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Pure Mage Build


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27 réponses à ce sujet

#1
Xolah

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Race - Elf
Stats - I was thinking of getting Con to 20 and Will to 30 and the rest going to Mag
Gear - Have no idea
Specialzations - Spirit Healer and Blood Mage

Notes - This build is an attempt to be a effeicent healer, yet at the same time deal a good amount of damage and do crowd control. I am willing ot take suggestions.

Level 1 - Heal, and Rock Armour
Level 2 - Stone Fist
Level 3 - Earthquake ((If my magic is 25, if not Winter's Grasp))
Level 4 - ((I dont remember if this were I can get two talents because of the Joining Ritual if  so Earthquake and Frost Weapons.)) If only one Earthquake
Level 5 - Frost Weapons ((But if this is were I get the two talent points Frost Weapons and Cone of Cold))
Level 6 - Mind Blast
Level 7 -  Group Heal
Level 8 -  Revival
Level 9 - Rejuvenate
Level 10 -  Walking Bomb
Level 11 - Death Syphon
Level 12 -  Lifeward
Level 13 - Virulent Walking Bomb
Level 14 -  Cleansing Aura
Level 15 - 19 Blood Magic Tree
Level 20 - Have no idea

#2
HellWyrm

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I would honestly suggest skipping Earthquake. It truly is not worth it. Inferno does more damage, and does burning DoT. Blizzard freezes. Tempest drains Mana/Stamina (like all elec damage). And Spell Might + Blizzard + Tempest gives you storm of the Century a HUGE, HUGE, HUGE AoE spell that does incredible Elec damage.

Lifeward is hit-or-miss really. Group Heal should be adequate for any healing you need to do (or switch party members and downing a poultice.)

Gear: Reaper's Vestments always make a damn good mage armor. They cost around 90 Sov or so from Wonders of Thedas in Denerim.

Libertarian's Cowl adds +12 defense and a small bonus to combat mana regen, making it pretty much the only good mage helm. It also looks decent with Reaper's Vestments.

If you are doing a Blood Mage, the Blood Ring that you get for doing the "on-the-side" Orzammar proving battles is mandatory. Lifegiver (also obtained in Orzammar, buy it from Garin, near the entrance to the Diamond Quarter) is a good ring as well, giving you all the bonuses a Blood Mage needs.

Andruil's Blessing is a fantastic belt, with tons of great mods. Available at the Circle Tower for 88 Sovs.

The Spellward is your ammy of choice. Another item with tons of good mods. Bodahn sells it in your camp.

Boots and Gloves are up to you. Choose your favorite +spell damage gloves. I prefer Magus War Boots, myself, for boots.

Your staff, like your gloves, pretty much boils down to what element you use the most for damage. Staff of the Magister Lords is a good all around staff, but very expensive. Availble at the Circle Tower.

Modifié par HellWyrm, 14 septembre 2010 - 03:52 .


#3
Xolah

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Should I just go for full ice and get up to Tempest for my Primal needs?

Modifié par Xolah, 14 septembre 2010 - 03:52 .


#4
HellWyrm

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With my mage, I found that was all I needed. Using the 1st, 2nd, and 3rd tier ice and elec spells usually ends the battle right there. You may want to get Fireball as well though, since it is great AoE damage.

Chain Lightning, sadly isn't worth it. It sounds like it would be bad-ass an all, but the damage just isn't there.

Also, do not overlook the Glyph magics. They are great form CC as well. The Paralysis Explosion spell combo (stack a Glyph of Repulsion and Glyph of Paralysis) will put most groups of enemies right in place lone enough for you to get Storm of the Century up.

Modifié par HellWyrm, 14 septembre 2010 - 03:59 .


#5
Xolah

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So besides getting Spell Might and all the glyphs expect the last one what else should I get? Also at what levels?

#6
HellWyrm

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Well, I got the Ice and Elec magics as soon as I could (except for Chain Lightning of course).



The Tomes of Arcane Technique help as well. You should be notified though, of the fact that the first time you visit camp (right after Lothering) whatever you buy from Bohdan is restocked when you return. This means you can gt two Tomes of Arcane Technique from him.



For the most part, I get the spells I want as soon as they are available. But unlike you, I was doing a nuker (pure damage) mage, not a damage/healer hybrid. I left healing to Wynne, even though I HAD taken Spirit Healer.

#7
Xolah

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So is Mind Blast even worth getting?

#8
HellWyrm

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It's nice when you are surrounded, but I rarely, if ever, used it.



Really your spell choices are all up to what YOU want to use.

#9
Lumikki

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1. Winter's Grasp, Rock armor.
2. Stone fist
3. Mind blast
4. Heal
5. Frost Weapon, Cone of Cold
6. Force Field
7. Earthquake
8. Blizzard
9. Group Heal
10. Petrify

After this try to increase you damage, because it's low, but you have all the control you need.
Example Lightning, Shock and Tempest. You can also take Lightning earlye and delay you area control.
Revival is 100% useless spell, you have reload save file.

Modifié par Lumikki, 14 septembre 2010 - 05:26 .


#10
Xolah

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True, but I don't feel like reloading every single time my tank dies and the mob is going after me.

#11
DWSmiley

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1 arcane bolt
1 winter's grasp
1 flame blast
2 flaming weapons
3 fireball
4 rock armor
5 frost weapons
joining cone of cold

Nothing else matches the fire line for damage - they are all great and fireball does a knockdown.

After that, there are many good choices. Heal if you want to play that role. The glyphs are a great combination of defense and crowd control. The hexes boost your damage or neutralize an enemy who has a potent weapon attack. Stonefist for the shatter. Mind blast is good defence or crowd control - run to the front line, stun all the enemies, run back. Force field is a good life saver or boss control.

Modifié par DWSmiley, 14 septembre 2010 - 05:47 .


#12
Xolah

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What about Sleep and Horror?

#13
Lumikki

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Sleeping enemies wakes when doing damage, Mage has many other control possibilities what doesn't do that, so why go that road.

DWSmileys damage based start for spells is pretty good. Lvl 6 take stonefist so you can shatter with cone of cold. Healing is missing, but it's not really that useful at beging.

Modifié par Lumikki, 14 septembre 2010 - 06:04 .


#14
Xolah

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So I guess, I'll go for what DWSmiley said till seven. Then the rest will be heal/support and some Primal.

#15
Maverick827

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Paralysis Explosion (Glyph of Repulsion + Glyph of Paralysis) is really the only CC you'll ever need before you can get Blood Wound, and then that will be the only CC you'll need.

I've never found Lifeward + Cleansing Aura worth it.

Points into Con isn't really worth it; you'll likely only be taking Blood Mage to cast Blood Wound, which will be like 34 HP to cast.

I'm a fan of Fireball over Cone of Cold, but both are good.

Virulent Walking Bomb is tough to use if you plan on having melee in your group; it's true potential shines in a 3 mage/1 archer group.

#16
Xolah

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I am making the character, after I finish Origins as my Tank. Then just gotta do Awakenings for it and my Arcane Warrior. Finally do Golems for all characters expect my Rouge....

Edit  - I might just delete the Arcane Warrior because it's so boring to play as.

Modifié par Xolah, 14 septembre 2010 - 06:12 .


#17
Lumikki

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Maverick827 wrote...

I've never found Lifeward + Cleansing Aura worth it.

I agree, I tryed them, but they where just not worth of it.

#18
Xolah

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Is Blood Control worth getting?

#19
Elhanan

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Arcane Warrior as a fighter can get dull, but is so worth it as a casting dynamo. The protective spells are top notch, you have more mana restorative gear available, and you can wear helmets instead of stuffed pheasants.

The SH additional spells are helpful for the party; not so much for the Warden. I prefer these to be on the other healers, and stick w/Group heal. I would also skip any of the spells past Heal in that line, too.

I like the Arcane line for all the passive bonuses, but the last two are not needed early. But Arcane Shield is recommended in addition to Stone Armor. Plus casting Spell Might first boosts these even if you cancel SM after casting them. And Mana Clash is advisable; makes so many mage and demon related fights go a lot faster.


#20
Xolah

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Already bet Origins and I am near the beginning of Awakening with my AW. I just want to try something different with this Mage.

#21
HellWyrm

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If my damn characters would update, I would just post a link to my mage (just entered Awakening), to show how I built mine.

#22
Xolah

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I am level six and bought Heal. So at levels seven eight, I am getting the two Spirit Healer spells. Everything after eight is a mystery.

#23
Elhanan

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Force Shield is a must for all my mages. It is great for delaying the opposition, as a defensive barrier, or for neutralizing a Crushing Prison on friendlies.

#24
termokanden

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Agreed on Force Field. Works against grab/overwhelm/crushing prison/too much aggro. You name it.



I also agree on skipping Cleansing Aura. It saves you injury kits at best.



As for Virulent Walking Bomb, it's actually incredibly useful even if you have melee in your party. If you are playing on Normal or lower, you can easily survive the friendly fire damage. If not, then you just have to use it before the enemy gets close. This is easy enough. Combine with Winter's Grasp, Blood Wound, Crushing Prison. Many ways to make sure the target never gets there.



The reason VWB is so great is because it deals insane damage. The Virulent part of it doesn't work all that well, and it will only very rarely actually do anything at all. But the damage is awesome. It's an excellent single-target damage spell as well, although the aggro is a bit high.

#25
Mr_Raider

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Xolah wrote...

What about Sleep and Horror?


Blood wound is your best crowd cotrol. Until then you can forcefield yourself or a tank in the middle of storm of the century.