Mage Help
#1
Posté 07 août 2010 - 09:34
I'm starting a new one and was wondering if anyone had any advice on stats, talents, gameplay, ect. One of the problems I ran into was I had tons of crowd control but no way to kill them once they were stunned, any tips to have a good cc and dps balance would be great.
Thanks for any help.
#2
Posté 07 août 2010 - 10:55
For Specialties, that depends. Many will recommend Blood Mage for the extra CC and the ability to use your Hit Points for mana (in which case, you might want to boost Constitution a little bit). Some have had success using Arcane Warrior to let them wear heavier armor and give them something to do if a monster gets too close, or let you wade into the battle if your so inclined, which would mean you'd want to boost dexterity and invest in Combat Training (which you might want to do anyway). Spirit healer is a good Specialty if you want a way to help keep your party alive if you don't have another mage playing the role of dedicated healer.
That's my quick and dirty recommendation. I know its pretty vague, I admit to not having played many mages yet, so take what I say with a grain of salt. I'm sure others will respond with more insightful advice than me.
#3
Posté 07 août 2010 - 11:29
There are so many options with mages.
Would a pure elemental mage with glyphs and heal be effective?
#4
Posté 08 août 2010 - 12:14
#5
Posté 08 août 2010 - 02:21
#6
Posté 08 août 2010 - 02:27
#7
Posté 08 août 2010 - 04:50
Also, Blood Wound is just golden. But nothing starts to slaughter monsters like the Shattering Combo. Take Stone Fist and Cone of Cold. Give every member of the party some instant critical talent and watch 3-4 monsters die right off the bat every 20 seconds.
#8
Posté 08 août 2010 - 10:47
If you haven't already try this next time you run into a large group of enemies:
Open by laying grease on/near your enemies then close the gap and lay a glyph of repulsion at your feet along the outer grease line followed up by a flame blast as melee units attempt to engage.
The enflamed melee units will ignite the grease and the glyph will keep repelling the units back into the fire.
If a couple happen to resist the glyph mop 'em with your melee or if you picked it up toss out blood wound and watch them die even faster from spirit and fire damage.
Modifié par killermadman, 08 août 2010 - 10:48 .
#9
Posté 10 août 2010 - 07:09
If you want to be the only mage in the group, spirit healer/blood mage is a nice combo.
#10
Posté 10 août 2010 - 08:04
#11
Posté 10 août 2010 - 01:31
Creation
the mage with glyphs has an advantage when facing massed enemies because the stun explosion effect is so powerful.
Primal
You want two AOE spells in order to get the best out of the above. I prefer ice over fire but taking both is a waste... remember that you can only put up one weapon buff per mage so look at Tempest.
Entropy
The hex line allows you to support a tank/ DPS character against a tuff boss and is cheap in mana.
Spirit
force field and consider the undead line for the pet.
#12
Posté 15 août 2010 - 09:36
Generally I have only put points in magic and willpower. So, that they are pretty much same numbers most the time. I'm level 10 and they are about 34 or something like that both.
As for Spell I choose to:
Primal: rock armor, stonefist (no other planed, I needed stonefirst to shatter enemies with cold)
Primal: winter's grasp, frost weapon, cone of cold and (blizzard)
Primal: lightning, shock, tempest and (chain lightning)
Creation: heal, (rejuvenate, regenation)
Spirit: Mind blast, Force field, (telekinetic weapon and crushing prison)
Cone of cold is really useful spell so far. Also mind blast can be very helpful. From single attacks spells, winter's grasp is best, first spell I take. Mostly because freezing while also doing damage. I use freezing as controling the enemies. That reduse damage taken by others and still doing damage to enemies.
I have plan to take my character as spirit healer, so I get group healing. How ever as been mage I can make potions, so I have actually healing potions as every characters tactical first line.
Rule 1: Self: Health lower than 50%: use lesser health potion
What means every character tries to keep they health up by them self, expect my own charcater what I play. So, I need to keep eye on my own health alot. Also healer companion use mana potions automaticly. It has make fighting alot easyer. But I ques I adjust stuff when I get more deep in story and learn mroe about game.
As for skills, I don't know, I have many skills, haven't really consenrate to anything.
Modifié par Lumikki, 15 août 2010 - 09:40 .
#13
Posté 15 août 2010 - 10:02
You may wish to try and have 70 Magic score by the landsmeet; nice target for a standard.
Personally, I do not take Chain Lightning as it does not seem to work that well (though it can be used well against you), Crushing Prison (cooldown makes repeated use difficult). and any healing spell other than Heal (leave this for the other healers). I highly recommend Glyphs, as they can be used for many functions.
#14
Posté 16 août 2010 - 05:31
Note if you need more mana try using your staff instead.
Magic = damage/ healing and over coming spell resistance (more important on harder levels) and this is where most of your points should go.
Spell picks;
Primal: rock armor, stonefist (no other planed, I needed stonefirst to shatter enemies with cold)
Consider the earth-quake spell as is a good way to keep the target from moving out of your AOE damage spell.
Primal: winter's grasp, frost weapon, cone of cold and (blizzard)
Exhalent picks.
Primal: lightning, shock, tempest and (chain lightning)
You already have tempest & blizzard so chain lightning is unlikely to see much use.
Creation: heal, (rejuvenate, regenation)
The spirit healer spells (group heal Revival and Lifeward) are better value.
Cleansing Aura is somewhat useful to remove injuries on long campaigns like the Deep Roads.
Spirit: Mind blast, Force field, (telekinetic weapon and crushing prison)
crushing prison is an underwhelming spell especially when you consider that telekinetic weapon is a wasted point because you already have frost weapon & you can’t put up both… it’s one buff per mage only.
The biggest problem is you have no crowd control spells;
Glyphs, Grease (my favourite) and earth-quake are all designed to keep the targets trapped inside your target area… without at least one of these you are wasting your time casting the AOE damage spells.
Skills;
I’d take one point in traps but I play on the harder levels… but it's all personal choice.
Modifié par ussnorway, 16 août 2010 - 05:51 .
#15
Posté 16 août 2010 - 12:00
#16
Posté 16 août 2010 - 01:45
#17
Posté 22 août 2010 - 12:19
Primal: Rock armor, Stonefist and Earthquake
Primal: Winter's Gasp, Frost weapon, Cone of Cold, Blizzard
Creatition: Heal
Spirit: Mind Blast and Force Field
Spirit healer: Group heal
Those I have so far now. I'm little low with damage, but have huge amount of control. I tested also primal fire line, but whit cold line, mm.. do you need both. I mean fireball and inferno was nice, but when you allready have cold line. Earth line seem to be more flexiable as different use. I used earthquake and it's nice when you need to delay some enemies, while deal some others. Force field is also very useful when there is some single hard enemy with many little ones. Puting the strong one in hold while deal the little ones.
I did test little bit the glyph line, but I did not like it that much. I ques I move around too much as I seem to keep the fight in control. Not that they where bad. As for Drain life, I did not test it, I mean it's basicly heal. I seem to have very little use for heal spells so far. Wynne seem to keep everyone healed just fine, while I keep enemies frozen or other ways unable to fight.
Not really sure what spells I should take more, I think I'm gonna need more damage, but I don't know. So, my choises are fire or lightning lines? Flame isn't that good, even if it does good damage with very low cost. Fireball and Inferno how ever seems nice. Lightning and shocks are good, but tempest is somehow disapointhing. Never taken chain lightning yet, so don't know how it works. I did thinking take debuff spells (hex), but I'm not sure is it worth of time.
Also I'm not so sure about raising "magic" and not so much "will". Sure, there is mana potions, but it's gonna cost of lot keep mana up and extra damage isn't really that much. Also it does take time to drink potions, even if that time is short, it's taken from the fight time.
I ques there is alot of choises with spells and it all depense how player likes to play.
Modifié par Lumikki, 22 août 2010 - 05:43 .
#18
Posté 22 août 2010 - 04:02
#19
Posté 22 août 2010 - 05:56
The 1st Glyph can paralyze a single opponent, or perhaps one standing close to the intended target. It can also be used to trigger the paralysis explosion which even gives a breather from bosses.
The second glyph offers protection from missle; good one when your Warrior is tied up in the front ranks with a few grunts.
The third is golden, as it may be used on self or allies for a sweet layer of defense, on doorways for a temporary barricade, on opponents to knock off their feet even when there is no LOS, and to set up that paralysis combo.
And the last one is anti-magical, so it offers possibilities on opposing casters, or on your non-buffed allies.as a spell shield. This is not as effective as killing a mage outright, and they can simply walk off of it if they think of it, but it can be useful.
I rarely take Morrigan w/o respec her with the first three any longer.
#20
Posté 23 août 2010 - 03:16
Lumikki wrote...
Okey, I tested some spells with my new mage lvl 9 I think..
Primal: Rock armor, Stonefist and Earthquake
Primal: Winter's Gasp, Frost weapon, Cone of Cold, Blizzard
Creatition: Heal
Spirit: Mind Blast and Force Field
Spirit healer: Group heal
Those I have so far now. I'm little low with damage, but have huge amount of control. I tested also primal fire line, but whit cold line, mm.. do you need both. I mean fireball and inferno was nice, but when you allready have cold line. Earth line seem to be more flexiable as different use. I used earthquake and it's nice when you need to delay some enemies, while deal some others. Force field is also very useful when there is some single hard enemy with many little ones. Puting the strong one in hold while deal the little ones.
I did test little bit the glyph line, but I did not like it that much. I ques I move around too much as I seem to keep the fight in control. Not that they where bad. As for Drain life, I did not test it, I mean it's basicly heal. I seem to have very little use for heal spells so far. Wynne seem to keep everyone healed just fine, while I keep enemies frozen or other ways unable to fight.
Not really sure what spells I should take more, I think I'm gonna need more damage, but I don't know. So, my choises are fire or lightning lines? Flame isn't that good, even if it does good damage with very low cost. Fireball and Inferno how ever seems nice. Lightning and shocks are good, but tempest is somehow disapointhing. Never taken chain lightning yet, so don't know how it works. I did thinking take debuff spells (hex), but I'm not sure is it worth of time.
Also I'm not so sure about raising "magic" and not so much "will". Sure, there is mana potions, but it's gonna cost of lot keep mana up and extra damage isn't really that much. Also it does take time to drink potions, even if that time is short, it's taken from the fight time.
I ques there is alot of choises with spells and it all depense how player likes to play.
If you are worried about having mana issues from low willpower, take the blood mage spec and look for gear that boosts mana regen, like Staff of the Magister Lord or Tevinter Mage Robes, and bring Leliana along for Song of Valor. When mana runs low, activate blood magic until your health is around 50% or your mana has regenerated, then deactivate blood magic. You should be fine with base willpower and constitution; just focus on magic and equip accessories to boost other stats if you feel the need.
#21
Posté 23 août 2010 - 03:22
It must be said though, that unless you are playing nightmare difficulty, there is little in the game which cannot be resolved with a simple fireball.
#22
Posté 24 août 2010 - 05:23
Lumikki wrote...
Not really sure what spells I should take more, I think I'm gonna need more damage, but I don't know. So, my choises are fire or lightning lines? Flame isn't that good, even if it does good damage with very low cost. Fireball and Inferno how ever seems nice. Lightning and shocks are good, but tempest is somehow disapointhing. Never taken chain lightning yet, so don't know how it works. I did thinking take debuff spells (hex), but I'm not sure is it worth of time.
Also I'm not so sure about raising "magic" and not so much "will". Sure, there is mana potions, but it's gonna cost of lot keep mana up and extra damage isn't really that much. Also it does take time to drink potions, even if that time is short, it's taken from the fight time.
I ques there is alot of choises with spells and it all depense how player likes to play.
First thing is don’t take Fire and ice together because they cancel each other out.
Tempest is what I recommended because it is faster to cast than ice is and will energise your blizzard to create the most powerful spell in the game i.e. Storm of the Century.
Will vs. Magic is a personal thing but your game difficulty plays a huge part in this choice… Easy – Normal = Daddy hold my hand please i.e. your spells will only rarely be resisted so you can safely pump more Will but On hard – insane you need that extra power to ensure your spells will take effect i.e. your tank has gone down and you NEED a force field on the boss now!
Modifié par ussnorway, 24 août 2010 - 05:24 .
#23
Posté 26 août 2010 - 09:11
I'm not sure about this Storm of the Century, it would require taking 3 spells from new spell line and how often you can even use it? You would need alot of enemies and big area to make it worth while.
Oh I play normal difficulty as this is my first play. I have also started to improve my magic, because few times stonefist did not shatter. I don't get that, my magic is higher than Wynne's and she doesn't have same problem.
#24
Posté 26 août 2010 - 09:27
By the way, you can use it almost everywhere. Just be careful not to nuke yourself.
Easiest way to cast it is to use 2 mages. One casts Blizzard, the other activates Spell Might and casts Tempest. Make sure you cast it as far away as you can see.
Even if they do see you and try to attack, most enemies will be dead before they reach you.
I personally got a bit bored with this combo. Very easy to use and too powerful.
#25
Posté 26 août 2010 - 10:52
Tempest is electrical damage (drains mana and fatigue).
Fire does physical damage… rage demons and dragons will ignore you (great against the undead).
Ice restricts movement… great against rage demons and dragons (undead will ignore it).
Storm of the Century (assuming you take it) will be very useful at the end of the game but don’t add the Tempest until your Blizzard has almost run its course.
Don’t neglect your mage staff… free to cast, won’t miss and allows your mana time to regenerate.





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