Build Guide - The Light Mage (Very Beginner Friendly SB)
Posted: Wed Sep 10, 2014 1:36 pm
The Light Mage
I hadn't seen anything similar to this yet and it seems like the dominant impression of Shadowblades is that they are way too spread out, are delicate and need to be melee. So I decided to post a guide for a Shadowblade that is:
1) not spread out on stats
2) very tough
3) not melee
4) still hits like a truck
This build requires:
a) Stealth (do not need to have great rating)
b) Staves
c) level 4 illuminate
d) the Light tree from escort
The key things to realize is that Stealth gives super ciriticals all the time, but that when done from a distance as a spell you almost never break stealth even if you are not really pumping stealth and that everything in the Light tree crits in stealth.
This build is extremely beginner friendly and allows beginners to play something much more like a traditional mage right from the get go. There is a lot of leeway for variations as well, although its a fairly tight build for its core.
Generic points are fairly tight and very important, since you need Light and Staff as extra tree. However this is balanced out to some degree by not needing daggers at all and not needing any accuracy at all. Light is a heavy investment and staff will require 5 more points than what a normal SB would do for weapons; you still invest in a weapon mastery but also need channel staff. On the other hand you invest nothing in dual wield freeing up a lot of class points.
Your class points are pretty open really, most of your choices in that regards are more dependent on things like lack of mana to run the huge temporal sustain. Once you set up the foundation of stealth and illuminate you can go however you like.
I do not claim this guide is optimal, but it should be good. Vet players should be able to tweak it as they like. So let's begin at the beginning.
Race
I reccomend Cornac. You require two skill unlocks(stealth, light) and should really get a third (temporal). You will also unlock Staff so your general points may be fairly short in supply making other races less advantageous.
Also for beginners the better xp is really a plus. Vets can certainly try out some other races and go for less inscriptions, but you won't fit 5/5/5 racial into this build and make it work that well IMO. Could work though. Dwarf saves racial saves might fit, all 4 skeleton, no.
Stats
You only truly care about one stat: Magic. Everything else is to taste but you will most likely decide to raise Con and Cunning secondarily.
Why Magic? Because your bread and butter will be channel staff and it scales off of Magic. Also you want as high of spellpower as you can get, but really more concerned with Magic than raw SP. Keep in mind that spellpower's largest contributor for you is actually defensive. Offensively it only affects Illuminate and any SP-based charms you use, if you want something dead as fast as possible its actually Magic and your staff stats that will matter the most because you will be using channel staff. So spellpower is basically what you need to consider for your AOE and your defense. If given the choice you almost always want Magic over raw SP. Magic increase your defense, AOE and single target. SP is just defense and AOE.
Cunning is somewhat tricky. You don't need the crit from cunning since you auto crit all the time as long as you stay about 4+ spaces from things, so its much less advantageous that it seems. However you need Cunning for skill unlocks, but probably more importantly as a Shadowblade Cunning gives you spellpower. I maxed this eventually along with con. Cunning also increase your stealth rating. For a melee Rogue or SB this is pretty important, for you its nice to have but for the most part spells from distance 4+ almost never break stealth with just average stealth rating. You really don't need to pump stealth rating with either high cunning or equipment. But it can be useful.
Willpower is a concern. This build has many sustains. You are not required to have willpower but you will probably need to get enough maximum mana to run the sustain, so keep an eye on it or get equi for it, etc. I was able to get mana to a fine level in the 40s but before that it was very tight and needed equipment. However you do not actually spend tons of mana. Also see some possible very specialized stamina concerns in the prodigy section.
Gameplay Offense
Initially you will use Illuminate level 4 AOE from stealth. Early on this is stupidly overpowered. This changes later on, but is always good. Its a huge AOE and with crits it can basically one shot an entire screen of normal mobs. Warning this is a little boring to do when starting out, although kind of fun. Once you hit level 15 or so you just grievously wound everything. Oh and you also blind things. Later on this starts to fall off even with good spell power. And it has a fairly long-ish CD. You can start a fight with it and take a good amount of HP off, but past that you need something else.
Your bread and butter is channel staff. This always hits. This also gives you many options for damage type and lets you enhance Illuminate. You will probably chose light damage. And will probably wind up buffing light as much as possible. Later on I was using Bolbun's Head knocker which is stuck at physical but just did too much damage to not use. Although some rather nice staff artifacts are stuck at one type. You don't need any accuracy. In the level 40s with Bolbum's konocker staff with the Arcane Might prodigy and high magic you can hit every attack for 1500 or more damage. Channel staff has no CD. While its not as impressive as a single nice flurry its considerably more DPS and is very friendly with Global speed. It is range 8 making is very versatile but not quite long enough to deal with mages, but but plenty long enough to not blow stealth.
You should consider obtaining some kind of charm that does AOE based on spellpower such as stormbringer gauntlets. If you invest in charm mastery your high spellpower + auto super crits can make these charms very strong. A good Illuminate followed by SBG chain lightning can clear rooms or close to it even at higher levels. Note that SB are not amazing at charm mastery, only decent. A really specialized character can get to 50% and double up on a charm cast, SB will only do this with serious boosts to the mastery. But you still rock spellpower-based charms pretty darn hard.
Gameplay Defense
Stealth is not adequate defense on its own. Although it has some effects don't even bother thinking about it that way for this build. Its the crits you care about. Your crits are also defensive for this build so ALWAYS have stealth up once you are seriously running Light.
The Light category is your most powerful defense. Although you unlock at 0.8 mastery its incredibly powerful for you because you will have huge spell power and auto super crits. At the higher levels you can shield yourself for well over 1200 hp worth of shield with just Barrier at 5. With only a two point investment in the heal you can heal for over 600. Bathe in the light is insane and can give you something on the order of 4k healing and shield. Since your goal is to fight at range Bathe in the light is quite usable.
You might as well invest in Blur Sight, this will give you decent defense even though you are not pumping dex. Also staff has a buff to add a nice amount of defense and armor.
The Conveyance category is, of course, of key importance. You absolutely want target Phase Door. Maybe not top priority initially but defintely its your goal. Teleport is also a life saver as well. Once you get Light fully on line you may never need teleport really.
You also want to get Premonition and Chant of Fortress. These are ideally gotten from escorts. Premonition can be straightup unlocked on SB but thats alot of extra points. You can settled for Premonition at level 1, but more is good. Chant of Fortress you want at 2-3 points if you can get it. At Prem of 2 and Chant of 3 you should wind up with a specific resistance in the high 20s% and a general resist all in the low 20%. Again you fight at range so Chant of Fortresses's limit of not working at close range (3 and lower) is fine. If you get inside that range you start to risk blowing stealth on attacks and you should consider making use of your conveyance. Chant of fortress need points to be good, but even 1 point is nice. Premonition though scales on spellpower even with 1 point it will give very good protections.
So, ideally, you get the following:
1) a good amount of resistance to soften hits. Roughly 22% resist all + about 28% to a specific non physical type.
2) Massive shielding from light, this last 10 turns and can and should be done proactively
3) Massive healing
4) Massive shield+heal over time with bathe in the light
5) very good extra condition removal
6) good defense from buffs
Personally I didn't feel I needed 5 inscriptions, you have almost all inscrition functons as a talent as well. Phase door, teleport, instant shield, heal, status removal. I did 4 inscriptions and actually used my last category point to increase light mastery. This is one reason that you can do a race other than Cornac. However keep in mind generic points are still tight enough to make leveraging non-Cornacs to be tricky or very tantilizing in their tradeoffs. I think you can probably get away with three 3 inscriptions even, but I'd reccomend 4 also consider that you can even manage decent damage with stealth crits on runes, so having a damage/status removal is an interesting option. Although you probably will find the shorter range runes are annoying to try to use.
Temporal Category Unlock
I highly highly reccomend unlocking temporal but do not say its required. The basic idea of this build must have stealth and staff, so they are required. Taking Temporal makes you much better but is not part of the basic mechanics of the build.
Temporal gives two very very nice things and one very situational but nice to have when you need it ability.
First it augments your defense very nicely with a second shield spell. This shield spell is instant. This is very important. The light spell is not instant the temporal once is. However, and this is very important, THIS SHIELD DOESN"T CRIT. This allows you to shield in emergencies very nicely, it also works with bathe in the light very nicely. Finally by having the two you can basically be shield in perpetuity. This means you do not need a shield rune or a heal infusion. Can still get them but this covers that base. Barrier is more than twice as effective since it crits, therefore this shield is purely for emergencies and is often supplemented by Bathe in the Light. If you can use Barrier instead you should.
Second it provides 45% to global speed via Essence of Speed, which is huge and incredibly valuable both for offense and defense.
Third you get time prison. This is not really something you use that often but if all your other defenses fail or you are confronted with two really nasty bosses at the same time this can be really nice since it lets you just take something out to escape or refresh CDs or deal with them one at a time. It really needs only one point too. When I did the Doomed unlock I had to use this. My clone just hit way too frigging hard. I had to time prison my clone and finish the guy and then I pumped up my shield and blasted my clone when it ran out. I have rarely used this, but when I needed it, it really helped.
Charm Mastery
This one is kind of like Temporal but to a much lesser degree. It is in no way required. You can run this build without it. But there are some really nice charms and this build is actually fairly low on different attacks. I suspect you can win the entire game with only channel staff on this build. You always have a ranged spell you can use every turn that hits like a truck and can't be put on CD, but high spellpower + auto super crits combined with only two real abilities being used makes this one of the best candidates for a charm focus. It is not necessary in anyway, but its highly tempting and you can fit it in as a Cornac. It really helps to get supplementary AOE later on as Illuminate tails off and its CD starts to annoy you some.
Ability Investment
Class
Dual wepaon: none
Dual Techniques: none
Combat Techniques: none or 1/1/1/5
Dirty fighting: none
Lethality: 5/0/0/0 or 5/1/1/5
Shadow Magic: 1/5/5/1
Phantasm: 5/5/0/0
Stealth (unlocked): 5/5/2/5 (adjust this to taste)
Temporal (unlocked): 1/5/1/5
Generic
Combat Training: 5/1/0/0/0
Survival: 1/5/1 (I upped this to disarm traps, adjust to taste)
Conveyance: 5/1/0/0 (displacement shield is great but obsoleted)
Divination (locked) 0/0/0/2
Light (unlocked): 2/5/5/3 (can do more if you want)
Staff (pay for unlock): 5/5/1/1
Chants: Chant of Fortress 2-3 if you can get it
Note: I started with Displacement shield it was very useful early on, but once you have other shields online it becomes obsolete.
Leveling
If you start as a Cornac you can unlock stealth immediately. However this is not the way it has to be. It is probably the easiest though. You could unlock Temporal first so you have time shield, but Essence of Speed takes too much mana to sustain to rush for.
The start is not really rough, exactly. Its even rather easy. But if you get unlucky it may be rough and/or require some juggling back into more traditional SB play.
If you unlock stealth early you will basically be shooting for Shadowstrike + Illuminate. This is probably the easiest route and also the most boring (but rather fast). I would reccomend this route but it can be done many ways.
Basically rush Illuminate to level 4 ASAP while doing the first 4 levels as a dagger SB, as a Cornac this should be no problem. Then get stealth to shadowstrike. You will walk around in stealth and cast illuminate from stealth. This will kill alot of things in one hit. It will also blow your stealth and you won't be able to cast Illuminate for the rest of the fight. I know this sounds not that amazing but it really just levels the early game.
For the first few levels you will probably play as a somewhat normal SB or as an crit illuminate caster with a bow or dagger to finish things. You may wish to get dirty fighting/dual strike/dagger mastery for this and throw them out later by cycling points in a town when you level.
Your main goal in level 10-20 is to get staff and unseen actions online. Unseen actions is not obtainable until level 12 so you can wait to unlock stealth until you get the level 10 category point if you like. Staff will need 500 gold to unlock and you may also use an escort or two. You will probably not have the money for this until the teens. I believe the most effective thing is to have channel staff at 1 and get staff mastery to 5 then up channel staff.
So early on your main options are Illuminate crits and the "standard" SB dagger play. Illuminate + dagger will begin to feel a little weak around level 15/teir 2 areas but at that point you can probably have gotten your staff online. You will probably want a point in shadowstep. Even though you are aiming for a cannon build, early on even with staves shadowstep can be a very nice hit and its a useful teleport no matter what. Plus being able to hit for light and darkness is just kind of cool.
You should shoot for unlocking light by level 20 and should plan to get at least a few points into each of the skills.
Temporal is good to get online around level 20 as well, but you have a lot of leeway here.
Its a good chance you have made enough money by 20 to have unlocked and upgraded staff. Most likely this is going to be your main concern when it come to money.
Once you are getting to level 25 or so you should really feel like you are starting to cruise. How you choose to proceed is alot to taste, but also realize you have some heavy sustains. Essence of Speed and Premonition together take a ton of manna. Fortauntely you spend very little mana. You really only need about 100 mana for you own use at level 40. But still if you run all the sustains it takes a large chunk of mana. So realize it may be pointless to invest in certain sustains too early. I cleared out the lost hope graveyard on this build at I think it was 26 on this build without cheesing it with an early entry. With Light/Illuminate/Channel staff online plus your SB tricks (conveyance etc) you can handle things pretty well, I don't think I had temporal unlocked when I did graveyard.
Escorts
Edit: IMPORTANT NOTE - do not use Illuminate during escorts, you will probably kill your guy.
You basically have to find an anorithil. You have a pretty good chance of this. You only need one, but more than one is nice to save generic points. If you don't this build can still work, but with Light you are literally two to three times tougher. Maybe more. I'd almost go so far as to say start over if you can't get one.
You really want to find a Seer and unlock Premonition. Doing it 3 times total would be nice but is probably overkill. Even just once I think should get very high spell power Prem to about 22-4%. Otherwise you would need a category point + 4 generic points to get the same. Maybe you like Divination a lot and want to do this anyway. You can make that work by shifting some stuff around. But if you want a lot of savings hope for a Seer escort and take Premonition. You get a lot out of the spellpower scaling, extra points are icing on the cake
Its good to get an alchemist or two. But its not necessary either way you are gonna spend 500g and then 750g on staff.
It would be nice to get 3 sun paladins, but even one is still 12% on chant of fortress which is still very nice. You should have a pretty good chance to get at least one. You basically get 12% then 6% then 4% then 2%. Only points are going to make this better. You can opt for chant of fortitude, your mental and physical save are not amazing and the extra life is good. The extra saves scale with your spellpower too, but since you should have Providence and 18% resist with 2 points in fortress magnifies healing/shielding I really think its a clearly superior option even without leveraging your high spell power.
Theif is a nice escort to get you can use all three of those skills and you will probably wind up doing so as a Cornac.
Prodigies
Really this is pretty wide open, but I think Arcane Might is really strong for this build. Staff damage is your focus and is definitely your boss killer. Adding 50% Magic scaling onto your staff is a lot of damage. A lot. Many other mage-type would find this ho-hum for you its a large damage increase.
For your second prodigy you have a lot of options. All the standard strong ones work fine. I originally considered taking Tricks of the Trade and even gimped my guy by siding with the Assassin Lord, but I decided its just not much good on this SB, especially with targeted phase door.
However what I finally did was to take a prodigy many people dislike. I took Never Stop Running. This may seem unusual but I have found it actually really good and addresses an issue this build has rather nicely.
First off although this build is very mage-like unlike a traditional mage you have stamina based stuff, keep in mind that shadow magic sustains like shadow feed are stamina talents and will meet NSR's requirements. However this build basically doesn't use any stamina at all unlike a normal SB using Flurry etc.
Second off channel staff's biggest weakness is that its not range 10. NSR is instant so if you hit auto-explore and then stop 10 away from a caster with range 10 blasts you can pop NSR move up 2 then blast him before he even hits you. Since you one-shot a large number of monsters, its rather nice. Its basically an amazing positioning tool and also gives you really nice and completely controlled escape options that work inside vaults as well. Also keep in mind Illuminate is LOS so while it has a huge AOE it can not hit certain things. Being able to exactly position yourself for it is nice. Same thing for Chant of Fortress, with NSR there is little reason anything should get inside your fortress. with 250 stamina you can move 20 squares in an instant, plus you often are simplying blasting so you can actually keep NSR up proactively. Its not just one-time use. If you keep it going you can short range "teleport" at will. Move up 2, blast, move up 2, blast. That is 2 turns. Or if something does a Rush move on you move back 3 etc. You basically have something around 10 2-square repositions during a fight once you activate it. You can seriously mess with monsters via kiting and LOS and make up for your small range discrepancy. You basically might as well start every fight with it since you don't need the stamina and its advantages are subtle but very strong for a medium-long range fighter. Generally you don't actually move that much, but when you do its important, making this prodigy fit very nicely.
End Results
At level 48 the version of the build I am currently using has the following stats(sorry I don't play this online):
Magic at 114
Cunning 79
Con 68
Crit: 60% (this makes me sad since its actually useless)
Global speed 145%
Spell speed 128%
HP 1143
armor 19
defense 41 (blur sight 29 , defensive posture 11)
Stealth rating 79
Spellpower 87
All damage +20%
Physical Damage +59%
Using Bolbun's (Physical)
Accuracy 24
Damage 289
Channel Staff hits for usually around 2000 damage and never misses. I have a secondary staff incase they resist physical alot, Rod of Sarillion which is dedicated temporal and does maybe 1700 damage, I basically use it because it has a high Magic scale. I basically only lose stealth if I channel staff right next to something and then only sometimes.
I am sure a nice flurry can do more, but with no CD and really high speed this can do nasty things.
Illuminate hits for about 600 in radius 10.
Chain lightning from Stormbringer's hits for about 600 as well with 10 power out of 16 (meaning I can recast in 4 turns).I also have a charm for Aether Breach for similar damage at 17/28. All three of these AOEs together works pretty well.
Barrier shields for 1380 at 5 effective talent
Healing Light heals for 960 at 2 effective talent
Bathe in the Light gives 563 shield on first turn and 3503 when its done at effective talent 5
Premonition shield for 29% with effective talent of 3.
Chant of Fortress 2.4 gives 22% res all
Time shield gets about 600 hp
Finally I have Blinding Speed at 6.5 for +55% global speed short term burst (I haven't really used this). The idea is to have this + willful combat+ snap if I need to kill something with extreme predjudice. Not sure how effective this is.
Conclusion
This build is really tough and hits like a truck. You one shot many normal things but you are also very versatile. I opened the multi-hued drake vault which had I think its 6 level 92 wyrms at level 38. Their initial alpha strike had me down to 200 hp which I was able to shield up and heal immediately, I was able to blast them from outside the vault and go toe to toe to kill three of them then phase door away to reset CDs and do it again and again. Also I can see and disarm all the traps in that area
You have a lot of tricks to stay alive, many active protections and decent passive protection and basically a 50 cal semi-auto rifle staff with excellent mobility.
I haven't tried certain high end things with this build like the Atamathon or the arch-mage leader.
I hadn't seen anything similar to this yet and it seems like the dominant impression of Shadowblades is that they are way too spread out, are delicate and need to be melee. So I decided to post a guide for a Shadowblade that is:
1) not spread out on stats
2) very tough
3) not melee
4) still hits like a truck
This build requires:
a) Stealth (do not need to have great rating)
b) Staves
c) level 4 illuminate
d) the Light tree from escort
The key things to realize is that Stealth gives super ciriticals all the time, but that when done from a distance as a spell you almost never break stealth even if you are not really pumping stealth and that everything in the Light tree crits in stealth.
This build is extremely beginner friendly and allows beginners to play something much more like a traditional mage right from the get go. There is a lot of leeway for variations as well, although its a fairly tight build for its core.
Generic points are fairly tight and very important, since you need Light and Staff as extra tree. However this is balanced out to some degree by not needing daggers at all and not needing any accuracy at all. Light is a heavy investment and staff will require 5 more points than what a normal SB would do for weapons; you still invest in a weapon mastery but also need channel staff. On the other hand you invest nothing in dual wield freeing up a lot of class points.
Your class points are pretty open really, most of your choices in that regards are more dependent on things like lack of mana to run the huge temporal sustain. Once you set up the foundation of stealth and illuminate you can go however you like.
I do not claim this guide is optimal, but it should be good. Vet players should be able to tweak it as they like. So let's begin at the beginning.
Race
I reccomend Cornac. You require two skill unlocks(stealth, light) and should really get a third (temporal). You will also unlock Staff so your general points may be fairly short in supply making other races less advantageous.
Also for beginners the better xp is really a plus. Vets can certainly try out some other races and go for less inscriptions, but you won't fit 5/5/5 racial into this build and make it work that well IMO. Could work though. Dwarf saves racial saves might fit, all 4 skeleton, no.
Stats
You only truly care about one stat: Magic. Everything else is to taste but you will most likely decide to raise Con and Cunning secondarily.
Why Magic? Because your bread and butter will be channel staff and it scales off of Magic. Also you want as high of spellpower as you can get, but really more concerned with Magic than raw SP. Keep in mind that spellpower's largest contributor for you is actually defensive. Offensively it only affects Illuminate and any SP-based charms you use, if you want something dead as fast as possible its actually Magic and your staff stats that will matter the most because you will be using channel staff. So spellpower is basically what you need to consider for your AOE and your defense. If given the choice you almost always want Magic over raw SP. Magic increase your defense, AOE and single target. SP is just defense and AOE.
Cunning is somewhat tricky. You don't need the crit from cunning since you auto crit all the time as long as you stay about 4+ spaces from things, so its much less advantageous that it seems. However you need Cunning for skill unlocks, but probably more importantly as a Shadowblade Cunning gives you spellpower. I maxed this eventually along with con. Cunning also increase your stealth rating. For a melee Rogue or SB this is pretty important, for you its nice to have but for the most part spells from distance 4+ almost never break stealth with just average stealth rating. You really don't need to pump stealth rating with either high cunning or equipment. But it can be useful.
Willpower is a concern. This build has many sustains. You are not required to have willpower but you will probably need to get enough maximum mana to run the sustain, so keep an eye on it or get equi for it, etc. I was able to get mana to a fine level in the 40s but before that it was very tight and needed equipment. However you do not actually spend tons of mana. Also see some possible very specialized stamina concerns in the prodigy section.
Gameplay Offense
Initially you will use Illuminate level 4 AOE from stealth. Early on this is stupidly overpowered. This changes later on, but is always good. Its a huge AOE and with crits it can basically one shot an entire screen of normal mobs. Warning this is a little boring to do when starting out, although kind of fun. Once you hit level 15 or so you just grievously wound everything. Oh and you also blind things. Later on this starts to fall off even with good spell power. And it has a fairly long-ish CD. You can start a fight with it and take a good amount of HP off, but past that you need something else.
Your bread and butter is channel staff. This always hits. This also gives you many options for damage type and lets you enhance Illuminate. You will probably chose light damage. And will probably wind up buffing light as much as possible. Later on I was using Bolbun's Head knocker which is stuck at physical but just did too much damage to not use. Although some rather nice staff artifacts are stuck at one type. You don't need any accuracy. In the level 40s with Bolbum's konocker staff with the Arcane Might prodigy and high magic you can hit every attack for 1500 or more damage. Channel staff has no CD. While its not as impressive as a single nice flurry its considerably more DPS and is very friendly with Global speed. It is range 8 making is very versatile but not quite long enough to deal with mages, but but plenty long enough to not blow stealth.
You should consider obtaining some kind of charm that does AOE based on spellpower such as stormbringer gauntlets. If you invest in charm mastery your high spellpower + auto super crits can make these charms very strong. A good Illuminate followed by SBG chain lightning can clear rooms or close to it even at higher levels. Note that SB are not amazing at charm mastery, only decent. A really specialized character can get to 50% and double up on a charm cast, SB will only do this with serious boosts to the mastery. But you still rock spellpower-based charms pretty darn hard.
Gameplay Defense
Stealth is not adequate defense on its own. Although it has some effects don't even bother thinking about it that way for this build. Its the crits you care about. Your crits are also defensive for this build so ALWAYS have stealth up once you are seriously running Light.
The Light category is your most powerful defense. Although you unlock at 0.8 mastery its incredibly powerful for you because you will have huge spell power and auto super crits. At the higher levels you can shield yourself for well over 1200 hp worth of shield with just Barrier at 5. With only a two point investment in the heal you can heal for over 600. Bathe in the light is insane and can give you something on the order of 4k healing and shield. Since your goal is to fight at range Bathe in the light is quite usable.
You might as well invest in Blur Sight, this will give you decent defense even though you are not pumping dex. Also staff has a buff to add a nice amount of defense and armor.
The Conveyance category is, of course, of key importance. You absolutely want target Phase Door. Maybe not top priority initially but defintely its your goal. Teleport is also a life saver as well. Once you get Light fully on line you may never need teleport really.
You also want to get Premonition and Chant of Fortress. These are ideally gotten from escorts. Premonition can be straightup unlocked on SB but thats alot of extra points. You can settled for Premonition at level 1, but more is good. Chant of Fortress you want at 2-3 points if you can get it. At Prem of 2 and Chant of 3 you should wind up with a specific resistance in the high 20s% and a general resist all in the low 20%. Again you fight at range so Chant of Fortresses's limit of not working at close range (3 and lower) is fine. If you get inside that range you start to risk blowing stealth on attacks and you should consider making use of your conveyance. Chant of fortress need points to be good, but even 1 point is nice. Premonition though scales on spellpower even with 1 point it will give very good protections.
So, ideally, you get the following:
1) a good amount of resistance to soften hits. Roughly 22% resist all + about 28% to a specific non physical type.
2) Massive shielding from light, this last 10 turns and can and should be done proactively
3) Massive healing
4) Massive shield+heal over time with bathe in the light
5) very good extra condition removal
6) good defense from buffs
Personally I didn't feel I needed 5 inscriptions, you have almost all inscrition functons as a talent as well. Phase door, teleport, instant shield, heal, status removal. I did 4 inscriptions and actually used my last category point to increase light mastery. This is one reason that you can do a race other than Cornac. However keep in mind generic points are still tight enough to make leveraging non-Cornacs to be tricky or very tantilizing in their tradeoffs. I think you can probably get away with three 3 inscriptions even, but I'd reccomend 4 also consider that you can even manage decent damage with stealth crits on runes, so having a damage/status removal is an interesting option. Although you probably will find the shorter range runes are annoying to try to use.
Temporal Category Unlock
I highly highly reccomend unlocking temporal but do not say its required. The basic idea of this build must have stealth and staff, so they are required. Taking Temporal makes you much better but is not part of the basic mechanics of the build.
Temporal gives two very very nice things and one very situational but nice to have when you need it ability.
First it augments your defense very nicely with a second shield spell. This shield spell is instant. This is very important. The light spell is not instant the temporal once is. However, and this is very important, THIS SHIELD DOESN"T CRIT. This allows you to shield in emergencies very nicely, it also works with bathe in the light very nicely. Finally by having the two you can basically be shield in perpetuity. This means you do not need a shield rune or a heal infusion. Can still get them but this covers that base. Barrier is more than twice as effective since it crits, therefore this shield is purely for emergencies and is often supplemented by Bathe in the Light. If you can use Barrier instead you should.
Second it provides 45% to global speed via Essence of Speed, which is huge and incredibly valuable both for offense and defense.
Third you get time prison. This is not really something you use that often but if all your other defenses fail or you are confronted with two really nasty bosses at the same time this can be really nice since it lets you just take something out to escape or refresh CDs or deal with them one at a time. It really needs only one point too. When I did the Doomed unlock I had to use this. My clone just hit way too frigging hard. I had to time prison my clone and finish the guy and then I pumped up my shield and blasted my clone when it ran out. I have rarely used this, but when I needed it, it really helped.
Charm Mastery
This one is kind of like Temporal but to a much lesser degree. It is in no way required. You can run this build without it. But there are some really nice charms and this build is actually fairly low on different attacks. I suspect you can win the entire game with only channel staff on this build. You always have a ranged spell you can use every turn that hits like a truck and can't be put on CD, but high spellpower + auto super crits combined with only two real abilities being used makes this one of the best candidates for a charm focus. It is not necessary in anyway, but its highly tempting and you can fit it in as a Cornac. It really helps to get supplementary AOE later on as Illuminate tails off and its CD starts to annoy you some.
Ability Investment
Class
Dual wepaon: none
Dual Techniques: none
Combat Techniques: none or 1/1/1/5
Dirty fighting: none
Lethality: 5/0/0/0 or 5/1/1/5
Shadow Magic: 1/5/5/1
Phantasm: 5/5/0/0
Stealth (unlocked): 5/5/2/5 (adjust this to taste)
Temporal (unlocked): 1/5/1/5
Generic
Combat Training: 5/1/0/0/0
Survival: 1/5/1 (I upped this to disarm traps, adjust to taste)
Conveyance: 5/1/0/0 (displacement shield is great but obsoleted)
Divination (locked) 0/0/0/2
Light (unlocked): 2/5/5/3 (can do more if you want)
Staff (pay for unlock): 5/5/1/1
Chants: Chant of Fortress 2-3 if you can get it
Note: I started with Displacement shield it was very useful early on, but once you have other shields online it becomes obsolete.
Leveling
If you start as a Cornac you can unlock stealth immediately. However this is not the way it has to be. It is probably the easiest though. You could unlock Temporal first so you have time shield, but Essence of Speed takes too much mana to sustain to rush for.
The start is not really rough, exactly. Its even rather easy. But if you get unlucky it may be rough and/or require some juggling back into more traditional SB play.
If you unlock stealth early you will basically be shooting for Shadowstrike + Illuminate. This is probably the easiest route and also the most boring (but rather fast). I would reccomend this route but it can be done many ways.
Basically rush Illuminate to level 4 ASAP while doing the first 4 levels as a dagger SB, as a Cornac this should be no problem. Then get stealth to shadowstrike. You will walk around in stealth and cast illuminate from stealth. This will kill alot of things in one hit. It will also blow your stealth and you won't be able to cast Illuminate for the rest of the fight. I know this sounds not that amazing but it really just levels the early game.
For the first few levels you will probably play as a somewhat normal SB or as an crit illuminate caster with a bow or dagger to finish things. You may wish to get dirty fighting/dual strike/dagger mastery for this and throw them out later by cycling points in a town when you level.
Your main goal in level 10-20 is to get staff and unseen actions online. Unseen actions is not obtainable until level 12 so you can wait to unlock stealth until you get the level 10 category point if you like. Staff will need 500 gold to unlock and you may also use an escort or two. You will probably not have the money for this until the teens. I believe the most effective thing is to have channel staff at 1 and get staff mastery to 5 then up channel staff.
So early on your main options are Illuminate crits and the "standard" SB dagger play. Illuminate + dagger will begin to feel a little weak around level 15/teir 2 areas but at that point you can probably have gotten your staff online. You will probably want a point in shadowstep. Even though you are aiming for a cannon build, early on even with staves shadowstep can be a very nice hit and its a useful teleport no matter what. Plus being able to hit for light and darkness is just kind of cool.
You should shoot for unlocking light by level 20 and should plan to get at least a few points into each of the skills.
Temporal is good to get online around level 20 as well, but you have a lot of leeway here.
Its a good chance you have made enough money by 20 to have unlocked and upgraded staff. Most likely this is going to be your main concern when it come to money.
Once you are getting to level 25 or so you should really feel like you are starting to cruise. How you choose to proceed is alot to taste, but also realize you have some heavy sustains. Essence of Speed and Premonition together take a ton of manna. Fortauntely you spend very little mana. You really only need about 100 mana for you own use at level 40. But still if you run all the sustains it takes a large chunk of mana. So realize it may be pointless to invest in certain sustains too early. I cleared out the lost hope graveyard on this build at I think it was 26 on this build without cheesing it with an early entry. With Light/Illuminate/Channel staff online plus your SB tricks (conveyance etc) you can handle things pretty well, I don't think I had temporal unlocked when I did graveyard.
Escorts
Edit: IMPORTANT NOTE - do not use Illuminate during escorts, you will probably kill your guy.
You basically have to find an anorithil. You have a pretty good chance of this. You only need one, but more than one is nice to save generic points. If you don't this build can still work, but with Light you are literally two to three times tougher. Maybe more. I'd almost go so far as to say start over if you can't get one.
You really want to find a Seer and unlock Premonition. Doing it 3 times total would be nice but is probably overkill. Even just once I think should get very high spell power Prem to about 22-4%. Otherwise you would need a category point + 4 generic points to get the same. Maybe you like Divination a lot and want to do this anyway. You can make that work by shifting some stuff around. But if you want a lot of savings hope for a Seer escort and take Premonition. You get a lot out of the spellpower scaling, extra points are icing on the cake
Its good to get an alchemist or two. But its not necessary either way you are gonna spend 500g and then 750g on staff.
It would be nice to get 3 sun paladins, but even one is still 12% on chant of fortress which is still very nice. You should have a pretty good chance to get at least one. You basically get 12% then 6% then 4% then 2%. Only points are going to make this better. You can opt for chant of fortitude, your mental and physical save are not amazing and the extra life is good. The extra saves scale with your spellpower too, but since you should have Providence and 18% resist with 2 points in fortress magnifies healing/shielding I really think its a clearly superior option even without leveraging your high spell power.
Theif is a nice escort to get you can use all three of those skills and you will probably wind up doing so as a Cornac.
Prodigies
Really this is pretty wide open, but I think Arcane Might is really strong for this build. Staff damage is your focus and is definitely your boss killer. Adding 50% Magic scaling onto your staff is a lot of damage. A lot. Many other mage-type would find this ho-hum for you its a large damage increase.
For your second prodigy you have a lot of options. All the standard strong ones work fine. I originally considered taking Tricks of the Trade and even gimped my guy by siding with the Assassin Lord, but I decided its just not much good on this SB, especially with targeted phase door.
However what I finally did was to take a prodigy many people dislike. I took Never Stop Running. This may seem unusual but I have found it actually really good and addresses an issue this build has rather nicely.
First off although this build is very mage-like unlike a traditional mage you have stamina based stuff, keep in mind that shadow magic sustains like shadow feed are stamina talents and will meet NSR's requirements. However this build basically doesn't use any stamina at all unlike a normal SB using Flurry etc.
Second off channel staff's biggest weakness is that its not range 10. NSR is instant so if you hit auto-explore and then stop 10 away from a caster with range 10 blasts you can pop NSR move up 2 then blast him before he even hits you. Since you one-shot a large number of monsters, its rather nice. Its basically an amazing positioning tool and also gives you really nice and completely controlled escape options that work inside vaults as well. Also keep in mind Illuminate is LOS so while it has a huge AOE it can not hit certain things. Being able to exactly position yourself for it is nice. Same thing for Chant of Fortress, with NSR there is little reason anything should get inside your fortress. with 250 stamina you can move 20 squares in an instant, plus you often are simplying blasting so you can actually keep NSR up proactively. Its not just one-time use. If you keep it going you can short range "teleport" at will. Move up 2, blast, move up 2, blast. That is 2 turns. Or if something does a Rush move on you move back 3 etc. You basically have something around 10 2-square repositions during a fight once you activate it. You can seriously mess with monsters via kiting and LOS and make up for your small range discrepancy. You basically might as well start every fight with it since you don't need the stamina and its advantages are subtle but very strong for a medium-long range fighter. Generally you don't actually move that much, but when you do its important, making this prodigy fit very nicely.
End Results
At level 48 the version of the build I am currently using has the following stats(sorry I don't play this online):
Magic at 114
Cunning 79
Con 68
Crit: 60% (this makes me sad since its actually useless)
Global speed 145%
Spell speed 128%
HP 1143
armor 19
defense 41 (blur sight 29 , defensive posture 11)
Stealth rating 79
Spellpower 87
All damage +20%
Physical Damage +59%
Using Bolbun's (Physical)
Accuracy 24
Damage 289
Channel Staff hits for usually around 2000 damage and never misses. I have a secondary staff incase they resist physical alot, Rod of Sarillion which is dedicated temporal and does maybe 1700 damage, I basically use it because it has a high Magic scale. I basically only lose stealth if I channel staff right next to something and then only sometimes.
I am sure a nice flurry can do more, but with no CD and really high speed this can do nasty things.
Illuminate hits for about 600 in radius 10.
Chain lightning from Stormbringer's hits for about 600 as well with 10 power out of 16 (meaning I can recast in 4 turns).I also have a charm for Aether Breach for similar damage at 17/28. All three of these AOEs together works pretty well.
Barrier shields for 1380 at 5 effective talent
Healing Light heals for 960 at 2 effective talent
Bathe in the Light gives 563 shield on first turn and 3503 when its done at effective talent 5
Premonition shield for 29% with effective talent of 3.
Chant of Fortress 2.4 gives 22% res all
Time shield gets about 600 hp
Finally I have Blinding Speed at 6.5 for +55% global speed short term burst (I haven't really used this). The idea is to have this + willful combat+ snap if I need to kill something with extreme predjudice. Not sure how effective this is.
Conclusion
This build is really tough and hits like a truck. You one shot many normal things but you are also very versatile. I opened the multi-hued drake vault which had I think its 6 level 92 wyrms at level 38. Their initial alpha strike had me down to 200 hp which I was able to shield up and heal immediately, I was able to blast them from outside the vault and go toe to toe to kill three of them then phase door away to reset CDs and do it again and again. Also I can see and disarm all the traps in that area
You have a lot of tricks to stay alive, many active protections and decent passive protection and basically a 50 cal semi-auto rifle staff with excellent mobility.
I haven't tried certain high end things with this build like the Atamathon or the arch-mage leader.