Ailment Mage Build, 100+ Expedition Farming
This game allows for so much customization, so I'll just stick with the key components of this build.This build does not utilize any broken mechanics or take advantage of any glitches.
Gear
Armor is all sorcerer gear. This isn't a very gear dependent build and you'll find good gear on your way up to higher levels. Some key stats that are great to have in my order of preference:
+Damage / +Spell damage
+Critical damage
+Damage type added to spells
+Spell Leech
+Ailment chance
+Force shield
As for weapons, I have found that a 1h melee weapon with a catalyst works best, although I ran with a staff for my first few builds.
Active Skills
This has some flexibility, but this is what has worked best for me.
- Anomaly (Echo Wave Pattern, Temporal Dilation, Echoes of Infinity, Twists and Windings, Rending Of Matter)
- Plagueburst (Swarm of Corpuscules, Rapid Onset, Cutaneous Infection, Disgrace, Noxious Smog, Short Range Contaminants, Vitiation, Biohazard)
- Solarfall (Glare Of Judgement, Those Who Favor Fire, Weight of the Sun, Sunrise, Condemnation)
- Bleeding Edge (Stinging Blade, Upright Fury, Delayed Bladespin, A Taste for Blood, Unstoppable Momentum, Despotic Perseverance)
- Aether Jump (Quantum Mind, Escape Artist, Spirits of the Void, Feeding the Aether, March of the Time Devourers, Breath of Time, Time Paradox)
- Bulwark of Dawn (Vitality Exhumed, Haven of Men, Boundless Cornucopia, Divine Omnipresence, Aegis of Hope, House of Rest)
A regular pull will look like this:
Open with Anomaly x2. I'll generally place them right next to each other to cover a larger area. Because this is lightning damage, they will receive ailment stacks which will also do damage and with the continual pulse, most enemies won't be able to escape. Immediate follow with Plagueburst. This will cause all enemies that die inside your Anomaly to explode and leave a cloud of gas. The more creatures that die, the more gas clouds there are. You can kite monsters through the clouds while your skills are on cooldown if you like, but won't really need to. Follow with Solarfall for a bit of extra damage and to get stacks of fire ailment on more beefy targets. Finally, use Bleeding Edge as a rage dump. This also does a TON of damage and the bleed scales well with the ailment build. You can use Aether Jump as another way to build rage while fighting bosses to keep as many ailments up as possible. Bulwark of Dawn is 100% optional. I'm still trying to figure out what to use for my 5th slot, but I like the heal and damage reduction it provides.
Passives
I don't want to go through every single node, but I'll call out the important ones to this build here and which label they are located under:
Tier 1
- Attrition Strategist | Scholar (+60% ailment chance. Must have.)
- Second Wind | Soldier (Burst of health regen when below 30% hp. Some nice survivability.)
Tier 2
- Primordial Insights | Cabalist (Crits that apply ailments can cause ailments to do crit damage)
- Insidious Decay | Cabalist (Increase max number of ailment stacks, but decrease non ailment damage. More ailments = more damage. I picked up a number of smaller nodes that further amplified this with +ailment damage)
- Immortal Offering | Cabalist (Grants +damage % buff for every enemy you kill with an ailment, up to 5 stacks per damage type. This is why we want all of our spells to have different damage types and additional damage types added to spells from gear. You can easily get up to 150% increased damage, which creates a snowball effect as long as you keep killing stuff)
- Power of the First Men | Cabalist (50% chance to double the number of ailments inflicted by 2)
- Grievous Afflictions | Cabalist (Can apply +1 additional ailments. More ailments you can apply in a short period of time, the more damage you get from Immortal Offering.)
- Feast for the Crows | Warmonger (Life leech is so good. It's a bit bugged right now - when you are full force shield, it'll reset your shield to 0. With enough leech, you'll see this happening multiple times per pull. Doesn't break the build, but good to be aware of. Hope this gets fixed soon)
Resilience to Corruption | Warlock (DoTs affect your shield before your health pool. To my knowledge, this means all damage goes through your shield first before touching your health pool) - Faith Leech | Warlock (Works well with Fest for the Crows, allowing Life Leech to recharge your shield)
- Reining in the Darkness | Warlock (100% spell critical above 75% willpower. Works well with Primordial Insights)
- Duty to Exterminate | Warlock (+200 max rage and willpower. I like having a bigger willpower pool)
Tier 3
- Branded Burst | Exorcist (+15% damage reduction per buff, stacking up to 5 times. Getting hit expends 1 stack, and stacks recharge every 2.5 second of not being hit. Recommend getting the improved node of this so stacks are 20% damage reduction. With full stacks, that’s 100% damage reduction. Definite must have)
- Which Time Cannot Heal | Time Weaver (Damage done to an enemy with a status is applied again after 1.5 seconds. Pretty sure this works with spell damage, so you’re going to always be applying double damage. The improvement of this node adds another 20% damage when this is triggered)
- Dire Juncture | Time Weaver (40% of damage you take applied immediately and the rest after 1s. The delayed damage doesn’t interfere with shield or health regen. Not entirely sure if this is a keeper, but been using this without issue)
- Masochistic Effigy | Abyssal Shaper (Doubles max force shield, but HP cannot exceed 5% of max shield value. With all damage going through your shield first before touching your health pool, this increases the overall amount of damage you can take before being downed. The improved node increases your max HP to 15% of your shield value. Issue with this can be the bug with leech as mentioned above, but I’ve made this work for me.)
Stats
Ferocity - 120%
Toughness - 75%
Agility - 0%
Wisdom - 195%
Get your wisdom and toughness up first. Crits are nice, but applying status affects is going to be the most important thing for this build. Adding crits is just icing on the cake, but only works once everything else is in place.
Edit: Added a video of the build in action.
https://youtu.be/DNSKiR7MkYw
Here's a link to the passive tree and skills. I'll work on adding more later.
https://share.wolcen.dev/s/CriOVUWASj
Replies: 16
Created: 4 years, 2 months ago
Category: Gameplay