Kingdoms of Amalur: Reckoning™

Kingdoms of Amalur: Reckoning™

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Medaci Jun 15, 2014 @ 1:49pm
What build do you use?
Welcome!

I only see help threads here even though it's for general discussions. (This "forum" lacks a help section)

Anyway, I thought I'd start a thread where we can all talk about Kingdoms of Amalur in general. My question to all of you is the title. What build do you use? or What build would you like to try?

I've personally always played as a mage in all RPG games because I find them powerful and very interesting. I've never used a serious warrior/rogue build before, but I've always been a "master" on mages. I'm currently not far in the game, thus I can't actually say that much about my build other than I've spent all my points on "Sorcery" and I currently use the "Initiate" card. My goal would be to use the "Universalist" sometime or perhaps the "Archmage" card for a full blown mage build.

My current gear:

- Head: Selkie Veil (M: 0 - F: 0 - S: 6) (+15% Mana Regen per Sec - +15% Mana Stolen per Hit - 10% Chance to Steal 1 Mana per Hit - -10% Mana Costs)
- Body: Rigid Robes (M: 0 - F: 0 - S: 1) (+30% Mana Regen per Sec - +8 Armor)
- Hans: Sturdy Handwraps (M: 0 - F: 0 - S: 3) (+10% Mana Regen per Sec - +5 Armor)
- Feet: Old Shoes (+10% Mana Regen per Sec)
- Shield: Sturdy Talisman. (M: 0 - F: 0 - S: 3) (Blocks 4 Damage - +10 Elemental Resistance - +5 Armor)

Note: An update to my gear will come soon.

Current level: 9

Note:

The name is shown first, then the requirements and finally the stats.

M = Might.
F = Finesse.
S = Sorcery.

As I'm using a robe, I can't use anything for my legs and chest, that's why they're not on the list above. This was my build. (I'll update it as it changes)
I'd love to hear about yours! Thanks for reading.
Last edited by Medaci; Jun 19, 2014 @ 4:33am
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Showing 1-15 of 19 comments
pocketnunu Jun 15, 2014 @ 6:45pm 
I've tried all the builds, dual class and "universalist." Harder to advance in universalist as your points are spread over 3 classes. But my favorite is finesse and have favored thief/rogues in most of my rpg games. One of the best things about this game is you can put points in other classes and are not restricted to a set of skills.

When I play finesse, I try to make up for weaknesses of a "pure" class - I might wear an accessory that gives me extra mana or create/socket armor to give more armor while enhancing stealth/critical hits. Or I might use a weapon that gives extra mana.

(BTW, never fear, you'll find sorcery head gear as you go along, and stuff to replace those torn robes and old shoes.) For any class, I find it helpful to use gear or accesories that beef up both health and mana; anything that says "stout" or "robust" or "potent" in its description.
Medaci Jun 16, 2014 @ 12:12pm 
Thanks for the tip. I've reconsidered the whole thing about the "Universalist" card and I've decided to go for "Archmage" instead. (For now)

Also, I've been crafting a bunch of gear myself lately and I find it the best option at the moment.
Kendrick_Yes Jun 17, 2014 @ 9:42am 
Oh oh! Let me play!

My thoughts...

Pure Finesse focusing on bow use is easy mode in the early and mid game. But I find the high level stuff pretty rubbish.

Never used high level Sorcery stuff but the weapon abilities are pretty sweet. The Staff is probably my favourite moveset of any weapon... I'm just not a massive fan of wizards in games.
Scepter sucks.

Pure Might (With 3 points in Finesse) is my go-to build.
After Dalentarth you wander south to the House of Valour. Buy up all the +10% damage stuff and craft yourself some basic Leather armour. (Finesse arour lets you stack more + damage than Might armour, and requires 3 points in Finesse to wear.)
After that, level only Might stuff and when you reach a new Blacksmithing or Sagecrafting threshhold, recraft your leathers.
Medaci Jun 19, 2014 @ 12:53am 
Scepter does indeed suck, haha. I find mages to be the most fun to play and visually most impressive with their magic and such. Sometimes they can be overpowered, but it's often balanced pretty well.
S-P Jun 19, 2014 @ 2:15am 
I prefer the mage, they certainly have the best weapon moves imo, although some of their skills are a little overpowered. My least favorite is the pure warrior as they don't really have many abilities that fit with my play style.
Medaci Jun 19, 2014 @ 2:28am 
While a warrior can look SO badass, they often have boring moves, in my opinion.
Cherry Bomb Jun 20, 2014 @ 11:43am 
I use a rogue build, with daggers. you can attack super fast and dodge with ease. I use light armor for the critical boosts. I have played also as a warrior and mage but the ranger/rogue style character is most enjoyable to me! good luck!
PorkChopExpress Jun 20, 2014 @ 4:45pm 
level 24 - sorcery 58 - finess 17
primary weapon chakrams - secondary weapon staff
sage tier 4
arcane weaponry maxed out all the way up
chakram mastery on up maxed out
staff and healing maxed out
sphere of protection maxed
row 5 nothing
stormbolt 2-6
conservative casting maxed

dagger 4-6 / faeblade 6-6
froost trap 1-4
assassin's art 6-6

skills
detect hidded maxed
dispelling 3
lockpicking 6
stealth 6
sagecraft 3
for skills the numbers are how many boxes are lit up
EolSunder Jun 20, 2014 @ 7:55pm 
Scepter is really only useful if you have some sort of mana-drain replenish per hit with it, as it really drains down your mana, and doesn't do much damage. You are better off using your magic to drain your mana, cause it does much more damage. I'm currently playing a mage, and while building up to Meteor is great and its an awesome spell, the rest of the "magic" for the character sadly is lacking, and I find myself relying on my weapons most of the time with the occasional spell thrown in as a starting attack, and a little bit of DOT stunning, etc. Sadly until I got meteor, my "mage" was more warrior than spellcaster. I found that boosting my weapon damage was much better overall than boosting magic (say 5% boosts, etc) because I used my weapon probably 75% of the time and storm bolt 25%, until I got up to meteor.

After that it was find any gear/items that boosted fire damage and time to let loose with the flame.
Leloulino Jun 21, 2014 @ 2:10am 
I like finesse :) do whatever you like the most, op or not will be op for you cause you will like it and it will fit your style
TheThirdRace Jun 21, 2014 @ 6:20am 
Mage all the way!
Nosteny Jun 21, 2014 @ 10:14am 
Pure mage, though currently only an initiate. I am loving the chakrams.
Medaci Jun 21, 2014 @ 11:54am 
I find the chakrams to be quite useless as they don't stun enemies and they don't do that much damage. I prefer staffs with a greatsword or a fine pair of daggers.
EolSunder Jun 23, 2014 @ 2:03pm 
Well having played a pure mage for a bit, i have to say very lacking and boring. You have 3 spell lines, fire cold and lightning, but really you only need to get fire up to meteor and your set, the other aoe spells far inferior to meteor. The basic spells really lack power even speced to a mage with spell boosting damage, my Chakram weapons still did much more damage, didn't need a "cooldown" and had special moves like air juggling, AOE swing, etc. At level 35ish I respeced into a mage/might character and was 100% more satisfied with it. All the points i spent into cold/lightning and other weapons (staff/scepter) i put into might since i really didn't use any of those at all.

Instead I boosted my character up even more with Mights skillful defense, hardy constitution, adrenaline surge and power strike, and was much much happier. My mage still had most of his magic power, plus better stats and even more Chakram weapon damage. Much much better than a pure mage.
Lavian Jun 24, 2014 @ 4:31am 
Last edited by Lavian; Jun 24, 2014 @ 4:32am
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