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#26
Zeuserich

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Wouldn't recommend taking anything from spirit or entropy lines, at least if you are playing on nightmarish difficulty like me, except maybe Drain Life when you get some spare points.



Mass Rejuvenation and Glyph of Warding to support your group



Grease+Fireball along with Cone of Cold to burn and freeze your enemy's.

#27
Shannara13

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Ignore Willpower and put every point stat point into Magic. I am lvl 16 and haven't noticed any mana issues.

#28
hOnOr

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Malecite00 wrote...

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.

Can you elaborate on this?

#29
Malanthor

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Im planning on beeing a human blood mage/spirit healer

Elf has 1 more effective point in magic and 2 in wis so not big diff when you talking 100 magic at end if not more. I want to play a human cause i think it fit my rp idea better.

Spells: fireball, blood wound, affliction hex, force field, glyph of repulsion, waking nightmare, mass paralyze, major rejuvination, spirit healer revival , arcane mastery (just listing highest lvl spell)

I dont like cone of cold and the freezing/smash spells, i see their potential just personal preference, besides that this build has uber cc, good healing and ok damage, will be using morrigan as dps mage and running shale and alastair prob unless i need a rogue.

Overall thats 31 points. lvl 24 with +6 from various ingame-talent-increasing sources makes for 31 points. thats at the very end of game though with absolutly everything done and items given for xp.

Prob smarter aiming for a few less points but its possibly atleast.

#30
Rythuria

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Huge fan of Glyph line, and the spell combo from Glyph of Repulsion + Glyph of Paralysis.



Throw that down then can do any other long cast time aoes you feel like, or if you have 2+ mages toss down a Storm of the Century on top of the Paralysis Explosion. Good times, yep.

#31
Syvere

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What would in your opinion be the ultimate DPS Mage?

#32
drallcom3

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A Storm of the Century kills an entire large room including the boss. It's insane damage, WAY overpowered.

#33
Syvere

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drallcom3 wrote...

A Storm of the Century kills an entire large room including the boss. It's insane damage, WAY overpowered.


What's this Storm of Century I keep hearing about?

#34
MMkain

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Syvere wrote...

drallcom3 wrote...

A Storm of the Century kills an entire large room including the boss. It's insane damage, WAY overpowered.


What's this Storm of Century I keep hearing about?


Its the spell combo for using all three ultimate primal spells.

#35
lazorexplosion

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My tips from playing my mage:



Spirit healer is the best mage specialization - get it ASAP and grab at least the first two spells (mass heal and revival).



Get heal at level 1 for sure.



Get cone of cold as soon as possible - it's AOE damage + freezes + shattering is almost overpowered.



The glyph line is excellent, repulsion is an amazing ability for blocking chokepoints and keeping melee enemies from attacking your mage, neutralization is a very powerful anti-mage ability, and paralysis and warding glyphs are useful, too.



Fire line has great damage.



Sleep and Waking nightmare are great AOE party friendly disablers.

#36
UnAffectedFiddle

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Force Field



Shale + AoE taunt + room full of enemies + Force Field = packed up enemies doing nothing.



Season as required. If memory serves, throw a Crushing Cage at him for some interesting results /winks



I duoed some of the really hard bosses with my mage (AQ, but stuffed it up so now she is a spirit healer combo AW. Mainly for the armour I guess now heh) by keeping Shale Force Fielded as he got low, topping him up and poking stuff with my staff.

#37
Guest_Lemonio_*

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well i ****ed up and wasted 4 points on the bomb tree and some more points on shapeshifting but i still managed to have a incredibly powerful mage

what i do is

i open a door, i cast grease, this knocks enemies down

then if the enemies are close

i cast fireball to knock them back

and then inferno

if they are far i cast inferno and then fireball

then i get a bottleneck at the door, and i just use flame blast plus glyph of paralysis and glyph of neutralization

#38
Guest_Elithranduil_*

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I can personally vouch for the effectiveness of a plain old Arcane Warrior. Ensure you pick up Rock Armor and Arcane Shield (they complement each other nicely). Definitely pick up Telekinetic Weapons which increases in effectiveness with your spellpower as you level.



While no other spells are essential - I'd recommend Cone of Cold and Flame Blast. These cone abilities work wonders because you are perfectly placed to unleash them when fighting in the thick of things. Put a point in Heal for emergencies.



If you are wanting to spend some more points take a look at Force Field, Crushing Prison, Stonefist & Petrify for crowd control.



I honestly expect the Arcane Warrior specialisation to be nerfed in upcoming patches. Enjoy it while you can!

#39
UnAffectedFiddle

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I havent felt the AW to be "omg" amazing simply because you quickly drain your mana, unless you have a dedicated healer behind you. I did make some poor decisions in some places but I find just unleashing a volley of spells more effective than slowly hitting the enemy with a 2H. The armour is a godsend though! ^_^.

I realise now that its probably best to focus on aura based abilities for a AW and some Dex hmmm? Either way, I still find being able to throw out tons of spells and heal very helpful.

Modifié par UnAffectedFiddle, 10 novembre 2009 - 05:09 .


#40
BackwardCompatibility

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Malecite00 wrote...

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.


Which skills do you pick? Can you get into details?

#41
Syvere

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Bump

#42
AretasMana

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Arcane warrior +1



Full arcane warrior tree + Arcane shield + Rock Armor + Shimmering Shield = harder than anything

If I am not cursed by the Disguise bug that traps me in the Guard's uniform, I surely will load my character with massive armor for sure!



Though you sacrifice all your activate spellcasting abilities since most of your mana will be held by the sustained abilities and the fatigue will double your mana cost.



And you can recover from death quickly without even restoring your mana since sustained spell depends on maximum mana instead of current mana.

#43
manneger

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I am roleplaying a very "good" mage, and as such i felt that since both spirit and entropy have spells that i would normally associate with "evil" i stay away from those schools completely.



So focusing solely on creation and primal here's the spells i find most useful..



Creation:



* Heal is a must

Rejuvenation is ok, and very useful if you have two mages

Regeneration is nice to have as well, but nowhere near as important as heal



* Glyph of paralysis is a must

* Glyph of repulsion is a must

Paralysis glyph is very nice early on to stun enemies. Repulsion is very very good against melee enemies later on to keep enemies at bay for a long time. Using them both at the same time gives a nice combo. I use warding quite a lot too, but feels more difficult to assess it's usefulness



Heroic tree seems fairly useful, but not the most important. Havent tried the spellwisp/grease tree at all.



Primal:

* Cone of cold is a must

This is literally the spell that wins 50% of the fights for me. At least. The first freezing spell is good too, efficient early on and good for tight situations later on due to low cost and fast cooldown. Frost weapons i rarely use since i use two mages..

* Stonfist is a must

.. because you can use it to shatter enemies that are frozen.. :)

I use rock armor pretty often too. It doesnt have a very high upkeep, and most fights i dont run out of mana anyway. Earthquake is very useful sometimes too, especially when i combine it with the 4th level frost spell (which i dont recall the name of right now). Earthquake pretty mich keeps them in place, and having an icestorm in the same area takes it's toll on large groups of enemies pretty fast. Petrify is ofc very useful too, but for being a 4th tier spell it feels a bit boring.



* Flameball is very useful too

.. but i have opted to focus on other schools mainly. The fireline suffers from having a "weapons" skill, which feels pretty useless most of the time if already having frost weapons.




#44
illidoth123

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Stack Vulnerability Hex with Affliction hex to kill their fire/nature/electricity/ice/spirit resists even more. great for bosses.

#45
xenotrip

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nothing to contribute.. but this thread is full of useful information. Good read! Now I want to roll a mage when i get home from work. :)

#46
ComTrav

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Cone of Cold, as others have said, has so many uses. You'd be amazed who is vulnerable to freezing. All of the 'cone' spells are useful for giving you more 'close-in' AOE.



The Glyph line is really useful. Repulsion is great for keeping enemies away from squishies, and keeping them bottled up in your AOE Room of Death. And Glyph of warding is useful for archer-heavy fights



Sleep is the biggest AOE CC spell I've seen.

#47
SomeoneStoleMyName

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Flame

Flame blast (or whatever the first one is named) is actually very good. Its damage is average but it stacks a DOT that seem to scale well with magic and can hit large numbers of enemies.

50 damage to 5 enemies is 250 damage in one cast. (i think mine hits for 18 damage now and ticks 2 or 3 times)

Fire weapons are good if you have 2+ melee chars, pref a rogue. If only 1 its just average for its maintenance cost.

Fireball causes knockdown which is good in itself. But it also causes good damage. And it seem to stack a dot aswell (This COULD be the grease dot not sure, someone confirm if fireball also adds DOT or not?)

Inferno is a solid aoe damage spell. Cast earthquake or grease to stop enemies or use the forcefield on your tank after using taunt for maximum damage. Or simply cast inferno on a pack of enemy archers.

I give fire tree line a 5/5

Earth

Rock armor adds armor, and scales with magic power. If you feel you have enough mana or you play an arcane warrior this is good.

Stone punch knocks down and damages enemies and can be used to shatter frozen enemies, great spell.

Earthquake is an AOE knockdown/slow that lasts for a decent duration (Not sure if it also does damage never really noticed, someone confirm?)

Petrify
turns enemies to stone. And they are vulnerable to being shattered by crits or stone punch.

I give earth line 4/5 score.

Frost

Winter grasp freeze an enemy and does good single target damage.

Frozen weapons
sucks. They do way lower damage than fire weapon on most mobs. There are SOME mobs that take double damage from frost like rage demons and drakes but even with double damage the allready low damage just makes it "ok `ish"

Cone of cold is so damn good that even if i gave each other skill in the frost tree a 1/5. The average would still be 5/5 because of cone. Its an AOE freeze that lasts for ages, and even for a few seconds on bosses. With cone of cold i shattered the redcliff revenant to death on hard difficulty in one hit. The cone can hit a RIDICOLOUS number of enemies if you time it right with pause button (to avoid hitting party members) Think mass paralyze... with damage... and each target can be shattered by crits or stone punch. 

Blizzard does little damage but knocks people down like earthquake. Not really that great for a 4th tier spell imo.

I give the frost line 5/5. But dont really reccomend taking blizzard.

Lightning

Lightning is just a standard bolt of damage. Nothing special.

Cone of... lightning... is just... a cone of lightning.

Tempest is like inferno only weaker.

Chain lightning is not like the traditional chain lightnings. In dragon age it doesent arc, it just releases alot of smaller bolts that flies around. Very long casting time.

I give the lightning tree 2/5

Healing line

Heal Basic heal, thats it.

Rejuvenation Restores mana/stamina for another member. Can NOT target yourself.

Regeneration. A very powerfull HOT. Healing chunks of health each tick. Word on the street is that blood mages DONT suffer from regular health received penalty using this on themselves. (someone confirm?) making me believe it heals a set amount of percentages and is unaffected by magic.

Mass rejuvenation
rejuvenates whole team. Not sure if it affects caster aswell. (someone confirm?)

Cant really remember all the spell trees but ill mention those i DO remember.

Grease
Slows enemies, and will burn if hit by fire. 3/5 imo, prerequest for manabloom and swarm. I HAVENT tried manabloom and swarm myself. If anyone know if the regen is good please tell me :D

Vulnerability hex + life drain/mana drain
THis works WONDERS. If you see you are going low on mana or health,  hex a caster (for mana) or any mob (for health) and drain them. 4/5

Force field Makes a target invulnerable but it cannot do anything. Use this on your tank for great effect. Or cast on a enmy to put them out of the fight. This works on BOSSES. meaning, you can force field the boss - kill adds - then kill the boss etc. 5/5

Spells to AVOID: Cant tthink of any in particular. I think the magic system in DA:O is great, because the spells have

1) Variety
2) Great synergies to eachother
3) Creative and fun spells which encourages experimentation and all kinds of weird combos.

#48
Cydz

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^ nice post above here, few things, blizzard has a big chance to freeze people like cone of cold so it makes it nice for cc. and i think my blizzard ticks for 8 now and 8xY adds up.

I have not specced lightning but i know that lightning drain stamina and mana making it good in that way.

1 spell i could not find myself to live without is force field. It is an amazingly flexible spell. It can be used offensively or defensive. Member going down to fast? force field him and he not only is saved i will keep tanking the mobs but takes no dmg. great for chars that take loads of aggro like the mage that opened up with huge aoe nukes. got a boss with loads of minions you need to take out first? force field the boss and clean up and take down the boss afterwards.

Modifié par Cydz, 10 novembre 2009 - 08:28 .


#49
Curry Noodles

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I haven't seen anyone comment on the force tree in spirit. That tree is really, REALLY useful.



Mind blast is nice in the beginning, but to be honest you probably won't use it later on.



Force field is great, you can put it on an ally who's getting beat on too much to keep them alive ( the enemies keep attacking them, too!) or you can stick it on an orange enemy to take them out of the fight for a while. Crushing prison is great for taking out a yellow enemy or for boosting damage against a harder enemy, and telekinetic weapons is godly for fighting any kind of armored opponent. I think it actually doubled the damage my arcane warrior's melee attacks did against bosses etc.



Also, the lightning tree is pretty bad, and chain lightning is borderline useless. Pick fire or ice if you want damage.

#50
briskojr

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lazorexplosion wrote...

My tips from playing my mage:

Spirit healer is the best mage specialization - get it ASAP and grab at least the first two spells (mass heal and revival).

Get heal at level 1 for sure.

Get cone of cold as soon as possible - it's AOE damage + freezes + shattering is almost overpowered.

The glyph line is excellent, repulsion is an amazing ability for blocking chokepoints and keeping melee enemies from attacking your mage, neutralization is a very powerful anti-mage ability, and paralysis and warding glyphs are useful, too.

Fire line has great damage.

Sleep and Waking nightmare are great AOE party friendly disablers.


Similar to what I did. On my first playthrough I had both Wynne and Morrigan in my party at all times and decided that I'd reroll a mage and  just combine the two. Never used shapeshifting with Morrigan so didn't really miss her specialization. Not sure what my second specializaiton will be yet. Not playing evil this time, so no go for Bloodmage and Arcane Warrior looks cool, but with all the fatigue? Just doesn't seem wise.

Anyway, just the stuff listed above will win you basically any encounter in the game.