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Magik: Queen of Limbo

Magik: Queen of Limbo (v2.1)

Introduction

I wanted to create a build that worked and symbolized Magik from the Marvel Universe. She has been my favorite character growing up and her starting to pop off recently in multiple games made me want to do this build.

***This desc. is out of date (will update a later time)***

Background
I made this to be as close to her canon feats and estimated stats (with a few exceptions like her strength cause having no strength didn’t give valued dmg numbers). This build is built around movement and being able to overwhelm foes with you attacks while also being able to survive.

This build does guzzle up a lot of the Act 3 items including ones from the House of Hope. And if you are doing a good or neutral run as Durge, you will end up unlocking the slayer form in Act 3 with the Orin Duel. Otherwise you can unlock this in an evil playthrough.

Classes: Warlock

I started off with warlock because of how she was kidnapped and given power as a child by Belasco. this would follow suit with her abilities in terms of where to start out with. Because I chose to go Pact of the Blade Warlock (Her Soulsword made from here soul alongside her Wraithsword she took and named) instead of Pact of Chain, you do lose out on her summons. I got around this by unlocking the Necromancy of Thay and obtaining the Tharchiate Codex as well. This allows you to augment your weapon as well as a useful extra attack early. Blade Ward acts as the shield spell she can use early to help add protection to her and hellish rebuke acts as her Hell Fire manipulation ability. Hold Person and Booming Blade are a must for this build alongside Misty Step and Blink to act as her Stepping Disks

Classes: Fighter
For this class you will obviously go for Great Weapon Fighting. For the fighter subclass I did choose to start out with the Battle Master because of how talented she became with the sword and her combat sense. This class is also good especially since you can do Menacing Attack to lock down bosses that move a lot (Orin, Spectator, and more) in one place. Disarming attack is also good for bosses and enemies including Myrkul because it forces them to use an action to pick up and equip their weapon.

An alternative to this would be Eldritch Knight – this subclass would be good if you want to lean into her Curse Manipulation abilities. I would go:
Cantrips – Fire Bolt & Bone Chill

EK Spells – Burning Hands, Magic Missile & Shield
Wiz Spells – Protection G&E

Feats:
For Feats I would recommend starting out with Great Weapon Master (Level 6) as it allows you to obtain another weapon attack on a critical hit or Melee Kill alongside the All In passive being huge for early game combat. I would also recommend getting Alert (Level 10) as your second feat to give you better initiative rolls. We get it this late because we are multi-classed, but the GWM is more valuable early game in my opinion as it can carry you in terms of kills. This helps majorly with the Orin duel in honour mode as going second almost means guaranteed death. The final perk we will obtain is Savage Attacker (Level 12). With this you will always obtain the best damage roll no matter the situation.

Boons:
The hardest boons to obtain are Tharchiate Codex, Patriar’s Memory and Danse Macabre as they require a lot of skill checks to obtain. Loviatar’s Love is great, but hard to keep all the way throughout Act 1 or 2 without a character with sanctuary as the AI for the enemies WILL kill you if you are downed. Awakened is a great Boon as with Magik I leaned into ilithid powers to take advantage of all the bonuses, passives, and actions you can get. Auntie Ethel’s hair is not necessary especially if you are playing as a group (I felt bad guzzling all the items and boons from my friends), but if you do get it go for Charisma. The Statue of Yourself is just a very expensive BUT very useful buff you can get in Act 3.

Items:
The main items you will need for this build are the Helmet of Grit, Thunderskin Cloak (Even though Magik has worn a cloak only a handful of times). Gauntlets of Hill Giant, Spaceshunt Boots, Ring of Regeneration, and the Ring of Free Action.
– For the Armour:
Unwanted MW Scalemail, you can swap it out with the Helldusk Armour if you want more survivability and AC. I used it because it looked the closest to how Magik looked in the comics or games. I did use the Helldusk Armour for the Orin fight (Last boss fight I did before endgame) and endgame however.
– For the Amulet:
I ended up starting out with the Periapt of Wound Closure just because of how frail Magik is at the start especially starting out with the Warlock class. The Goblin Camp is the hardest challenge for this build, but afterwards it is pretty much smooth sailing. You can switch this out like I did for the Amulet of Greater Health if you want to survive better late game especially for the 1v1 Orin duel (This is a must for the duel).
– For the Melee:

Everburn Blade –> Sursur Greatsword –> Silver Sword of the Astral Plane –> Balduran’s Giantslayer

I would recommend obtaining Balduran’s Giantslayer even though the Ansur fight is a B****. The fact it gives you advantage on fights with larger creatures which also works on Orin is crucial. It also doubles the damage from the strength modifier, so if you get the gauntlets early, you can clap any boss with ease (+6 turns into +12). Topple the Big Folk alongside Giant Form is just icing on the cake, I shouldn’t need to explain it.
If you need an alternative to this weapon, you can get it pretty early in Act 1 if you are careful or Act 3. This is Kith’rak Voss’ Silver Sword of the Astral Plane and its really good once you obtain it. I did not get the weapon in act 1 and waited until act 3 to get it. Soulbreaker is such a great weapon action and leans into Magik’s powers as a character as well.
Finally the weapon that can carry you through Act 1 and 2 is the Everburn Blade you obtain in the Nautiloid. Great stats that does better than any act 1 or 2 greatsword (Minus the aforementioned Astral Plane sword.

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