(Outdated) Auramancer (Scion)
Submitted by Darkfae on November 7, 2013 - 6:47AM EST
Page Views: 6466
Last Updated: November 7, 2013 - 12:21PM EST
Description
A support build centred around auras and charges.Suggested Leagues: Standard
Passive Skills
Each link will open in a new tab in your browser.Gems
Green Auras
Haste
Increased Area of Effect
Reduced Mana
Hatred
Blue Auras
Increased Area of Effect
Reduced Mana
Wrath
Red Auras
Anger
Increased Area of Effect
Reduced Mana
Determination
Arc
Arc
Chain
Life Leech
Lightning Penetration
Reduced Mana
Power Charge on Critical
Discharge
Discharge
Cold Penetration
Fire Penetration
Lightning Penetration
Life Leech
Increased Area of Effect
Flasks
Flask Set 1
Life Flask
Life Flask
Ruby Flask
Sapphire Flask
Amethyst Flask
Bandits
Help Kraityn in Normal Difficulty - Rewards +8% to All ResistancesKill all the bandits in Cruel Difficulty - Rewards 1 Passive Skill PointHelp Alira in Merciless Difficulty - Rewards +1 to Maximum Power ChargeGuide
This build is currently under testing! I have just begun Act One in Cruel Difficulty! This build is also a pure support build, and is really not effective solo until late game, if at all! You have been warned.
This build requires the Scion to be part of a group, however it can be used as a duo build effectively if your second is intelligent and has a strong build themselves. The build's primary purpose is to empower your group members, although later in the game it will empower you as well.
The gems and flasks you see here are for the version of the build you should be running by Act 3 of Cruel (this is projected, I'm still only in Act One of Cruel right now) Difficulty. You will want to run two health flasks and three mana flasks unless you run into a heavy elemental fight until that point, or until you reach Blood Magic, at which point you'll want to flip out the mana flasks for health ones if you're not at Act 3 by then. Flasks are pretty interchangeable, in my opinion - I usually keep just health/mana flasks out till I run into things that are spewing elemental or chaos damage, then back off and flip to a resistance flask if it's that bad. I do suggest avoiding any flasks that take health/mana away when used, since at low to mid-game it's going to be an issue.
In the early to mid game, you will notice that even if you run Clarity instead of Purity or Wrath, which I strongly advise you to do, you will be running out of mana very quickly, even if you spam your mana pots. I plan on levelling and keeping one of each gem in the stash, and keeping Clarity (and possibly Vitality) on me as a just in case Aura. People tend to like it, and some fights result in mana just not being enough.
Currently, I've only gotten two gems that generate Power and Endurance charges, and both are a bit spotty about it. I also don't have any of the support gems for them either. I'll be adding more about those once I have gotten more research done on them. Suggestions are welcome, though I'll likely be looking into gear that gives charges too. When I do get a stack of charges going, I will Discharge into a group of mobs, then back off and go back to Arcing or wand fighting them again.