Blood Mage / Spirit Healer BUILD HELP PLEASE
#1
Posté 01 avril 2010 - 11:58
#2
Posté 02 avril 2010 - 01:03
You take a decent hp hit to cast Blood Wound, but it freezes enemies and causes a good bit of damage so it's worth it. If you need to heal, cast Blood Sacrifice on a ranger pet or on the team member who has the highest hp/con. They can always heal with potions or you can cast Heal on them, but really it only takes down a slight notch to their hp compared to what you get out of it. If you get in a real jam, disable blood magic and heal yourself the usual way.
Modifié par Addai67, 02 avril 2010 - 01:06 .
#3
Posté 02 avril 2010 - 02:01
also bm lower the base spell cost to 2/3 so you can totally sustain yourself spending around 150mana/20s
if you have blood wound (around 42 base mana cost, so 28 hps) at 90 hps, you are doing something wrong, drop some sustained spells and lower your fatigue
about how to build/spec one it depends by what do you want to play... you want to play a nuker? a CC? a dedicated healer?
#4
Posté 02 avril 2010 - 02:02
#5
Posté 02 avril 2010 - 02:08
#6
Posté 02 avril 2010 - 02:18
I only use 1 mage in all my playthroughs. They are built to do anything I need them to do, and do it well.
Here's a breakdown of my mage::
Primal:
Winter's Grasp-Frost Weapons-Cone Of Cold-Blizzard
Lightning-Shock-Tempest
Creation:
Healing
Glyph of Paralysis-Glyph of Warding-Glyph of Repulsion
Spirit:
Mana Draing-Mana Cleanse-Spell Might-Mana Clash
Mindblast
Entropy:
Vulnerable Hex
Spirit Healer:
Group Heal-Revival
Blood Mage:
Blood Magic-Blood Sacrifice-Blood Wound-Blood Control
These are all, pretty much, the spells I use, and I have no trouble with any situation.
#7
Posté 02 avril 2010 - 02:52
so is not that simple with just 1 template that works for everyone or that "can do everything"
#8
Posté 02 avril 2010 - 03:38
#9
Posté 02 avril 2010 - 03:40
As a Blood Mage you'll want to focus on disables (along with nukes if you want) and a few support spells. Blood Mages are not ideal frontliners, although built right they can be devastating regardless.
The disables are primarily the Entropy spells, the nukes the Primal spells. Creation has the support spells. Spirit has a bit of everything.
Modifié par TBastian, 02 avril 2010 - 03:41 .
#10
Posté 02 avril 2010 - 11:36
edit* Yes my tanks do have threaten stance + taunt
Modifié par Tibus Heth, 02 avril 2010 - 11:37 .
#11
Posté 02 avril 2010 - 04:42
Since you already went with 2 magic 1 willpower, then you just narrowed down your choices to Arcane Warrior. Just don't turn Combat Magic on, use light armor sets or sets with -fatigue, and only turn on Shimmering Shield for emergencies.
Modifié par TBastian, 02 avril 2010 - 04:43 .
#12
Posté 02 avril 2010 - 04:55
#13
Posté 02 avril 2010 - 05:00
#14
Posté 02 avril 2010 - 08:46
#15
Posté 02 avril 2010 - 09:35
#16
Posté 02 avril 2010 - 10:23
Mana <10%
Health <25%
As far as stats, I usually have like 20 or 30 something WP and every other point into magic. This is just me, of course, and IDK if this is how you want to play.
As far as if you want to keep blood magic constantly, when your health gets low I would use blood wound on a summoned pet if you have a rogue with ranger in your party, and if not, on your tank.
Modifié par Fish_Eye_McGee, 03 avril 2010 - 12:26 .
#17
Posté 03 avril 2010 - 03:20
Attribute as any Mage: Magic all the way, 16 Cunning for Coercion.
#18
Posté 03 avril 2010 - 04:02
AuraofMana wrote...
Stop running Blood Magic with you at all times. The only reason why you would ever have it on is to throw Blood Wound. Using health as a mana alternative in a PURE MAGE BUILD is retarded at best. You get extra fatigue to cast spells, so why? If you have mana problem as a Mage, then you are playing this game wrong. Chug mana potions and get better gear.
Attribute as any Mage: Magic all the way, 16 Cunning for Coercion.
I disagree. If you turn on blood magic whenever you run out of mana, and turn it off whenever you get kind of low on life, you can put less points into willpower and more into magic. That sounds like a pure mage build to me :|
EDIT: Though I agree that having blood magic on at all times is a little unorthodox
Modifié par Fish_Eye_McGee, 03 avril 2010 - 04:04 .
#19
Posté 03 avril 2010 - 04:57
AuraofMana wrote...
Stop running Blood Magic with you at all times. The only reason why you would ever have it on is to throw Blood Wound. Using health as a mana alternative in a PURE MAGE BUILD is retarded at best. You get extra fatigue to cast spells, so why? If you have mana problem as a Mage, then you are playing this game wrong. Chug mana potions and get better gear.
Attribute as any Mage: Magic all the way, 16 Cunning for Coercion.
Even so, there will come a point when any higher Spellpower is overkill... at least in Awakening. And I can't speak for everyone here, but I would appreciate it if you didn't toss out the word "retarded" like that. That said, I agree with your stance on when and where to use Blood Magic.
#20
Posté 03 avril 2010 - 05:30
#21
Posté 03 avril 2010 - 01:27
Also, backstab rogues can become OP because they can do good damage without even backstabbing. Like I said, I think anything becomes OP in Awakening
#22
Posté 03 avril 2010 - 02:18
AuraofMana wrote...
Stop running Blood Magic with you at all times. The only reason why you would ever have it on is to throw Blood Wound. Using health as a mana alternative in a PURE MAGE BUILD is retarded at best. You get extra fatigue to cast spells, so why? If you have mana problem as a Mage, then you are playing this game wrong. Chug mana potions and get better gear.
Attribute as any Mage: Magic all the way, 16 Cunning for Coercion.
This.
switch to blood magic when you want to use blood magic abilities then go back to using mana when your mana is low switch to blood magic and wait for your mana to go up casting rejuv on yourself helps. Dont waste points in con unless you feel you really need to but you should be able to get through the game without putting a single point in con, put all points in magic if you feel your mana runs out too quickly just put 2 points in magic and 1 in willpower per lvl up.
#23
Posté 03 avril 2010 - 03:16
#24
Posté 04 avril 2010 - 07:53
Also, don't put anything into Constitution... it's terrible. Glyph of Repulsion and a good tank means you should rarely get hit. Use objects to avoid getting hit by archers. More Magic = more damage and longer duration = more fun.





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