Help building an Arcane Warrior
#1
Posté 30 mai 2010 - 07:58
Race: Elf
Initial Stats: +5 Magic
Spells by level:
Character Creation: Winter's Grasp, Mind Blast
Level 2: Force Field
Level 3: Arcane Shield
Level 4:
Level 5: Telekinetic Weapons, Crushing Prison
Level 6: Spell Wisp
Level 7: Combat Magic
Level 8: Staff Focus
Level 9: Spell Wisp
Level 10: Arcane Mastery
Level 11:
Level 12: Aura of Might
Level 13:
Level 14: Shimmering Shield
Level 15:
Level 16: Fade Shroud
Level 17:
Level 18:
Level 19:
Level 20:
The only real goals here are as follows:
1. Pick up Crushing Prison. Mana Clash does more damage, but only to enemies with Mana, so it's of limited usefulness. Crushing Prison is useful against any enemy, so it's a better choice.
2. Pick up Arcane Mastery. It's only +5 Spellpower, I know, but that's +5 Spellpower I didn't have before. Besides, I don't know what else to use the points on.
3. Fill out the Arcane Warrior tree.
4. Pick up Spell Wisp. I probably won't have the Mana to keep it up at Level 6, but at least I'll have it. Once I do have the Mana to support it, it will make what spells I do cast that much more powerful. And every little bit helps.
The Arcane Warrior I've been running hasn't turned out all that well. Oh, I do well enough, but all I really do is auto-attack, then throw in the occasional Arcane Bolt and Crushing Prison. I also picked up Mana Clash to mess around with, and it's very nice, but as I said, it's very situational.
Part of the problem is that I don't like having to put my weapon away to cast a spell, so my options are severly limited as far as offensive spells go. The only ones I really have are not really all that appealing to me.
If anyone could offer me any advice, I'd really appreciate it.
#2
Posté 30 mai 2010 - 10:02
Miasma is nice. Reduces enemies' defenses and attack ratings. Annoyingly it switches off after area transitions, though.
Arcane Shield grants defense bonus based on spellpower.
Rock Armor grants up to 12.25 to armor rating.
Misdirection Hex can be cast with your weapon drawn, but the first two cannot.
Disorient cannot be resisted.
You can switch off spell power boosts after casting buffs like Arcane Shield/Combat Magic, if you don't need the extra spell power during combat to save mana.
I hear good things about Curse of Mortality and and Virulent Walking Bomb, but I can't comment on those.
Have a support mage cast heroic offense/haste on your character.
#3
Posté 30 mai 2010 - 10:11
#4
Posté 31 mai 2010 - 08:44
You really should look into going Blood Mage with Arcane Warrior, load up on 4-7 sustained spells, and then power your combat spells with your HP. It's a lot of fun and makes up for the total lack of true AW combat abilities.
#5
Posté 01 juin 2010 - 06:09
Swoo wrote...
If you are on a PC this file (http://www.dragonage...file.php?id=767) fixes it so you can cast all spells no matter what weapon you have out.
You really should look into going Blood Mage with Arcane Warrior, load up on 4-7 sustained spells, and then power your combat spells with your HP. It's a lot of fun and makes up for the total lack of true AW combat abilities.
I'm willing to give it a try once I hit Level 14. I've also changed things around some wih my build. It's looking like this now:
Character Creation: Winter's Grasp, Mind Blast
Level 2: Force Field
Level 3: Telekinetic Weapons
Level 4: Crushing Prison
Level 5: Spell Wisp, Grease
Level 6: Spellbloom
Level 7: Combat Magic
Level 8: Stinging Swarm
Level 9: Arcane Shield
Level 10: Staff Focus
Level 11: Arcane Mastery
Level 12: Aura of Might
Level 13:
Level 14: Blood Magic
Level 15: Blood Sacrifice
Level 16: Blood Wound
Level 17: Shimmering Shield
Level 18: Fade Shroud
Level 19:
Level 20:
The point is to get Crushing Prison as fast as possible, then pick up Stinging Swarm. Crushing Prison is a very solid spell that I can cast with my weapon out. I'm not sure about how well Stinging Swarm will work, but it's a damage spell that I can also cast with my weapon out, so I'm willing to give it a shot.
After getting Stinging Swarm, I focus on Arcane Mastery. After getting that (and getting Combat Magic and Aura of Might), I have one level to figure out before I concentrate on Blood Magic. Fill out the last of the Arcane Warrior tree after that, and I have the rest of the game to grab whatever suits my fancy.
#6
Posté 01 juin 2010 - 06:40
I recommend the entire Cold line, as well as Fire at least to Fireball. And I concur that Glyphs are both versatile and powerful, though I am less than thrilled with Hexes for the easily passed Saving Throws.
#7
Posté 01 juin 2010 - 07:02
The problem with the Cold and Fire lines is that I have to put my weapons away to use them. That's a serious liability to me. Enough that I actually don't like using them. Winter's Grasp is for the early portion of the game, when I don't have access to the Arcane Warrior specialization, but beyond that, it's not used at all.
As far as the Glyphs go, I'm not big on them. Glyph of Paralysis is nice, but only works once. And it's cool-down is nearly as long as that of Crushing Prison. Glyph of Warding is nice if you stand on it, but it's effects only work when you're on it. Glyph of Repulsion is situational, though it might be useful for a traditional mage to keep enemies away from them. However, if the enemy Mage has Glyph of Paralysis, they can use your protection to wipe out your entire party. As for Glyph of Neutralization, all an enemy has to do is move and they are freed from the effects of the Glyph.
Finally, none of the Hex spells have any resistance checks.
#8
Posté 01 juin 2010 - 07:29
swk3000 wrote...
I see your point about the cool-down time of Crushing Prison, but the ability to stop a Mage in his tracks is far too useful for me to pass up.
I also like the spell in the Fade, but find others to be effective: Stonefist, Fireball, Cone of Ice etc (ie; any spell that Stuns, has Knockdown, etc). Even Force Shield can remove foes until later.
The problem with the Cold and Fire lines is that I have to put my weapons away to use them. That's a serious liability to me. Enough that I actually don't like using them. Winter's Grasp is for the early portion of the game, when I don't have access to the Arcane Warrior specialization, but beyond that, it's not used at all.
I stay in Staff mode for the most part, going to arms if needed or when mana is low. One can still enable sustainable spells & talents in such occasions as a rule. I agree that casting delay should be avoided, so when I go into melee that is generally my main focus.
As far as the Glyphs go, I'm not big on them. Glyph of Paralysis is nice, but only works once. And it's cool-down is nearly as long as that of Crushing Prison. Glyph of Warding is nice if you stand on it, but it's effects only work when you're on it. Glyph of Repulsion is situational, though it might be useful for a traditional mage to keep enemies away from them. However, if the enemy Mage has Glyph of Paralysis, they can use your protection to wipe out your entire party. As for Glyph of Neutralization, all an enemy has to do is move and they are freed from the effects of the Glyph.
I have not yet used the final Glyph, but have been able to use the other three in many occasions. GoP is great for a single opponent, and activating that mass paralysis on opponents using either thir GoR or yours. And watching multiple mages sprinboard into the air makes GoR a keeper. And I use GoW in those occasions when I may need the boost, as opposed to trying to strip opponents of their bonuses.
Finally, none of the Hex spells have any resistance checks.
All I know is that the third Hex only appeared to work once in the first third of the game, so I used the respec mod to gain another choice instead. And Miasma alerted all hostiles in the surrounding areas, whether in different rooms or not. Plus they saved against ill effects, or so I was led to believe.
#9
Posté 01 juin 2010 - 07:50
Me, I wade in at the start of battle and use melee attacks, but then also throw out the occasional spell as well.
I'll look into the Glyph line, but they've never really struck me as amazingly useful. They mainly seem to be an interesting alternate tactic.
#10
Posté 01 juin 2010 - 08:35
My current AW is the spellcaster; more focus on handling crowds than a single boss or opponent. He now uses Rock armor since getting in the higher lvls, but shares weapon sustainables with Wynne. She uses Frost and I use Flame.
#11
Posté 01 juin 2010 - 08:52
#12
Posté 01 juin 2010 - 09:44
The Spell Wisp line I find kinda so-so. I prefer Virulent Walking bomb over spell Stinging Swarm when it comes to damage over time for a couple reasons: One spell point less to reach it; spirit damage is better than nature damage; a factor of 1.5 to the base damage instead of only 1.0; 20 seconds duration instead of 10; explosion damage at target's death with a chance to inflict other mobs. The only point of SSwarm over the bomb are the jumps. VWB can be cast with drawn weapons, too, like SSwarm and unlike the basic version of the bomb.
I am also not very fond of glyphs and hexes and prefer a few sustainables (usually only Miasma, Telekinetic Weapons and Combat Magic) and offensive spells.
#13
Posté 01 juin 2010 - 09:54
swk3000 wrote...
I'm actually trying to stay away from Sustainables. I don't want an Auto-attack machine. Combat Magic and Spell Wisp are the only ones I want to have.
You know, that will be hard if you don´t want spells which require weapon sheathing.
#14
Posté 01 juin 2010 - 09:59
swk3000 wrote...
I'll look into the Glyph line, but they've never really struck me as amazingly useful. They mainly seem to be an interesting alternate tactic.
For 3 playthroughs I thought the same. But believe me: Glyphs are amazing, especially during earlygame when the enemy lacks physical resistance.
Repulsion makes your archer and everyone else inside the glyph practically invulnerable to meelee because meelee enemies can´t reach them.
Paralysis explosion is one of the best disables in the game.
The common paralysis rune can be cast as a singletarget stun or as a trap.
Glyph of Neutralization can be used as alternative to mana clash or on your non-mages to give them magic immunity.
And a totally overpowered and unfair tactic: Block doors with repulsion and burn the enemies trapped inside with inferno!
#15
Posté 01 juin 2010 - 10:17
TM13h wrote...
A better anti-mage than Crushing Prison is definitely Mana Clash. Good to have both.
I've messed around with Mana Clash, and yes, it was amazing for taking out Mages. The problem is that it literally only works if the target has Mana. In other words, it only works on Mages. I don't like that. I'd rather have Crushing Prison, which can be used against anyone to equal effect.
The Spell Wisp line I find kinda so-so. I prefer Virulent Walking bomb over spell Stinging Swarm when it comes to damage over time for a couple reasons: One spell point less to reach it; spirit damage is better than nature damage; a factor of 1.5 to the base damage instead of only 1.0; 20 seconds duration instead of 10; explosion damage at target's death with a chance to inflict other mobs. The only point of SSwarm over the bomb are the jumps. VWB can be cast with drawn weapons, too, like SSwarm and unlike the basic version of the bomb.
I prefer direct damage instead of damage over time. I admit, I'm somewhat iffy on Nature Damage, but I was at the point where I needed to use my Spell Points on something, so I figured I'd give it a try.
#16
Posté 01 juin 2010 - 10:18
Tirigon wrote...
swk3000 wrote...
I'm actually trying to stay away from Sustainables. I don't want an Auto-attack machine. Combat Magic and Spell Wisp are the only ones I want to have.
You know, that will be hard if you don´t want spells which require weapon sheathing.
Of that, I am painfully aware.
#17
Posté 01 juin 2010 - 10:32
swk3000 wrote...
I've messed around with Mana Clash, and yes, it was amazing for taking out Mages.
Like I said: Good to have both if there are points to spare. Mana Clash the emissary or whatever, Prison on the elite mob and hack away on the others.
swk3000 wrote...
I prefer direct damage instead of damage over time. I admit, I'm somewhat iffy on Nature Damage, but I was at the point where I needed to use my Spell Points on something, so I figured I'd give it a try.
I think the dot component is not what makes VWB so strong, unlike SSwarm. It is amazing to be surrounded by mobs, infect one with VWB and just cast and hack away. The one you have infected will lose more hp than the others because of the dot component of VWB, and when he dies he usually takes everybody else with him. It's more like a delayed offensive spell, unlike a pure dot like SSwarm.
#18
Posté 01 juin 2010 - 10:40
TM13h wrote...
swk3000 wrote...
I've messed around with Mana Clash, and yes, it was amazing for taking out Mages.
Like I said: Good to have both if there are points to spare. Mana Clash the emissary or whatever, Prison on the elite mob and hack away on the others.swk3000 wrote...
I prefer direct damage instead of damage over time. I admit, I'm somewhat iffy on Nature Damage, but I was at the point where I needed to use my Spell Points on something, so I figured I'd give it a try.
I think the dot component is not what makes VWB so strong, unlike SSwarm. It is amazing to be surrounded by mobs, infect one with VWB and just cast and hack away. The one you have infected will lose more hp than the others because of the dot component of VWB, and when he dies he usually takes everybody else with him. It's more like a delayed offensive spell, unlike a pure dot like SSwarm.
Well, I was iffy about Stinging Swarm anyway, so I'll restart to give Virulent Walking Bomb a try.
#19
Posté 01 juin 2010 - 11:36
TM13h wrote...
I think the dot component is not what makes VWB so strong, unlike SSwarm. It is amazing to be surrounded by mobs, infect one with VWB and just cast and hack away. The one you have infected will lose more hp than the others because of the dot component of VWB, and when he dies he usually takes everybody else with him. It's more like a delayed offensive spell, unlike a pure dot like SSwarm.
The problem is that the explosion can kill you and your allies, too, if you use this strategy in meelee combat.
I mean, it is much easier to get an explosion for 300 damage than to get an AW who can survive that.
#20
Posté 01 juin 2010 - 11:53
#21
Posté 01 juin 2010 - 01:08
soteria wrote...
I don't know, usually my party can survive a single VWB explosion (though not two).
Then you either have a party with very much hp, or a caster with low spellpower. My party couldn´t - my AW has 130 spellpower, that means 325 damage, and only 252 hp. That means an explosion would insta-kill her.
#22
Posté 02 juin 2010 - 05:27
#23
Posté 02 juin 2010 - 06:24
I have not gone the Mana Clash line route as I find it too costly for fighting mages, or for buffing other spells. But maybe with respec now, I can take a test run for the fun of it.
#24
Posté 06 juin 2010 - 10:48
Race: Elf
Initial Stat Distribution: +5 Magic
Initial Skill: Coercion
Initial Talents: Winter's Grasp, Mind Blast
Winter's Grasp combined with Arcane Bolt gives me a solid, but not spectacular, offense until Level 7. Mind Blast is almost never used, but is the first step towards Crushing Prison.
Level 2: Force Field
Level 3: Telekinetic Weapons
Level 4: Crushing Prison
Goal is to pick up Crushing Prison for taking out problem targets.
Level 5: Walking Bomb, Death Syphon
Level 6: Virulent Walking Bomb
VWB annihilates crowds. I can't believe how amazing this spell is. I love it.
Level 7: Combat Magic
Start building the core of the character's offense.
Level 8: Spell Wisp
Level 9: Grease
Level 10: Spellbloom
Level 11: Stinging Swarm
Before you start calling in the Exorcist, I have a reason for picking up Stinging Swarm: The Archdemon is all but immune to Spirit Damage. The only element it's marginally weak to is Nature, so Stinging Swarm is my Archdemon killer. Not a good one, I suppose, but it's better than trying to Arcane Bolt the thing to death, now isn't it?
Level 12: Aura of Might
More core building.
Level 13: Miasma
I'll have picked up 4 tomes before this point, so I'll have Weakness and Paralyze already. Just so you don't think I'm going crazy.
Level 14: Blood Magic
More Core Building. At this point, all the Sustains I've gotten will be turned on while I use Blood Magic for spellcasting.
Level 15: Blood Sacrifice
Level 16: Blood Wound
Because of my armor, Blood Sacrifice won't be needed except in an emergency. Blood Wound is what I'm really interested in.
At Level 16, I'll really have everything I'm interested in. I'll probably use the remaining levels to pick up whatever catches my interest. Maybe Mana Clash, just to have it.
As for equipment, this is what I'm looking at:
Weapon: Spellweaver
Shield: Fade Wall
Helm: Cailan's Helm
Hands: Cailan's Gauntlets
Body: Cailan's Breastplate
Feet: Cailan's Greaves
Belt: Andruil's Blessing
Amulet: Warden's Amulet until Level 14, at which point I switch to the Lifedrinker
Ring 1: Key to the City
Ring 2: Lucky Stone until 14, then switch to the Blood Ring
I'm going with Cailan's Armor because it has a +5 Combat Health Regen. I'd also use the Lifegiver for a whopping 11 Combat Health Regen (on the 360), but I'm not willing to give up either the Key to the City or the Blood Ring, so I give that to Alistair.
Anyway, that's the build. I'm actually quite happy with it.
#25
Posté 07 juin 2010 - 02:18
swk3000 wrote...
Well, after getting to Level 16 and giving Blood Magic a try, I have to say I'm hooked. Here's the build I'm running (and will be restarting to perfect):
Race: Elf
Initial Stat Distribution: +5 Magic
Initial Skill: Coercion
Initial Talents: Winter's Grasp, Mind Blast
Winter's Grasp combined with Arcane Bolt gives me a solid, but not spectacular, offense until Level 7. Mind Blast is almost never used, but is the first step towards Crushing Prison.
Level 2: Force Field
Level 3: Telekinetic Weapons
Level 4: Crushing Prison
Goal is to pick up Crushing Prison for taking out problem targets.
Level 5: Walking Bomb, Death Syphon
Level 6: Virulent Walking Bomb
VWB annihilates crowds. I can't believe how amazing this spell is. I love it.
Level 7: Combat Magic
Start building the core of the character's offense.
Level 8: Spell Wisp
Level 9: Grease
Level 10: Spellbloom
Level 11: Stinging Swarm
Before you start calling in the Exorcist, I have a reason for picking up Stinging Swarm: The Archdemon is all but immune to Spirit Damage. The only element it's marginally weak to is Nature, so Stinging Swarm is my Archdemon killer. Not a good one, I suppose, but it's better than trying to Arcane Bolt the thing to death, now isn't it?
Level 12: Aura of Might
More core building.
Level 13: Miasma
I'll have picked up 4 tomes before this point, so I'll have Weakness and Paralyze already. Just so you don't think I'm going crazy.
Level 14: Blood Magic
More Core Building. At this point, all the Sustains I've gotten will be turned on while I use Blood Magic for spellcasting.
Level 15: Blood Sacrifice
Level 16: Blood Wound
Because of my armor, Blood Sacrifice won't be needed except in an emergency. Blood Wound is what I'm really interested in.
At Level 16, I'll really have everything I'm interested in. I'll probably use the remaining levels to pick up whatever catches my interest. Maybe Mana Clash, just to have it.
As for equipment, this is what I'm looking at:
Weapon: Spellweaver
Shield: Fade Wall
Helm: Cailan's Helm
Hands: Cailan's Gauntlets
Body: Cailan's Breastplate
Feet: Cailan's Greaves
Belt: Andruil's Blessing
Amulet: Warden's Amulet until Level 14, at which point I switch to the Lifedrinker
Ring 1: Key to the City
Ring 2: Lucky Stone until 14, then switch to the Blood Ring
I'm going with Cailan's Armor because it has a +5 Combat Health Regen. I'd also use the Lifegiver for a whopping 11 Combat Health Regen (on the 360), but I'm not willing to give up either the Key to the City or the Blood Ring, so I give that to Alistair.
Anyway, that's the build. I'm actually quite happy with it.
Haha, welcome to the club! I absolutely love Blood Magic.
There's nothing wrong with Stinging Swarm in my mind. I like how you can use it as part of a AOE setup with other spells and watch it bounce around damage. The only thing better than blowing up one enemy is blowing up six enemies at the same time. I however almost never take it just because I have other spell lines I need to invest into, but I do like the spell.
I love Mana CLash but on my current Rogue playthrough I didn't take it for Wynne to try to beef the difficulty up a bit more. Being able to one shot entire packs of demons actually comes in handy quite a bit in the game, plus dropping any caster you run into with one button press tones down the encounter a bit.
Looks like a very good build though.





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