(Outdated) Auramancer (Scion)

Submitted by Darkfae on November 7, 2013 - 6:47AM EST
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Last Updated: November 7, 2013 - 12:21PM EST

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Description

A support build centred around auras and charges.

Suggested Leagues: Standard

Passive Skills

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Gems

Green Auras

Haste

Casts an aura that increases the attack speed and cast speed of you and your allies.


Haste
Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana
Hatred

Casts an aura that increases the cold damage of you and your allies.


Hatred


Blue Auras

Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana
Wrath

Casts an aura that adds lightning damage to the attacks of you and your allies.


Wrath


Red Auras

Anger

Casts an aura that adds fire damage to the attacks of you and your allies.


Anger
Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana
Determination

Casts an aura that grants armour to you and your allies.


Determination


Arc

Arc

An arc of lightning stretches from the caster to a targeted nearby enemy and chains on to additional targets.


Arc
Chain

Projectiles chain to nearby enemies as they hit their targets.


Chain
Life Leech

Restores players life based on damage dealt to enemies.


Life Leech
Lightning Penetration

The attached skill ignores some portion of the target's lightning resistance.


Lightning Penetration
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana
Power Charge on Critical

Critical strikes with the supported skill have a chance of granting you a Power Charge.


Power Charge on Critical


Discharge

Discharge

Discharge all the character's charges to deal elemental damage to all nearby monsters.


Discharge
Cold Penetration

The attached skill ignores some portion of the target's cold resistance.


Cold Penetration
Fire Penetration

The attached skill ignores some portion of the target's fire resistance.


Fire Penetration
Lightning Penetration

The attached skill ignores some portion of the target's lightning resistance.


Lightning Penetration
Life Leech

Restores players life based on damage dealt to enemies.


Life Leech
Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect


Flasks

Flask Set 1

Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Ruby Flask

Temporarily increases maximum Fire Resistance by 10%, and Fire Resistance by 50% for 3.5 seconds.

Consumes 30 out of 60 charges on use.

Each percentage of quality adds .035 seconds to the duration.


Ruby Flask
Sapphire Flask

Temporarily increases maximum Cold Resistance by 10%, and Cold Resistance by 50% for 3.5 seconds.

Consumes 30 out of 60 charges on use.

Each percentage of quality adds .035 seconds to the duration.


Sapphire Flask
Amethyst Flask

Temporarily increases Chaos Resistance by 35% for 3.5 seconds.

Consumes 30 out of 60 charges on use.

Each percentage of quality adds .035 seconds to the duration.


Amethyst Flask


Bandits

Help Kraityn in Normal Difficulty - Rewards +8% to All Resistances
Kill all the bandits in Cruel Difficulty - Rewards 1 Passive Skill Point
Help Alira in Merciless Difficulty - Rewards +1 to Maximum Power Charge

Guide

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.

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