Shadowrun Returns

Shadowrun Returns

MISTAMAHATMA Jul 29, 2013 @ 7:17pm
Any ideas how to maximize a mage's skills?
While I do like Mages, I admit that they can be quite weak if I use solely spellcasting. Any ideas as to how to fully utlize the Mage in this game?
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Showing 1-10 of 10 comments
Seerow Jul 29, 2013 @ 7:18pm 
Their single target spells are weak. Personally I'd invest in quickness/a gun skill for use when enemies aren't clumped up, but have Fireball/Manaball/whatever other AoE ready to take advantage of 2+ enemies grouping together.
St. Haborym Jul 29, 2013 @ 7:20pm 
I only use my mage skills for support and as a backup for my guns.
Panthera Leo Jul 29, 2013 @ 7:21pm 
You may do more damage with guns, but something to keep in mind?

Flamethrow does a base damage of 25. Get on a heavy layline and it will have a cooldown of zero. Manabolt has a good chance to crit. Lightning bolt drains off a AP. Also, as a by product of level willpower spellcast anyway, you're going to have 90-99% accruasy with all three.

All in all though, it maybe worth looking into spending some point into conjuring or shaman skill trees.
crsoadd Jul 29, 2013 @ 11:04pm 
I had a good battle mage build for my first playthrough. He concentrated on willpower and spell casting obviously. But also put about the same amount into quickness, ranged combat, and assault rifles. I later sunk a lot of points into dodge and body. The realtively high will gives you great chance to hit with spells and spell resistance, same with quickness with the added doge for physical attacks. And body for extra hp and damage resistance. I used CC, AOE, and one single target spell. Worked out great with the rifle. Liked taking Falk as a hired runner. He is the best buffer you can get imo. Had armor 3, haste 3, aim 3, heal, and his firewall was handy too. He isn't very good offensively himself but he makes my pc and the rest of my team really shine.
Proteus Jul 30, 2013 @ 2:20am 
CC spells definitely pay with the mage ... especially the ones that lower the AP of the enemies ... and especially if you are standing on a Leyline while casting them.
Was able to stun a whole group of enemies (~6 concern guards) with a single lightning ball, while standing on the Leyline of the office in the Telestrian run
WicherTrzcinica Jul 30, 2013 @ 2:38am 
My mage seems to be quite op. I go with elf, full body, full willpower, full spellcasting some points ito quickness, dodge and charisma. In my opinion gun skills are waste of karma and ap. With 3 ap i can cast fireball,manabolt and end with flamethrower etc. U can go with some points into conjurning and take spell that gives you +1 or +2 ap.
Exwin Jul 30, 2013 @ 3:12am 
I've got to go with Minsc from Baulder's Gate:

"Magic is impressive, but now Minsc leads! Swords for everyone!"

Replace sword with assault rifle and now you're cooking with gas.
IlluminaZero Jul 30, 2013 @ 3:30am 
You guys are emphasizing the wrong things.

Rather than focusing on damage, you should focus on CC, buffs and support.

Blind and confusion are amazing CC. AIM in particular is good for everyone. Healing is pretty much required on a long mission.
Checku Jul 30, 2013 @ 3:51am 
do agree with illuminazero and wicher, thats the way you should build your mage, for team runs with merc i spec my mage cc/aoe damage, 2 strong guys with shotguns in front and shamy for support, you will melt everything like butter on very hard
Voldski Jul 30, 2013 @ 11:02pm 
I usually go with Manaball, flamerthrower, lightning, stunball, heal and haste. Then i had dodge pumped up high which made me close to being impossible to hit especially when i buffed myself up with coyote totem.
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Date Posted: Jul 29, 2013 @ 7:17pm
Posts: 10