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#1
El Jueta

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Well hello again fellow RPGers. I thank you all in anticipation for the helpful people that you all seem to be, as I am a bit inexperienced in this wonderful game :)

My mage is level 9, I have gone for the ice line (up until CoC), along with the crushing prison line and the arcane for the passive bonuses. Now I find myself in quite a conundrum for what should i do next with it. My ideas are either do another primal line to vary my damage, or start on the other spirit lines for mana clash and similar spells. Any suggestions would be appreciated. All i have to say is that I tend to like damage / cc, for a healer i already have wynne =)

#2
Takrandro

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Well, lets get giong!

First, let me say that no matter if u go AW or BM, the spells remain usefull, only as AW u need to get some more armor spells(u already got arcane shield, so add Rock armor to that)



Well, the best line to go first is fire, up to fireball. since its the best fast cast Aoe spell there is, and can stop a army in its tracks! also put a point in Blizzard, since its the best big AOE there is, and might come in handy for the big fights and to take on spread out enemies while u snipe them from outside the spell effect(hehe)



Next, go get the glyph line up to glyph of repulsion, i have never taken the last one but it can be devastating against casters(if they live that long lol) the repulsion glyph is handy in to cast in doorways to keep enemies back while u cast a fireball in their faces!

another to get is the full hex line, they are great in boss fights! Hex of misdirection works against most bosses and makes them miss all their physical attacks for a while! great against dragons!!

death hex is great with some good melee chars to finish of a boss quickly!

For the rest get the heal spell, as well as some single-target spells like lightning bolt and drain life. stonefist is great in combination with CoC, shatter some non-elite enemies in 1 hit!(or knock them down)

And ofc the lines of whatever specs u choose.

As for Stats, get magic,willpower,cunning(up to 16 only) and constitution, cons is handy in all regards and comes in handy if u go AW or BM, 16 cunning couse u need to get all ranks in the coursion skill(helps greatly for conversations) and u don't need more.

the other 2 speak for themselves, magic 1st ofc, willpower whenever u have the points for it, couse its always handy no matter your choice.



Hope this helps! feel free to leave me a message if u need more help :)


#3
Zilod

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well it depdends by what you want to do... if you want to play aoe dd go with another primal line lightning or fire are both good line (just skip lightning4 that is crap) and you will also need the first 2 hexes to boost your dmg by a good degree



mana clash is another nice option, invaluable vs mages but is a 4th spells and the first 3 spells in the line are not that good



if you want more cc you can go with nightmare line or even glyphs....



in the end it mostly depends by what kind of mage you want to play and if you will have another mage in the party

#4
El Jueta

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Well, i wish one could respec their spells because now i regret taking the whole arcane line which is pretty worthless. Anyway, thanks for your help, I'm going to probably take fire up to fireball and the 'dead' line, since i forgot to mention that i already have Walking Bomb =) then if I still have spells to go with I'll maybe play with the glyphs or hexes, haven't decided yet. I'm going to play with fire first so I can have some more damage and then I'll decide on my CC =)

#5
Khalan9

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Just some advice if you plan on going down the AW path, you are going to want to put alot of points into willpower. AW relies less on activated spells and more on Sustained spells (arcane shield, flaming weapons, ect.) =)

#6
El Jueta

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well I'll tackle the specializations later I guess.. since I don't want to be a spirit healer just because, and not a blood mage for RP reasons. Shapeshifter is crappy from what I've heard, so that only leaves AW, I might just take it for the armor and try to minimize fatigue, because I don't really want to melee, I'd rather stay a caster.

#7
lazuli

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A point in Heal is a point you will not regret, especially if Wynne gets knocked down or otherwise shut down.  A single point in the Spirit Healer line helps out with this as well, providing Group Heal.

Three points into the Blood Mage line you get Blood Wound, which could very well be the best spell in the game.

I never put fire and cold on the same character.  You can't maintain both Flaming Weapons and Frost Weapons on the same Mage.  If you don't care about these spells, then it doesn't matter.  Wynne handles fire well.

To max out spellpower, try out Spell Might and Spell Wisp.

Two points in the Hex line is nice for maximizing damage.

#8
DWSmiley

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It's almost impossible to build a weak mage and you've made a great start. Winter's grasp is the most powerful level 1 spell and cone of cold the most powerful level 3 - crowd control and it sets up your teammates to Shatter with a critical hit or Stonefist. The arcane line is not uber but still decent. Vulnerability hex + Affliction hex + elemental damage boosting gear + Staff Focus does very nice damage.

p.s.  I'd say the most important tip is not which spells to take but rather - put all your points in magic.  You don't need points in willpower.  More magic = more powerful spells = quicker victory, and chug a lyrium potion for the occasional fight that drags on.

Modifié par DWSmiley, 30 mars 2010 - 08:42 .


#9
Zilod

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fire and ice are fine, just go with fire first as frozen mobs get some fire resists, lowering dmg... even fire+lgiht+ice works actually pretty well with cones and their big aoe, even if generally you just need ice+another aoe for good effects.... ah and if you want to play the damage dealer greb hex2 and stack them on the mobs, they almost double the elemental damage and it works for shale and the staff dmg too (if you have an elemental staff)

#10
Surango

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Since no one has mentioned combinations yet, that crushing prison line has a pretty nice one for crowd control. As a horde is moving towards you cast crushing prison on whatever's in the front. Then cast forcefield on it. By the time you've done this, the imprisoned enemy will be in the middle of them all. Decent damage and knockback.



You may want to vary your damage to account for resistances and immunities. Lightening line is nice, as a lot of things don't have resistances or immunities to it. Walking bomb is really nice with crushing prison too, keeps the bloody bomb from splattering you in most cases. Wouldn't take virulent, as it turns all enemies into suicide bombers. Without mass paralyze, that can get you killed.

#11
Mastocow

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Im in the same boat with where to go with spells next...



I got 4/4 Fire I didnt know inferno was so bad....lol....4/4 earth for petrify shatter combo, 1 in frost obviously 3/4 blood and spell wisp and grease.



Im level 14....thing is I also have I think +30% fire damage and my stave is elemental fire dmg.....so idk where to put points in next....hex? But i have no problems with bosses as it is im wondering if i need to go SH cause i can heal fine with me and morrigan both with heal and regen.



Sorry for the wall of text im @ work and bored =]

#12
Mastocow

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Im dumb i coulda just told you guys to look @ my character sheet.....oh well lol

#13
Zilod

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Mastocow wrote...

Im in the same boat with where to go with spells next...

I got 4/4 Fire I didnt know inferno was so bad....lol....4/4 earth for petrify shatter combo, 1 in frost obviously 3/4 blood and spell wisp and grease.

Im level 14....thing is I also have I think +30% fire damage and my stave is elemental fire dmg.....so idk where to put points in next....hex? But i have no problems with bosses as it is im wondering if i need to go SH cause i can heal fine with me and morrigan both with heal and regen.

Sorry for the wall of text im @ work and bored =]


i'm not a big fan of inferno too, but you need something to set it up correctly, try to use earthquake and then inferno... or even better if you have morry with blizzard cast both on the same area (at same time) this way blizzard/earthquake will cc the enemies and slow enemies while inferno can apply its dmg

sh is always good if you use bm a lot and where to go next... hex is a solid choice to boost dmg as it will be to complete ice or even go with cc... it depends by what you want to do with your mage

#14
Mastocow

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I'll try that triple AoE and hold the tank back thanks.



Yea i use BM not as often as I hear others do just when my manas depleated and i have 37 constitution so i can use it no problem, I just dont unless i want that mass stun 3rd level spell.



SH sounds like what i need Im gunna have morrigan go that route also but will I even have time to use Healing spells in BM form or will i need to come out of it to sucessfully heal?

#15
Zilod

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you can heal np in "bm form" but you cant be healed (or better the healing on you is minimal) is why sh complement so well bm, as is easyer to cycle blood sacrifice and in the process you even help keeping the tank up :P

#16
Mastocow

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Thats wicked badass...



I think with BM/SH combo on my main I might be able to run what I want a one party mage.



Probably not the best idea but its more for what i like tank archer melee dps and mage/healer =]

#17
lazuli

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Zilod wrote...

i'm not a big fan of inferno too, but you need something to set it up correctly, try to use earthquake and then inferno... or even better if you have morry with blizzard cast both on the same area (at same time) this way blizzard/earthquake will cc the enemies and slow enemies while inferno can apply its dmg


Enemies in a Blizzard gain fire resistance, though.  What I do is lay down a Blizzard right on top of the enemies.  Next, put an Earthquake/Inferno combo spaced out on their path towards your party.  Tempest and Death Cloud fit in there nicely as well.

This works best in interior areas, where there are twists and turns in the corridors to further hamper enemy movement.

#18
Mastocow

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lazuli wrote...



Enemies in a Blizzard gain fire resistance, though. What I do is lay down a Blizzard right on top of the enemies. Next, put an Earthquake/Inferno combo spaced out on their path towards your party. Tempest and Death Cloud fit in there nicely as well.



This works best in interior areas, where there are twists and turns in the corridors to further hamper enemy movement.






Thats alot of AoE how many mages are you using?

#19
lazuli

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Mastocow wrote...


Thats alot of AoE how many mages are you using?


Two, of course.  Any more is overkill, any less is... not my style.

#20
Crixt

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Cold and Electricity is a fun combo. Blizzard then throw down a big lightning storm, chain lightning, sit and smoke a cigar, collect loot.

#21
Zilod

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lazuli wrote...

Zilod wrote...

i'm not a big fan of inferno too, but you need something to set it up correctly, try to use earthquake and then inferno... or even better if you have morry with blizzard cast both on the same area (at same time) this way blizzard/earthquake will cc the enemies and slow enemies while inferno can apply its dmg


Enemies in a Blizzard gain fire resistance, though.  What I do is lay down a Blizzard right on top of the enemies.  Next, put an Earthquake/Inferno combo spaced out on their path towards your party.  Tempest and Death Cloud fit in there nicely as well.

This works best in interior areas, where there are twists and turns in the corridors to further hamper enemy movement.


yes blizard gives fire resist, but inferno have the highest aoe dmg so it still do good dmg even in a blizzard, comparable to other aoe, still i prefer too lightning or dearh cloud (my fav). for earthquake prob depends by the difficuly, in higher difficulties i always had problem to make it work reliably, many mobs seem totally immune to it Posted Image but if it works for you... go with it :)

#22
Takrandro

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Btw, for party Weapons enchant, go for TK weapons, i use it all the time, and it really makes chopping up enemies far better! u can then use elemental runes to give your melee weapons some elemental damage if u still want it, but go TK weapons, saves u the trouble of equippping maces when u face golems enz..

And i agree with some others here, either get fire or frost on your main char, since both takes way to much points if u ask me.. and your 2nd mage might need forst more anyway since he's most likely your healer...

#23
Damar Stiehl

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Fire4 (Inferno) is fairly worthless. Sure, the AoE potential is good, but it has zero crowd control and a long cast time. So, once you drop it, the enemies simply run out of it before it can do enough damage (and usually get in your face). Same applies to Lightning3 (Tempest).

Ice4 (Blizzard), on the other hand, is fantastic, because it CCs the targets while doing damage.

Lightning4 (Chain Lightning) is godawful by default. However, there is a mod out there that improves the damage and removes the casting time from it. Now THAT is a Tier 4 spell! Modded Chain Lightning wrecks a very nice amount of face (yours included, if you are on the receiving end) without being overpowered - it hits harder than the fireball, but lacks the CC component of it.

#24
DWSmiley

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Damar Stiehl wrote...

Fire4 (Inferno) is fairly worthless. Sure, the AoE potential is good, but it has zero crowd control and a long cast time. So, once you drop it, the enemies simply run out of it before it can do enough damage (and usually get in your face). Same applies to Lightning3 (Tempest).
Ice4 (Blizzard), on the other hand, is fantastic, because it CCs the targets while doing damage.
Lightning4 (Chain Lightning) is godawful by default. However, there is a mod out there that improves the damage and removes the casting time from it. Now THAT is a Tier 4 spell! Modded Chain Lightning wrecks a very nice amount of face (yours included, if you are on the receiving end) without being overpowered - it hits harder than the fireball, but lacks the CC component of it.


Inferno and Tempest work great indoors because you can block the doorway with a glyph of repulsion.

#25
Damar Stiehl

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Or you could just open up with the Bleeding Wound (or mass paralysis if blood magic isn't your thing), follow up with Fireball and mop up whatever is still standing with single-target spells and melee.

Faster, less mana cost, doesn't require scouting ahead and setting up.