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but in thems of magic and physical armor healthbar .. you will notice that the enemys use sometimes a lot of magic and sometimes they are heavy physical based.. so.. so try to make it balanced if you are new.. because otherwise you die to a normal fireball.. ok maybe you dont die but your magic armor is gone and then you get CC mostly stuned same goes with physical armor.. if they can crack it to easy ..next you see an enemy archer will use knock-out/down arrow on you.
Ultimately, magic armor is more important than physical armor is because you can rely on Uncanny Dodge and the aura version of the spell to reliably dodge most physical damage thrown at you.
However, most of the time you’ll be fine just wearing the armor your main attribute focuses on.
For your mage, which your team should ideally have two of, you should invest a bit heavy in memory early on and try to have enough spells that you rarely need to attack with weapons and after the first act basically never attack with them again. Mage weapons fall into two categories, weapon and shield for a more durable mage, good for casters that get in close to use the closer range spells, or you instead dip a few points in strength and get a two handed axe or something that has 20% baseline crit then use the Savage Sortilege talent for spell crit.
Yeah, I figured if all my mage cool downs are active, I don't have enough spells, memory should be okay but I think I need to pick up some more spell books.
-1 primary skill you get to 10 early, always Warfare if your primary damage is physical.
-1 secondary skill you take 2 points in to learn your spells, such as Scoundrel for rogues. This is usually a secondary element for mages that compliments your primary one such as Geo if you main Pyro.
-2 or 3 tertiaries that you take for specific spells. This can be a 1 point dip for things like Adrenaline from Scoundrel, 2 point dip for Teleport/Uncanny Dodge from Aero and so on. You can try to take spell crafting into account for these skills, meaning physical builds typically consider one of the elements and mages consider physical skills . This is because crafted spells mix one of the element skills with non-element skills to create the new spell. You don't have to do this, but its a consideration.
So ideally you'd have the two main ones with 2-3 dips.
Most of your points should be in the main attribute, yes. You need to invest 30 points to cap the attribute to 40. You want to cap that before level 20. With 2 points to invest per level, that means that 15 levels ideally should only invest in that main attribute. That said, some builds want Memory. I usually would say by the end of act 1, level 8, mages should have about 7-9 points invested in memory and physical attackers want about 5-6 usually. This can be from the Mnemonic talent if needed, just consider later respecing that talent out because there's better options. Same for Bigger and Better, alright early, but there are better options later on. I think the only one of those talents you might keep long term is All Skilled up for certain civil skills, but that's a niche one.
Early on, scaling doesn't really make a huge difference, so you can afford to sacrifice more INT/STR/FIN early on than you can later. By around level 10-12 you want to start really pumping your scaling as hard as you can and consider removing talents that bumped up a stat like Mnemonic for something else, letting the passive memory slots you gain every other level carry your slots, or invested memory, rather than relying on talents.
An all CON build for instance, has no damage. This lack of damage lowers the threat the AI sees them as and therefore leads to them not attacking that character. The best "tank" builds are actually really squishy, because squish entices the AI to attack them. You then use immunities, resistances and other mitigation to protect that character instead of making them beefy.