I have been thinking of restarting once again as a mage and I don't want to mess up so if any of you have some solid build tips on what spells and talents one should take, please share them!
Mage build tips? Share them here!
Débuté par
Syvere
, nov. 09 2009 11:28
#1
Posté 09 novembre 2009 - 11:28
#2
Posté 09 novembre 2009 - 11:35
Blood mage/ arcane warrior. Impossible to stop, can paralyze the entire screen, gets upwards of 60 armor and takes 1 damage from just about everything.
#3
Posté 09 novembre 2009 - 11:37
I have probleby completly messed up my talents for my mage but I seem to be doing just fine , cone of cold seems like a must have as I use that in practicaly every fight , the damage spellline for me doesint seem that great though , I'd rather save my mana for heals and crowed control and let my other party members damage , but this is likely due to the way I set my party up were I am the only mage.
#4
Posté 09 novembre 2009 - 11:41
It really depends on what type of mage you want to focus on.
I haven't tried all the spells, but there is alot of flexibility to builds. If you wanted to build a melee mage I would focus on buffs and such. Elemental buffs are great, if your far enough in your quest, take control of one of the mages you use to mess around with spell mechanics.
One thing I do recommend is look at the 4 levels of the spell group, My experiance is the 4th one is usually very strong, if your spreading around your choices that 4th level will be harder to hit, and in theory making your mage weaker.
I haven't tried all the spells, but there is alot of flexibility to builds. If you wanted to build a melee mage I would focus on buffs and such. Elemental buffs are great, if your far enough in your quest, take control of one of the mages you use to mess around with spell mechanics.
One thing I do recommend is look at the 4 levels of the spell group, My experiance is the 4th one is usually very strong, if your spreading around your choices that 4th level will be harder to hit, and in theory making your mage weaker.
#5
Posté 09 novembre 2009 - 11:41
I restarted my mage after realising I didn't like a couple of the spell choices. I didn't like Tempest nor Death Magic which I mistook for Death Syphon ie mana but was health.
My new mage is only level 7 so can't help you too much but I would say that Cone of Cold is pretty decent. It requires 25 magic so I think rushing that, even at the expense of Willpower, might be a pretty solid strategy. I am human but if you want a more powerful mage Elf is definately the way to go. The attribute bonus is pretty big.
My new mage is only level 7 so can't help you too much but I would say that Cone of Cold is pretty decent. It requires 25 magic so I think rushing that, even at the expense of Willpower, might be a pretty solid strategy. I am human but if you want a more powerful mage Elf is definately the way to go. The attribute bonus is pretty big.
#6
Posté 09 novembre 2009 - 11:41
Depends on what you want your Mage to do. Generally, you want to specialize in complementary subclasses (I found Arcane Warrior / Blood Mage to be very effective).
No matter what you have your Mage doing, you always want them to have SOME way to deal damage. Even Wynne has some damage spells (Arcane Bolt, Rock Fist). For example I built Morrigan as a Controller / Healer but I also gave her the full line of Frost spells. Crowd control is very important in this game especially on Normal difficulty and higher.
Good spells to consider:
Death Syphon (Very useful to keep your mana up during combats)
Fireball (Quick, lots of damage, knocks down enemies so you have a chance to set up for the fight)
Cone of Cold (Quick cooldown, decent damage, can freeze just about ANYTHING)
Blood Wound (If you are so inclined - great damage, large area and stuns for a good period)
Sleep (Long range, quick to cast, can help lock down some enemies for a few precious seconds)
---
Spells I didn't like: in other words, avoid them unless you are sure I am wrong.
Raise Dead (Found this to be too expensive mana wise and wasn't very useful, plus sometimes it doesn't even work despite having fresh enemy corpses around)
Virulent Walking Bomb (Friendly fire made this spell very dangerous. In certain situations Walking Bomb can occasionally be useful but there's really no need to buy this spell unless you are going for Raise Dead anyways.)
No matter what you have your Mage doing, you always want them to have SOME way to deal damage. Even Wynne has some damage spells (Arcane Bolt, Rock Fist). For example I built Morrigan as a Controller / Healer but I also gave her the full line of Frost spells. Crowd control is very important in this game especially on Normal difficulty and higher.
Good spells to consider:
Death Syphon (Very useful to keep your mana up during combats)
Fireball (Quick, lots of damage, knocks down enemies so you have a chance to set up for the fight)
Cone of Cold (Quick cooldown, decent damage, can freeze just about ANYTHING)
Blood Wound (If you are so inclined - great damage, large area and stuns for a good period)
Sleep (Long range, quick to cast, can help lock down some enemies for a few precious seconds)
---
Spells I didn't like: in other words, avoid them unless you are sure I am wrong.
Raise Dead (Found this to be too expensive mana wise and wasn't very useful, plus sometimes it doesn't even work despite having fresh enemy corpses around)
Virulent Walking Bomb (Friendly fire made this spell very dangerous. In certain situations Walking Bomb can occasionally be useful but there's really no need to buy this spell unless you are going for Raise Dead anyways.)
#7
Posté 09 novembre 2009 - 11:42
Cone of Cold is a must for crowd control, along with Stone Fist and Crushing Prison for their shattering effects when used in conjuction with Cone of Cold. Fireball is useful, especially in the later parts of the game and when used correctly. Virulent Walking Bomb is another very useful spell, it's good for getting rid of big, close together groups of enemies. Just as long as you make sure you aren't going to hit your party members with these spells, which takes a lot of micromanaging.
You should also at least get Heal if your not going to bring Wynne or Spirit Healer spec.
You should also at least get Heal if your not going to bring Wynne or Spirit Healer spec.
Modifié par chiliztri, 09 novembre 2009 - 11:43 .
#8
Posté 09 novembre 2009 - 11:43
If you want the ultimate mage you'll need:
Fireball, earthquake, cone of cold, vulnerability vex and affliction, once you unlock arcane or blood mage pump them both to max. Watch as your guy is basically a better tank/dpser than any of the warriors and can cast a full range of offensive spells while taking 1 damage from most monsters.
Fireball, earthquake, cone of cold, vulnerability vex and affliction, once you unlock arcane or blood mage pump them both to max. Watch as your guy is basically a better tank/dpser than any of the warriors and can cast a full range of offensive spells while taking 1 damage from most monsters.
#9
Posté 09 novembre 2009 - 11:43
Actually maybe dont do that, it took all the fun out of the game for me and made it FAR too easy.
#10
Posté 09 novembre 2009 - 11:46
Death Magic and Death Syphon seem like interesting auras to have active at the same time. As well as Miasma.
#11
Posté 09 novembre 2009 - 11:48
Death Magic and Death Syphon will quickly cause you to run out of mana and thus I find them fairly useless, especially death syphon since it costs so much upkeep. Their both fairly useful after battle to speed regen but in battle their kind of silly. Miasma I have never tried.
#12
Posté 09 novembre 2009 - 11:49
here's the combo that go me thru the Proving:
Cone of Cold or Petrify to freeze opponent
Earthquake or Fireball ranged opponents to knock 'em down (DON'T WALK IN TO YOUR OWN EARTHQUAKE)
Then flaming tempest (name?) right on top of them
yeah, freezing spells / petrify a must for you spellcasters
Cone of Cold or Petrify to freeze opponent
Earthquake or Fireball ranged opponents to knock 'em down (DON'T WALK IN TO YOUR OWN EARTHQUAKE)
Then flaming tempest (name?) right on top of them
yeah, freezing spells / petrify a must for you spellcasters
#13
Posté 09 novembre 2009 - 11:50
Can Death Magic and Death Syphon be active at the same time? or is it like flame/frost weapons where turning one on turns the other off?
#14
Posté 09 novembre 2009 - 11:52
Well, I was thinking of having Shale or Alistair to tank, Leliana as archer and me and Morrigan as ranged magic DPS. I was planning of giving myself and Morrigan only the basic heal which should be enough I believe? So ranged DPS being the focus what specializations should I pick and which spells complement that the best? Cone of Cold I take is a pretty good, Fireball and what else?
#15
Posté 09 novembre 2009 - 11:56
I would start with a focus on ice spells. Winter's Grasp is a fine way to freeze a single target, frost weapons are a nice buff to weapon damage, and then you get to the real star, cone of cold. Cone of Cold is really a far more effective freeze than Winter's Grasp and is able to freeze bosses and groups of enemies fairly consistently. Then, throw a walking bomb on one of them, kill them, and watch the whole group fall.
#16
Posté 09 novembre 2009 - 11:58
Malecite00 wrote...
Death Magic and Death Syphon will quickly cause you to run out of mana and thus I find them fairly useless, especially death syphon since it costs so much upkeep. Their both fairly useful after battle to speed regen but in battle their kind of silly. Miasma I have never tried.
Don't they just 'reserve' a portion of your mana and not cost mana themselves?
#17
Posté 10 novembre 2009 - 12:01
You can't mess up unless you really try. Making a character is easy as thinking about what you want to do as a mage. Look at the talents and choose which ones you think you'd enjoy the most. As far as attribute points go, stick with magic if you want more power, willpower for more mana, and constitution for more health. If you want to be persuasive put a bit into cunning.
#18
Posté 10 novembre 2009 - 12:01
Guys, no need to restart your game. There are plenty of tutorials on how to replace spells in game. I am building a druid style mage(primal, shapeshift, and some creation with a little spirit) and I don't quite like rock armor(if I'm getting hit, it won't protect me very long) so I am just going to replace it with another entry level spell.
#19
Posté 10 novembre 2009 - 12:02
Yes but that is essentially the same as having that mana depleted when your in battle. Having them both active knocks a big hole in your mana reserve and does 20 regen a corpse or something, considering it takes 60 or so keep it active your actually in the hole it seems, unless you regen a bunch of bodies. Cone of cold is the ultimate spell in DAO, used with affliction hex it almost always works and you can set your other chars tactics to use force crits on frozen enemies to instantly kill them. I think at one point I killed a revenant that way.
#20
Posté 10 novembre 2009 - 12:05
well i recomend getting soild spells you enjoy using. I for one find grease plus fire ball an awsome fight opener. but then its all about what types of ways you wish to play your mage. you can either be a damage mage or s support mage. and pick ablities to help out that type of play style.
a few things to help out are getting heal spell no matter what, and I having a few single target spells you can cycle through incase you get agrro you can burn down a target quick before it really damages you so you can save on health pots for your other characters.
a few things to help out are getting heal spell no matter what, and I having a few single target spells you can cycle through incase you get agrro you can burn down a target quick before it really damages you so you can save on health pots for your other characters.
#21
Posté 10 novembre 2009 - 12:05
Human Mage
Blood Mage / Spirit Healer (?)
Max Earth Spells (4)
Max Ice Spells (4)
Heal
Max Blood Mage tree (4)
Max Mage tree (4)
That's 17 spells. What else should I take? Should I change anything? How many spells can one take per level?
I think the point is that I really don't want to mess up and while personally I like the fire in general it seems like the fireball is the only useful spell in that tree.
Blood Mage / Spirit Healer (?)
Max Earth Spells (4)
Max Ice Spells (4)
Heal
Max Blood Mage tree (4)
Max Mage tree (4)
That's 17 spells. What else should I take? Should I change anything? How many spells can one take per level?
I think the point is that I really don't want to mess up and while personally I like the fire in general it seems like the fireball is the only useful spell in that tree.
Modifié par Syvere, 10 novembre 2009 - 12:23 .
#22
Posté 10 novembre 2009 - 12:23
Actually Hex tree sound pretty useful as well.
#23
Posté 10 novembre 2009 - 12:34
i would tell you to stop at fireball on the fire tree. inferno takes along time to cast, uses a ton of mana, and half the time the enemies just walk out of it. starting off with a fireball with knock down is the way to go.
#24
Posté 10 novembre 2009 - 12:36
There's reall almost as many ways to build as there are people building characteres. I wouldn't want to be a blood mage. Not my style. A basic heal spell is pretty much mandatory for anyone. You just never know....
But I roll with Wynn and she has every kind of heal and buff known to mages, and she keeps the rest of the team alive, no matter how insanely we're getting pummelled. I watch her back, because she's like our life-force in every battle. She not only heals, she restores mana and restores fatigue, can literally rasie us from death.
Have a heal spell will never replace wynn...you might want to concentrate on fewer offensive spells in favor of team helper spells. There's more to being a healer than health potions.
My current dps/cc mage has the following that i reallly like:
The entire rock chain -- rock armor was the first spell I learned. Helped out right from the get-go. I still really like the rock punch. Earthquake is wonderful because you can stand in the doorway and cast it on an entire room of your enemies before anyone in your team enters, knocking down the archers and most others (just don't go run into your own earthquake) and then petrify which allows another mage to shatter (or you can) your enemy. Lock down for tank enemies.
I've got lightning and shock but don't see going further.
Mind shock I like early in the game. Stuns many lesser enemies. The entire chain has promise but I haven't explored it.
I don't remember the early ones, but I just got sleep. OMG that's a great one. Sleep and horror. Now I can use nightmare and waking nightmare after.
So I've concentrated most of my spellcasting on crowd control, which also gives me a few nice offensive spells.
Whatever you do, the top row...the arcane shot (whatever it is) then staff focus...etc...you may think it's trivial, but getting to the 4th one just about doubles your spellcasting power.
Also, always find and use the highest rod you can.
I don't know how up to date this forum's character sheets are, but you can see what I've done so far.
But as is demonstrated, it really depends on what kind of character you like to play, including evil/paragon, which team members you like to have with you (depends on how you play...you might not want to hear it from the paragon ones if you're a blood mage). And that will determine which spells you want. A healer will be vastly different from a dps dealer.
I guess what I'm rambling on about....is that you should try them for yourself. There's so many choices...and there's plenty of fun to be had in discovering what you enjoy to do. I laughed out loud the first time I shattered an enemy. The thrill of discovery...but this game is less than a week old...there are no "old hands" around here that can tell you from a year's experience what things are worth your time and what aren't. Play and learn.
But I roll with Wynn and she has every kind of heal and buff known to mages, and she keeps the rest of the team alive, no matter how insanely we're getting pummelled. I watch her back, because she's like our life-force in every battle. She not only heals, she restores mana and restores fatigue, can literally rasie us from death.
Have a heal spell will never replace wynn...you might want to concentrate on fewer offensive spells in favor of team helper spells. There's more to being a healer than health potions.
My current dps/cc mage has the following that i reallly like:
The entire rock chain -- rock armor was the first spell I learned. Helped out right from the get-go. I still really like the rock punch. Earthquake is wonderful because you can stand in the doorway and cast it on an entire room of your enemies before anyone in your team enters, knocking down the archers and most others (just don't go run into your own earthquake) and then petrify which allows another mage to shatter (or you can) your enemy. Lock down for tank enemies.
I've got lightning and shock but don't see going further.
Mind shock I like early in the game. Stuns many lesser enemies. The entire chain has promise but I haven't explored it.
I don't remember the early ones, but I just got sleep. OMG that's a great one. Sleep and horror. Now I can use nightmare and waking nightmare after.
So I've concentrated most of my spellcasting on crowd control, which also gives me a few nice offensive spells.
Whatever you do, the top row...the arcane shot (whatever it is) then staff focus...etc...you may think it's trivial, but getting to the 4th one just about doubles your spellcasting power.
Also, always find and use the highest rod you can.
I don't know how up to date this forum's character sheets are, but you can see what I've done so far.
But as is demonstrated, it really depends on what kind of character you like to play, including evil/paragon, which team members you like to have with you (depends on how you play...you might not want to hear it from the paragon ones if you're a blood mage). And that will determine which spells you want. A healer will be vastly different from a dps dealer.
I guess what I'm rambling on about....is that you should try them for yourself. There's so many choices...and there's plenty of fun to be had in discovering what you enjoy to do. I laughed out loud the first time I shattered an enemy. The thrill of discovery...but this game is less than a week old...there are no "old hands" around here that can tell you from a year's experience what things are worth your time and what aren't. Play and learn.
#25
Posté 10 novembre 2009 - 12:40
sig570 wrote...
i would tell you to stop at fireball on the fire tree. inferno takes along time to cast, uses a ton of mana, and half the time the enemies just walk out of it. starting off with a fireball with knock down is the way to go.
Stand your allies back and have them hold position.
Send in your lone mage and open with earthquake THEN cast inferno. Wait for everything to die. Use stonefirst or fireball if they resist the earthquakes knockdown to push them back into the firestorm.
Besides, inferno has a great graphic.





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