Kingdoms of Amalur Early Game Build! [Lvl 10 Mage Assassin!]

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Need an amazing early game build in Kingdoms of Amalur: Re-Reckoning?! Check out this video to see a Finesse / Sorcery build I like to call the "Mage Assassin"! The destiny card is the Arcanist!

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Thanks for sharing your build and thoughts. I am currently running a Might/Finesse build. Bow for ranged, daggers for melee and stealth. I currently have the Warden destiny unlocked at my current level and planning to go all the way up to the Blademaster destiny.

In the might tree I take the Quake ability for smashing the ground around me causing damage to bunched up mobs nearby. Harpoon ability is basically the same as Scorpion's "get over here!' ability, its great for snagging enemies at a distance and pulling them back to you. Hardy constitution for bonus health and bonus elemental resistance. Skillful defense for better damage resistance while blocking with a shield.

In the finesse tree I go for Dagger Mastery and Longbow Mastery for damage bonus to each. Shadow Flare to stagger enemies and deal piercing and bleeding damage. I take the Lunge ability to get behind enemies to attack from behind, it's great for bigger enemies like the Ettin and also bosses. Envenomed Edge for a chance to proc poison damage with my Longbow and daggers. Finally I spec into Assassin's Art to unlock sneak attacks and increase critical damage from stealth and also increased sneak attack damage.

I continue up the Longbow path to unlock Drawpower to increase quiver size and increase Piercing Damage to Longbows. I also continue up to take Arrow Storm which shoots a volley of arrows into the air and down upon a mini area.

oni
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Thanks dude, nice and concise.
I like the solid feeling of the staff personally, and I agree about the sceptre - feels like it has potential for spending mana in a mixed build that doesn't depend heavily on mana.

Silverfirefly
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I am really having fun with the staff and Feyblade combo. For my mage assassin

K-popQueenSoo-Ah