Build:Hex Mage Elementalist

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Hex Mage Elementalist is a Character Build in Outward, created by Shimano232.

Summary

Hex Mage Elementalist
Inflict the highest elemental damage possible, capable of instantly killing nearly every non boss (And some bosses) in the game.
BreakthroughIcon.png Breakthroughs Required Faction
Bloodlust.png Well of Mana.png Shamanic Resonance.png Holy Mission Banner.png
Equipment
Weapon Off-Hand Head Body Boots Backpack
Cerulean Sabre.png Rainbow Hex Chimera Pistol.png Rust Lich Helmet.png Rust Lich Armor.png Rust Lich Boots.png Flux Light Mender's Backpack.png
Quickslots
1 2 3 4 5 6 7 8
Fire and Reload.png Jinx.png Torment.png Rupture.png Dez.png Egoth.png Fal.png Shim.png

Full Build Details

This build is pretty straight forward, shoot with gun, hit 5-6 times with sword. press your preferred delete button (Torment -> Rupture) will kill most things.

Jinx can be used to apply sword debuffs at range, shooting jinx 8-10 times on an enemy will more often then not apply most of the debuffs however it can be random and effectiveness will vary.

Internal lexicon is REQUIRED to make this work if you intend to use the runic spells, if you dislike the runic spells the entire class can be substituted with the philosopher for better mana sustain and more fire damage.

Popping all the various boon spells/potions (Warm, Cool, Blessed, Possesed, Mist) is option for most exploring but will provide massive boosts against larger enemies/bosses.

Keeping Lockwell's active is an important part of maintaining max damage, this can be achieved by keeping a handful of dreamer's roots on you to make you sleepy or just camp in your tent and repair/guard until tired. then bring energizing items to pop every so often or camp and sleep for 1-2 hour intervals. the pungent paste among other items can be used to offset the HP and Stam burn you accumulate. Hex mage's bloodlust will also help prevent the accumulation of burn.

The runic spells offer a wide variety of utility, heals, buffs, light aswell as a reliable source of easy ethereal damage for ghosts and elementals, and a spammable lightning shot for free damage.

Either infuse wind or sigil of wind can be taken based on preference. infuse only works 50% on the cerulean sabre so it's not great but it does make it swing a bit faster and stagger more. And sigil of wind gives access to a few spells aswell as the lighting shot which can improve the pistol opening attack.

Conjure can be used with reveal soul to make a temporary ally to help draw enemy attention away from you.

The listed enchantments are the only really useful/necessary ones, you can certainly add more to the other gear pieces but they are not as relevant to the build.

other useful buffs include, mage tent for reduced mana costs or one of any (preferred lightning) elemental totemic tents.

Final note, If this build is being played in Co-op the try to convince your teammate to use the cerulean sabre and chimera pistol for you. this frees you up to use a staff such as the ancient calygrey staff to further boost your damage.

Combos

My Combo Name

See Also