Spells
italics=for additional spells, what i'd recommend
regular=what i'd recommend
bold=what i deem necessities
mage: arcane bolt (you start with it) ->
arcane shieldprimal:
earth:
rock armor ->stone fist ->earthquakeelectrical: lightning ->shock ->tempest ->chain lightningcreation:
healing: healenhancements: heroic offense ->heroic aura ->heroic defense ->
haste
spirit:
anti-magic: spell shield
telekinesis: mind blast ->force field->
telekinetic weapons->crushing prison
entropy:
debilitation: weakness-> paralyze->
miasma-> mass paralysis
and obviously, you will get all 4 spells for arcane warrior and blood mage or whatever second specialization you want
until you build a pretty good sized pool of mana, i would recommend keeping another mage in your party to provide telekinetic weapons and haste. but, note you can double haste (don't triple, it slows combat speed to regular, tho you'll run much faster) so if you keep rock armor, arcane shield, miasma, combat magic and shimmering shield active, you'll be just about untouchable and should have additional mana for a high powered spell like crushing prison or mass paralysis.
everything else is up to you, i recommend using this guide:
http://dragonage.wik...or_Spellcasting to choose spells. with some spells your sword needs to be sheathed, which effectively forces you to skip a turn in combat if you want to cast them. this guide shows what spells you can use that won't make you sheath your weapon.
Attributes:
magic and willpower are obviously the most important, but willpower increases your mana and so is especially important for the arcane mage. i kept my willpower between 1 and 5 points behind my magic. also.. if you put a few extra points into strength you won't miss as much, especially with miasma active
Skills:
you start with herbalism.. i'd recommend master herbalism for you or another party member. you will be able to make plenty of higher tiered lyrium potions and i personally try to keep several dozen swift salves on hand. 1 haste in conjunction with a swift salve will allow you to get the benefit of casting double haste without wasting the mana or forcing you to have 3 mages in your party, only 2. which is reasonable since the arcane warrior is more like.. an invincible warrior.
it's going to be tough until you get to between level 12-16. by the time you get fade shroud at level 16 i promise your mage will be disgusting. with everything active, and if you get the arcane warrior sword or starfang, your attack will be higher than, if not close to everyone else in the party. your resistances will be 75% for any elemental attack, more if you get something like wade's superior dragonskin armor set. defense will be very high, as will armor. avoid 2 handed weapons or dual wielding. sword and shield or just sword is perfect.
by endgame, after using leliana, morrigan and alistair throughout, party damage contribution was 52%, over 60 after awakening
also i skipped out on blood mage and went for spirit healer.
btw if you import in awakening and add battlemage specialization along with a choice few of the additional mage abilities, by the time awakening's over your character will make everyone look like a pansy.
Modifié par i love lamp x3, 10 août 2010 - 10:31 .