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Mage/Dark Wizard Help Endgame Pure Build

Discussion in 'Class Builds' started by Goati, Oct 21, 2021.

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  1. Goati

    Goati actually joeo HERO

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    I'm looking for an endgame pure build, preferably with 129int and 13+ mana regen, as I want to spam meteors.

    What I'm looking for in order of priority:
    1. Good damage
    2. Good mana regen
    3. Good HP/EHP
    4. Good walkspeed
    5. Good defences
    6. Cool features (i.e. time rift, pandemonium, cold wave/impact winter)
    7. Sprint regen/jump height
    The build doesn't have to contain everything from the list, it's just the priority.

    I'm happy to use crafted items or non-crafted, and there's no cost restriction.
     
  2. BrightDanny

    BrightDanny Well-Known Adventurer CHAMPION

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  3. Goati

    Goati actually joeo HERO

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    Do you know if the time rift meteor cancels the player-casted meteor?
     
  4. BrightDanny

    BrightDanny Well-Known Adventurer CHAMPION

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    Yes, but it will be quite difficult to do so with Pure MajorID. (I misread this part, Time Rift spells do not cancel your casted spells)

    I've played around with Time Rift on different Mage setups and it should be possible to utilize it.

    If it does not work you can simply use a standard rawstack Pure build instead.

    Example of a rawstack spellsteal build that needs 1 tome for 129 Intelligence:

    https://wynnbuilder.github.io/#4_0So0RZ0r50Qx0K20050TN0og0Ql07111+0y0U1g00000
    WynnBuilder build:
    > Myelin
    > Medeis
    > Vaward
    > Stardew
    > Moon Pool Circlet
    > Summa
    > Dragon's Eye Bracelet
    > Tenuto
    > Pure []

    Quickly put together, currently travelling by train with bad internet. I hope someone else will pick this up and improve it alot.
     
    Last edited: Oct 21, 2021
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  5. YoshisWorld

    YoshisWorld Famous Adventurer Media CHAMPION

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  6. Goati

    Goati actually joeo HERO

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    Thanks for the builds guys, I'll check them both out

    Is it generally better to build pure with flat spell dmg?
     
    Last edited: Oct 21, 2021
  7. BrightDanny

    BrightDanny Well-Known Adventurer CHAMPION

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    Yes, not because spell damage is bad or something, but Pure has an ID that has alot of spell damage. These are additive with for example Fire Damage.

    The more you have of it, the less the next extra % will do relatively to the previous number.

    Example:
    If you deal base 100 damage, which symbolizes 100% of your damage, and you have an ID that gives you 50% extra spell damage, you now will deal 150 damage, so 100% to 150%.

    Now you deal 150 damage, 100% base plus 50% extra, symbolizing the 150%. If you add another 50% spell damage, you will now deal 200% of the base.

    So 200 damage, but going from 150 to 200 isn't a 50% increase in damage, it is about 33.3% actual damage increase relative to the previous number (150, 150 x 1.333 = ~200).

    It is a bit of a messy example and I hope you understand what I mean. I used base = 100% in this example to make it (hopefully) easier to understand.

    Now to get more actual damage, it is very good to use methods that multiply with eachother(Strength/Dexterity) or something you have almost nothing of that adds to the final damage (raw spell damage, this is also multiplied by Stength/Dexterity). Melee builds could factor in an extra modifier, Attack Speed tiers.

    A good example is to add Strength on top of it or, as you've seen, raw spell damage.

    This depends on what bonuses you already have. In this example you have already alot of spell damage, so a "new"(stuff you none or little of) modifier such as more Strength or raw spell damage would do more.
     
    Last edited: Oct 22, 2021
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