Colma's Nightmare Arcane Warrior
#26
Posté 18 novembre 2009 - 07:41
#27
Posté 18 novembre 2009 - 09:19
#28
Posté 18 novembre 2009 - 11:59
#29
Posté 19 novembre 2009 - 08:54
How far along it is really worth to go down the AW & Blood tree?
#30
Posté 19 novembre 2009 - 03:55
#31
Posté 19 novembre 2009 - 04:33
Modifié par Takrandro, 19 novembre 2009 - 04:33 .
#32
Posté 19 novembre 2009 - 09:44
Maybe. Spell Wisp takes 30 mana to sustain, and gives a +6 bonus to spellpower.brazberry wrote...
would spell wisp be worth getting for the xtra sp boost (even if its a small amount)? ...from wut i can see it would increase sp thus increasing dmg from the AW Combat Magic buff.
You have two choices:
1) Spend 6 points on Willpower, get 30 additional mana, and turn on Spell Wisp for +6 spellpower.
2) Spend 6 points on Magic, and get +6 spellpower
It's just a tradeoff. Both options give you +6 spellpower. Option 1) requires you to spend a spell point, but it allows you to turn off the spell for extra mana if you don't need the spellpower. Option 2) doesn't let you turn the extra spellpower off for more mana, but you get the other bonuses from magic (increased effect from salves, poultices, and the like).
#33
Posté 19 novembre 2009 - 11:48
@ level 19 on my pure magic mage i had shayle activate stone aura and then i cast spellwisp, followed up with spellmight (who then benefits from extra spellpower of previous buffs) then turn off spellwisp and recast that one.. and then the same for spellmight. (which is pretty much always double the bonus of spellwisp or 1 point short of that)
also, dont forget.. having the buff running gives you a fatigue penalty so willpower + buff loses out a bit.
#34
Posté 20 novembre 2009 - 12:02
Shimmering Shield is basically an IWIN button...only bosses and casters will be hitting you for more than one damage, even in nightmare. Fade Shroud is meh. Your defense isn't very high anyway so it really doesn't help all that much.
and thats some good advice from PhlaagoRexor on spellwisp.
#35
Posté 20 novembre 2009 - 02:44
At level 16, I've had to bump up dexterity to around 30, and it still seems barely enough.
#36
Posté 20 novembre 2009 - 04:21
Has 2H been tried as an AW? 2H can power their accuracy through sheer raw Str, so I wonder if a 2H AW can try to power their accuracy through sheer raw Magic the same way? Especially one that'll also go BM to favor Con instead of Will?Sc4Freak wrote...
I've been trying out this build, and I can't see how you can possibly get by without at least putting moderate amounts of points in dexterity. I tried leaving it at default and never touching dexterity, but I quickly discovered that while my char was doing massive damage, he was missing like 80% of the time.
At level 16, I've had to bump up dexterity to around 30, and it still seems barely enough.
#37
Posté 20 novembre 2009 - 03:21
#38
Posté 20 novembre 2009 - 03:44
1 more thing it provides(and thats your own choice ofc) is to look in the ravens eyes to unlock some specilacations, mostly the ones u can get easy, so not blood mage or reaver or duelist.
so go check the mod section
#39
Posté 20 novembre 2009 - 03:48
How did he get around that?
#40
Posté 20 novembre 2009 - 04:11
As for companion reactions, it would indeed be more fun to have them actually react to what spec u take, but then again, it would also make the game WAY more complicated, i mean, half your companions would probably desert u when u would become a blood mage or reaver i'd think, maybe adding more recruitable companions would be nice then, but still.
#41
Posté 20 novembre 2009 - 08:17
#42
Posté 21 novembre 2009 - 12:20
I play on the 360 so no mods.
And for accuracy on AW, attack/damage is supposed to increase with spell power. I never touched dexterity. I had 87% accuracy when I beat the game I believe, not the greatest but not bad enough to waste points in dexterity for me.
Best equipment is relative to what you want. I used the heaviest armor I could find and the Spellweaver AW-only longsword:

Spellweaver
Category: Weapon
Type: Longsword
Material: Silverite (Tier 6)
Rune Slots: 2
Damage: 10.50
Critical Chance: 3.00%
Armor Penetration: 3.50
Strength Modifier: 1.00
Installation: Base Installation
+5 Magic
+1 Mana Regeneration in Combat
+10% Spell Resistance
+3 Electricity Damage
Restriction: Arcane Warrior
This
ancient elven-forged blade vibrates slightly to the touch in most
people's hands, but it stills in the grip of a mage. Crafted with lost
techniques for alloying lyrium and metals, Spellweaver enhances a
mage's powers, acting as a focus in the same way as a staff.
Obtained:• Ruined Temple (Caverns) - Found on Cultist Overseer's corpse in nest/egg chamber
Modifié par Colma, 21 novembre 2009 - 12:23 .
#43
Posté 21 novembre 2009 - 01:43
#44
Posté 21 novembre 2009 - 03:40
I only play nightmare, so pure mages or an ally like Morrigan really aren't insane dps since that makes most of the AoE spells unusable in most situations. If you're on normal then that changes things a bit.
Only reason to use leliana would be for the bard buff which could be useful, but I just went for more offensive power of a melee character.
#45
Posté 21 novembre 2009 - 07:16
#46
Posté 21 novembre 2009 - 01:16
#47
Posté 21 novembre 2009 - 06:52
Can't imagine why not, mine will. (Maul)Wonkies wrote...
can Arcane Warriors use 2 handers as well?
#48
Posté 21 novembre 2009 - 08:15
Modifié par Maicman, 21 novembre 2009 - 08:29 .
#49
Posté 21 novembre 2009 - 10:49
As I understand it, Combat Magic causes damage to increase with spell power, but not attack. Or does it?And for accuracy on AW, attack/damage is supposed to increase with spell power. I never touched dexterity. I had 87% accuracy when I beat the game I believe, not the greatest but not bad enough to waste points in dexterity for me.
Modifié par Sc4Freak, 21 novembre 2009 - 10:55 .
#50
Posté 22 novembre 2009 - 03:11





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