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But a strong mage has no need of a side weapon.
The tue limitation is that you can only have so many spells with you, and it is often wise to double up on some (for example, have both lightning 2 and lightning 3) so you can use your favorite type of spell more often - further cutting into your variety. You will also want a damage barrier - you see - you really want to stand on that mana line - you really do. But chances are it is right in the middle of a big shoot me here sign - and you are unlikely to have enough body, quickness, and dodge to want to stand out in the open without your shield spell. Then there are the great spells heal and haste. You surely also want an AoE spell right? And yet there are still more spells that would be nice to use. But you cant have them all ! Thank goodness powerbolt is a 'weapon' slot
Oh well
All in all, the mage class seems like a proper glass cannon.
Well, for some utility spells you have a shaman in the group. I so far manage to do everything with two members doing all the assault job - my mage and that troll woman (i've forgotten her name, heh).
Mage does a lot of damage. And he needs mostly only two stats: willpower and spellcasting. Sure, it wouldn't hurt to get some charisma, int, body, quickness and dodge as well. But he doesn't have to level them up too high.
Mage, however, is damn good. Assuming, of course, you have high spellcasting and consequently some ungodly accuracy.
Personally, I like equipping Heal, Aim, Blindness, and 3 damage spells.
Rather than taking defensive spells, I find it's more efficient to simply wear the toughest armour you can find, instead of using actions and a spell slot.
It's hella amusing to be able to start a combat by getting hasted by a teammate, then immediately layering a fireball and a manaball over more than half the opposing forces.
I'm playing a mage/summoner, with 0 points in spirit control, and 3+ points in spirit summoning to get me the creater totem which makes all summons within 3 of you have 0% escape chance when you assign them AP. This totem is pretty impressive, letting you control even the highest level summons for an unlimited number of rounds with max AP. You do need to recast the totem spell every 3 rounds, or you'll have to banish the spirit, since it's escape chance will be 100%.
The summons get you a 4 AP spirit to watch your back while you stand on that leyline in the open. Several of them have great defensive buffs as well as offence. That's a net gain of 3 AP for the party, along with a gain in versitility. Plus, Dietrich is also able to benefit from having his summon within your cirlce when assigning AP. I usually just summon one if there's a free one in the room, and carry 1 or 2 consumables for emergencies, but on missions that have you in combat movement throughout, you could keep a spirit with you from start to end as long as you heal it as it gets hurt.
Make sure to get hasted by Dietrich when summoning, so you still have the AP to use your powerful spells. Also it's important to be able to move around, since you can move over to the creature before assigning it AP, to make sure it's within your circle. The versatility added to your spellbook by these creatures, despite the 1 AP cost, it's still a net gain of 3 AP for your party's turn.
To be honest, the totem seems a bit unbalanced, since summoning isn't affected by cyberwear, and so for a mere 11 Karma any street sam can pull this trick as well. Plus you get the benefits of charisma if you choose to get to 6 in summoning - I think 6 is the highest level spirit in the game.
Obviously the running around or not moving the summon make the totem a bit incovenient, along with the need to cast it every 3 turns, but I think it's benefits outweigh it's costs.
I have a spell to cast every turn, +2 Drone AP. I make up personal AP loss through Jazz and having Dietritch use Haste on me.
Unlike most other classes, a mage only needs 2 skill Willpower and Spellcasting. (however you will find some spells require minor points in intelligence and/or charisma).
With only 2 skills your mage can fast track to a high skill level, which means you will never miss and you will always crit. With Flamethrower (level 3) my mage is regularly doing 50 damage with 1 action point (no need to bother with ley lines).
Although my favorite tactic is to drop a fireball (level) on a small group and step behind cover (you may need a haste effect to pull this off). Then just watch their health drain as they run around on fire, until ultimately charging into overwatch.
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On a side note, I also have a decker/rigger who ran out of weapon slots (Rigs take 1 weapon slot, and a deck takes a weapon slot, which means no room for an actual gun). To alleviate that issue I am seriously considering branching into mage, so that I can use spells slots instead of weapons (the alternative is to spend a lot of points to get to ranged and close combat for weapon slots, but never be good with those weapons (due to multiple skill category requirements). Unfortunately, I take a 0.5 essence hit right out of the gate for a datajack, but I figure that combined with Mark Target, a heal spell, a flamethrower, and a utility spell, the added cooldown wont be a huge issue.
If you've already accepted the essence hit, you can get another 0.5 augment, round it out to one full point as it won't change anything. The Alpha Cybereye mod would work (+6% chance to hit).