speed bonus, 26 max energy, 583 counter-attack, 29% loot quality

Weapons: [T5/green items are in Bold]

Rift-Eater sword = 12% Armor Pierce, 16% Cooldown reduction, 76% Crit Damage, 13.7k Damage, 11.5k Damage over time, 15% Cost reduction

Sceptre of Ice = 14% Crit chance, 41% Crit Damage, 6.5k Damage, 6.2k Damage over time, 19.8k Health & 26% loot quality

Jewelry: [T5/green items are in Bold]

Ring of Denial = 6.4% Crit chance, 21% Crit damage, 2.1k Damage, 3% Armor pierce, [Effect: Lose -20% Damage, but gain +50% Health & -20% Damage taken]

Ring of Radiance = 4% armor pierce, 8% Crit chance, 3.8k damage, .4 health regen, 37% loot quality [Chance on crit proc = cd reduction]

Phase Shift Amulet = 6.1% Crit, 17% Crit damage, 1.9k damage over time, 24% extra gold [Effect: Nearby enemies take more damage = +100% damage taken]

Slots to keep an eye out for Ideal/BiS stat roll combinations: (confirmed possible in-game)

Tier 5 Greens: 5 stat slots

Bracers = Armor, Damage, Crit damage, Health & (Open stat)

Rings = Crit chance, Crit damage, Damage, Health & either Armor Piercing or Cooldown reduction

Necklace = Armor, Crit chance, Crit damage, Damage & either Health or Cooldown reduction

Staff = Armor Piercing, Crit chance, Crit damage, Damage & Health

Sword = Armor Piercing, Crit damage, Damage, Cooldown reduction & Health-----------------------------------------------------------------------------------------------------------------------------------

Some useful stat priorities on gear that I've mainly been focused on trying to find so far:

Offensive = Crit chance >= Critical Damage > Damage > Armor Piercing

Defensive/Utility = Armor > Health > Health regen > Cooldown Reduction

Stats i like to try and avoid if/when it's possible for the build = Cost reduction & loot quality.

My reasoning for the two is that we get a decent portion of our Health sustain via the passive skill "Quash Shield" by spending energy in exchange for health, so cost reduction effectively lowers our healing. And loot quality well that one is simply because it appears atm to be a wasted stat slot (unsure how effective it is)

Build In-Action & In-Combat Buffed Statsheet


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Great Unclean One (Old vid)

More videos of build in action located at link below: (Old vids)

(Arcane Binding's damage bonus doesn't show on statsheet)

Invasion Progress (Rank 10)


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Current Invasion Progress [Updated 7/13]

Getting closer to 100% completion with this particular setup, however still missing greens here due to some lousy rng (chest/helm/neck & 1ring) /rip lol.

Notable nodes you'll want to go for asap to progress further down each branch:

+%Corruption Resistance (very important)

+%Resistance for fire/magic/physical/poison

Enemy -Damage%

Enemy -Armor%

Enemy -Health%

Once those are all collected it essentially comes down a gear check (amount of greens acquired) as you progress further down into the trees.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1764797336					

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