Combining magic and finesse in Kingdoms of Amalur: Reckoning is a tricky endeavor. The two types of abilities have little actual synergy, though they do complement each other rather well. Between the two sets of abilities you can deal every type of damage in the game, which can give you an advantage against enemies weak to certain damage types. The following guide will help you navigate the pits and traps of building a rogue-mage in Kingdoms of Amalur: Reckoning.
Destiny – The destiny for a rogue-mage gives you a damage boost to your piercing attacks and elemental attacks and gives you mana regeneration. In order to best take advantage of this you will want to use at least one rogue weapon and attack with as many elements as possible. You will also want to use high mana cost abilities or sustained abilities.
Weapons – There is only one combination of weapons that is a bad choice for a rogue-mage and that is two mage weapons. If you use two mage weapons you can’t take advantage of the piercing damage benefit of your destiny and you will end up wasting a lot of points in rogue abilities that are worthless to you. Any combination that involves at least one rogue weapon works well, and all are roughly equally good.
Passive Abilities – Appropriate weapon Mastery abilities are always important because they give high benefits compared to their costs. If you are using a longbow, also keep in mind that all bow abilities increase your quiver size when you purchase the first rank of the ability. If you are using a longbow, or if you have the Shadow Flare ability, Enduring Agony should be a top priority when it becomes available. If not, you will want to prioritize either Smolder or Frostshackle. Frostshackle is absolutely critical if you choose both the Icy Explosion and Ice Barrage abilities. Also, since your magic will be lower than straight mage, you should put points into Conservative Casting as soon as it becomes available.
Sustained Abilities – You will get most or all of your elemental damage from your magic abilities, but if you want poison damage the best way to get it is with the Envenomed Edge ability and you should consider this a top priority when tier 2 abilities become available. You can probably afford to get a second sustained ability, but you are using enough magic that a third is prohibitive. Of the two choices left, Sphere of Protection is a stronger choice than Blade Honing, unless you wield both daggers and a faeblade. If you do get Sphere of Protection, make sure to pick up Sphere of Reprisal when you have points to spare on it, though it is hardly critical to get quickly.
Active Abilities – If you wield a faeblade and daggers, the Precise Weaponry tree is critical, but if you don’t feel free to put points in the tree only as you need it. The same sentiment also applies to Arcane Weaponry, with the added warning that it is basically worthless if you use a scepter. If you use only rogue weapons, you will want abilities that give you each of lightning, fire, and ice damage. This means you will want Storm Bolt and Mark of Flame for sure. If you use a mage weapon, you can skip whatever damage type matches the weapon. For your ice power, you can either choose Frost Trap or Icy Barrage. The former can stun with Icy Explosion upgrade which makes it a superior choice to the latter if you have ability ranks to spare. Also, make sure to get Elemental Rage when 5th tier abilities open up as it is the highest damage attack you can get.