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Has anybody done/tried a total Mage guild build? Was just wondering with all the passives and meteor would it be worthwhile? You could have one pet active as well I think?
Well, given that the only two damage skills from MG are Entropy and Fire Rune, you'd definitely need to add something from a class tree or Destro to supplement it.
Question is: are you trying to avoid using class or weapon skills? Or are you just theorycrafting a build that maximizes the MG passives?
Semi-related note: this would actually be easier to do with a Fighter's Guild build, as Dawnbreaker, Expert Hunter and Trap Beast are all genuinely useful (and commonly used) skills for Stamina builds, and while its not amazing, you could probably find room for Silver Bolts without totally crippling yourself.
Edited by Dao_Jones on March 20, 2017 5:49PM
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Thanks for replies. I have full set elegant and necropotence. I was thinking having one pet out (the familiar pulse). All the Passives of mages guild with shooting star ultimate. Using the rune as dot, and mages guild heal if needed. And with the elegant set I would be getting better staff attacks. Was just wondering if viable build?
You need a cheap DPS spammable on any build. Mages Guild doesn't have one. Inner light does no damage, entropy is a DoT and doesn't amount to a lot of damage either, volcanic rune is a pretty good CC skill, spell symmetry is only good to kill oneself for a "blood port" and ice comet/shooting star is an ultimate. Many magicka builds use inner light for the spell crit and maximum magicka bonus and the ultimate for DPS, and Templars use entropy as a source of major sorcery but the other two are rarely if ever used.
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