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Ehh, so I haven't really played since January...


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#1
Jsmith0730

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and I've been messing around with the game lately. I've decided I want to do  the 'stock' group (Alistair, Dog & Morrigan through the entire game aside from the times I'm forced to take someone else). I'm flip-flopping between a Rogue or a spirit/creation Mage (I've also been looking at some of the Entropy spells too). Since I'll have a tank, melee DPS & ranged DPS I want to either be the healer, or the rogue. As for the Mage, I'm not too sure what spells are must-haves (aside from heal, of course) and which ones are to be avoided from those three trees.

As far as the Rogue goes, I'm not concerned with chests, unless they patched in new loot tables for them or somethin'. Basically just aiming to have a more traditional group (if only I could have one more party slot blah).

EDIT: More specifically, (not looking for someone to write up a complete build for me) I've been thinking of the first three healing spells, the death tree from Spirit and the Draining tree from Entropy. They seem pretty fitting offensive abilities for a healer IMO.

Modifié par Jsmith0730, 14 avril 2010 - 05:11 .


#2
Loc'n'lol

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Hmmm, well I got one spirit/creation mage (with spirit healer spec)

You can take the entire healing line (mass rejuvenation isn't bad, regeneration is great)

Glyphs are good if you can be bothered to use them. Will help your tank greatly.

Forcefield/Crushing prison line, well you probably know how good it is.

Dispel magic can be worth getting, even if Alistair can already cleanse area.

Walking bombs are problematic and situational at best. The undead minion isn't bad, but is hardly worth the trouble.

The heroic line is not bad but the buffs have too short a duration for my taste. Haste, however, is godlike, provided you don't have a rogue with momentum in your party.

Also mana clash for the lulz. (that's the only spell worth getting in that line, though)