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The necro side focuses on the 'ranged' attack laser beam usage with very few actual necro abilities. You can leech with the beam, and also generate mana at will (vs via attacks). There's also a late game unique staff that splits the beam to hit three enemies at the same time.
So it's nice that there are three options for mage play, using different mechanics. Not so nice that 'elements' got tied to specific things.
Surge. Passive effect is +10% mana regen, active effect triples mana regen (so x3, ie. +200%, not +300%).
That said, why stack so much mana regen and depend on a rune when Death Caller literally doesn't care about mana at all, and in fact, benefits from their mana being empty (Enchanted Athame dagger)?
Just use that spellblade perk that explosion spells cost only 50% mana, get that crit ring, the medium armor which heals when you get an advantage and the amulet which restores mana on a crit whenever you use an explosion spell. Then bind one explsion spell of your choice to 1 and another one of your choice to 2, smash these buttons and never press something else again.
I am loving the shield throwing so far - as long as I manage to hit something with it anyway.
I also find kicking enemies halfway across the map or off ledges extremely satisfying for some reason.
Seems to be a common assessment. From what I gather, mages are a pain to play in the early game but are super-strong late game.
I played a melee-happy duelist rogue. In the late game, most basic foes were little threat as I could reliably inflict AoE critical hit + necrosis via a skill followed by a guaranteed critical hit + freeze with a charged attack, but certain highly mobile enemies (e.g. the final boss, the possessed candlehop) were tedious to deal with.