Use Flesh Sacrifice and then Contamination to create a Poison surface beneath you, granting this bonus. If you have any other points left they should go into Huntsman for elevation damage, or Scoundrel for Critical Damage.Īs far as Talents go I’d recommend the following:Įlemental Affinity – This Talent allows you to cast many Geo spells from the very beginning of combat. After Geomancer is maxed, pump Polymorph until Intelligence is maxed. Then place one more point into Huntsman in order to get Tactical Retreat, and then it’s max out Geomancer. Next is a second point into Geomancer, and after that it’s one more point into Polymorph to obtain Medusa Head. They will then place 1 point into Huntsman in order to acquire Throw Dust, followed by a point into Scoundrel to acquire Adrenaline. Tectonic Sages will begin the game with 1 point in Geomancer and 1 point in Polymorph. In addition, you will blow through your spells quite rapidly with this Build, so having 2 Wands will help increase your overall damage if you have no spells available to cast. This tends to set the Burning Status Effect on top of Poison on enemies you target with Wand attacks. I personally find that Dual Wands seems to work best, where one is Fire and one is Poison.
Tectonic Sages can use a Wand and Shield, Dual Wands or a Staff if they wish. Huntsman, Scoundrel and Geomancer are all great. This is a phenomenal head armour for this Build.