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This point is moot if you are playing without level cap, but with level and skill point cap therapeutics (tech) tree ends up paying very good dividends if you fully invest in it.

Like take even a mage build right now - elf/sold soul+dark helm). I like the combo because even with therapeutics fully invested in (tech), mage attunement can still be kept high this way, and the dip suffered while investing into thera before building magic attunement back up is not so severe.
After starting game with essential spells like harm, shield and dex boost, at that point I only take Int to 12 and WP to 14. With INT potion by level 12 I boost therapeutics all the way to full mastery. Crafting components are cheep so no reason not to be running around with +4 point boosts to all stats if you need it from the therapeutics items. Stacking the item(s) that gives +2 to all stats, +2 to mental stats and +2 to physical stats.

Lots of flexibility between the crafted therapeutics boosters and cheap lvl 1 mage spells that boost stats by +4/per spell.

After that just get xp to lvl 20 killing spawns at Liam's portal or somewhere else. with WP at 14 you can use 2 different crafted instruments from the therapeutics discipline to get +4 to WP (the two different items stack). Have 18 WP and take lvl 5/ 18 wp spells.

ETC. You can do that on any build you choose does not have to be a mage. Point is you end up saving so many attribute points eventually you can instead put into skills and abilities.