Build:Rune Mage
Rune Mage is a Character Build in Outward, created by Kambro.
Summary
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Rune Mage A Rune Sage that packs a punch and can take one, too. Breakthroughs Required Faction Any Equipment Weapon Off-Hand Head Body Boots Backpack Inheritance of the Past Aegis Chaos and Creativity Flux Any
Full Build Details
This build is focused around using the Rune Sage tree to do the majority of your damage, using Runic Blade, Runic Lightning, and Runic Trap. You will also be using Lightning Strike from the Cabal Hermit tree. This build can either be played as a melee with magic as backup, or mage with a cool sword as backup. The build is also quite forgiving with its high defensive stats; you can take a few hits before you start worrying.
Take 3 to 5 points of Mana
The third breakthrough point is up to personal preference. Philosopher's Leyline Connection can be used as a passive Mana Regeneration tool for amazing QoL. Warrior Monk's Steadfast Ascetic and other Tier 3 abilities make the character more melee focused if that's what's preferred. Kazite Spellblade can be taken for 15 of Health, Stamina, and Mana -- as well as the ability Elemental Discharge to go hand-in-hand with your Divine Light Imbue from Runic Prefix. You could also just use Mercenary for the extra movement speed.
You can swap the White Arcane Hood for the Rust Lich Helmet if desired. The boots can be enchanted with Economy if you'd prefer that over the 3% movement speed and 5% Lightning damage. For the backpack, you can use either Zhorn's Hunting Backpack, the Light Mender's Backpack, or a Boozu Hide Backpack.
Faction can technically be whatever your preference is, but The Holy Mission of Elatt is the best choice, specifically for Spiritual Communion, and the rest of the defensive passives.
In the Late game, you can pick up Brains from the Gladiator's Arena for extra damage.
If you want to get really fancy with the amount of damage you can deal, use one or both of the Doom Hex and the Haunt Hex, either through their associated abilities, or via Jinx until you get lucky.
Combos
Basic Combat Prep | |||||
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You may also wish to cast Sigil of Wind before combat if you feel like you're going to utilize it.
Make sure to consume your Stamina, Health, and Mana regeneration foods/waters/potions -- especially for longer fights.
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This build is all about the spell combos. I've left the important ones below for reference.
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Runic Trap | |||||
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Your best tool in kiting. Can take down most trivial monster packs (such as bandits) in one cast. With Runic Prefix, the trap also deals additional Decay damage. This is why we'll need the Possessed (skill), and the Chaos and Creativity enchant on our armor.
Don't bother using Runic Detonation as the trap often detonates before you can get the second rune off. ____________________________________________
Runic Protection | |||||
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Runic Protection should be cast before any encounter with something you can't one-shot. Pair with Runic Heal for a quick self-heal.
Runic Heal | |||||
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A quick burst of 40 health. Make sure to re-cast Runic Protection after using this if in combat, as this consumes the buff.
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Runic Blade | |||||
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Your melee weapon. Summon before fights. (During if it goes away). ____________________________________________
Lightning Strike | |||||
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Runic Lantern | |||||
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You're going to want to keep this active at all times, for a source of light and as the primer for Runic Lightning
Runic Lightning | |||||
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