Shapeshifter mages: Are weapons and armor important?
#1
Posté 09 octobre 2010 - 08:35
#2
Posté 09 octobre 2010 - 12:16
I don't know about armour, though there is someone on these forums with a thread about his playthrough of a shapeshifter, so if I was you, I'd try to search for it.
Goodluck!
#3
Posté 09 octobre 2010 - 05:32
This actually works extremely well and for instance Lothering bandits which often prove quite challenging at that level are a walk in the park using that strategy.
So stack willpower for your artificial HP (which is mana) and just walk them in circles. You don't need Dex as you're immune to arrows and for melees they will rarerly if ever get a hit in and it will be absorbed effortlessly in your mana pool. If someone targets you with spells, it's the same thing, you're large HP pool will absorb it and thus make your form last much longer.
Note that it's always a shame for a mage to shift as it loses quite a lot of utility.
However the strat above might even work with a solo shapeshifter(with some adjustments) because your swarm form does some AoE damage to enemies in the vicinity.
Yes, also when executing such kites, give your shapeshifter a few moments to build up aggro with its AoE aura before letting a team to attack since enemies might disperse and go after your ranged party..
tl;dr: Use bows and kite with swarm form.
#4
Posté 09 octobre 2010 - 06:24
PS - I get up to level 25 and about 850 gold in Lothering by giving thousands of traps to Allison, so I'm wondering how to build a form-centric shapeshifter (stats, weapons, ormor, etc.).
#5
Posté 09 octobre 2010 - 07:05
So pump magic to the max and just fly around your enemies..easy as that. Melees can't catch you, archers can't damage you. Only thing to watch for is Web(a big problem) or a triggered Pummel if it pulls thru. With a bit of practice I think you might be able to buzz any melee/ranged group down with ease.
Your bow party would be just gravy on top of that.
Your high aura damage will ensure you have everyone's aggro in just a couple of seconds...so this might even make for a fun alternative approach to using Morrigan(or PC).
Modifié par Jamess225, 09 octobre 2010 - 07:07 .
#6
Posté 09 octobre 2010 - 07:50
#7
Posté 09 octobre 2010 - 08:18
Pro tip: If you use staff before shifting, your attacks can't miss, but can't crit also. Still think the no miss way is better.
Your mage form armor will be used if it's higher than the chosen forms one. Each form has an armor value. But if your mage form is higher you'll get another +10 by shifting.
#8
Posté 10 octobre 2010 - 06:11
I would go with massive armour, maybe something like cailans or juggernaught armour set with the Nug Crusher, Key to the City, Life Giver, Andruil's Blessing which should do well for you, but they're just some basic items that I get every run through, there are probably better mage-specific armours & items.
I think the first three (atleast the middle two) is found in Orzammar, and Andruil's Blessing is found at the Circle of Magi shopkeeper guy... (he's just inside the tower, in a place where aren't trapped until you've resqued the tower).
30-50 Will should be enough for all of your needs, with all other stats staying at base except for magic, which, as Jamess has said, should be boosted as much as possible.
#9
Posté 10 octobre 2010 - 07:57
BTW, one of my other mages has low strength and dexterity, and when she shapeshifts into a bear or a spider, she inflicts very little damage, even though her magic is high. She only inflicts substantial damage when in 'swarm' form, and that nature damage doesn't affect all enemies.
#10
Posté 10 octobre 2010 - 08:24
#11
Posté 10 octobre 2010 - 10:41
ShapeShifter is pretty straight forward after the first 10-15 levels, which is due to the fact that you should have most of the skills needed to be an effective shapeshifter (all sustainables are de-activated when you shapeshift), so Awakening would be mainly pumping points into magic and killing enemies, no real use for all of the other skills which you probably won't use (glyphs, hexes and sleep/mass paralysis might be openers, but otherwise you'd probably want to stay in one of the forms available)
I find it sad that a shapeshifting centric build is really straightforward and easy to use due to the fact that when you've shifted form, you can't sustain other spells or cast spells... but it would be an interesting playthrough due to it being such a small and straightforward way of playing this game, making it a challenge.
Goodluck to you sir and it would be interesting if you could make a thread documenting your progress (because I find the character updating system to be... iffy and it would be much more interesting to see what someone sais about such a playthrough as they experience it) though you don't have to. and it's a z not an s =D
#12
Posté 10 octobre 2010 - 06:30
According to DA Wiki, shapeshifters overall do very poor damage because of the fact that, unlike what the tooltip for Shapeshifter says, it does not actually use magic to calculate damage. It also said that form-centric shapeshifters need strength and dexterity. My previous mage was at level 25, and had a magic of 45. She still inflicted little damage in bear or spider form. She is primarily a spirit healer, but I decided to make shapeshifting her secondary spec. Despite having a magic of 45, her strength was only 11, and her weapon was just a staff. The only form that she inflicted significant damage with was her swarm form.
#13
Posté 12 octobre 2010 - 01:13
The forms are all spellpower dependent. Their stats are based on spellpower, and at high spellpower levels both Spider and Bear can reach good dex and con. Their str values are low-mediocre but as the game progresses you should be relying less on their normal attacks on more on their skills like Overwhelm, their immunities and your spells.
So if you pick Shapeshifter, you'll want to focus almost entirely on magic. This makes a primal spells Shapeshifter a very powerful character - anything that doesn't die to its magic gets killed by its forms (even your allies, but that's where Spirit Healer comes in). The form’s damage relies on its stats + the base damage, damage modifier and armor penetration of the weapon your character is currently using. To boost your form’s damage you can simply equip the most basic weapon you can find. Low str two-handed weapons are recommended, since the form’s attack speeds are independent of your own. Using a staff before shifting prevents you from missing but also prevents you from performing criticals. A staff doesn't add anything to your damage.
Your form’s toughness depends on its stats, specific bonuses and your gear. While the forms improve your survivability, if there was little to improve in the first place then don't expect miracles. If your mage focused on +def items or dodge items though, then your forms will optimize these, boosting them with its own stats and bonuses.
The dex/con increase due to spellpower is significant but the str increase is mediocre. This should not be a problem though. At early game the spider's attack speed + a two handed weapon basically makes it a two-hander that attacks as fast as a dual-wielder and it has other skills besides. The Bear can easily reach 30 armor with the right setup by Lothering. In late game your spells should be deadly enough that if anything survives you only need your forms' special skills to finish them off. Bear also becomes powerful enough to be a decent meleer, a serious DPSer with Overwhelm spam.
Shapeshifter/AW is suboptimal. None of the AW sustaineds are carried over when Shapeshifting. Check the difference in damage between tier 1 weapons and tier 7 weapons - it's only around 7 points. Since the forms ignore almost all offense mods, taking AW just so you can increase your damage by 7 points is not a good idea. You don't need heavy armor. Some of the best def/dodge and resistance gear in the game are mage/universal gear and these are optimized by the forms' bonuses. Each form grants particular bonuses and immunities: spider has very high dex, bear gives +10 armor, and the swarm has 40% displacement. Spider and Bear are immune to knockdown but not knockback. Swarm is immune to both, and traps.
Try out a Shapeshifter/Spirit Healer with good mage gear (here's a list: Reaper's Vestments, First Enchanter's Cowl, Imperial Weavers, Spellward, Lifegiver).
The Spider deals well with anything vulnerable to nature damage. Use Poison Spit/Overwhelm/Web/Poison Spit in that order. The overall damage + disable time should be enough to kill off most annoyances. That final Web should disable your target in case you need to unshift. Unshift as soon as the Poison Spit projectile leaves your character. Cast your spells after - you should have around 2-3 seconds to spam your spells before your target breaks free. This form also works well on bosses, if only to disable, as many bosses are immune to nature damage.
The Bear is the boss killer. You'll want to use Rage (+10 str) before Overwhelming a boss (use a staff if it's high armored, any other weapon otherwise). Then use Slam on it to knock it back if you need to unshift (unshift as soon as the enemy flies away). Cast your spells after and if you unshift fast enough you can pop a Fireball just as your target hits the ground after Slam. Note that Slam draws about as much aggro from the target as Taunt.
The Swarm is a nice follow up to Bear, since you can kite just about anything with it (Bear will have aggro’d your target). It is immune to ranged weapons (except auto-hit skills and magic damage), ideal for dealing with archers. In case something goes wrong, it's also your panic button. Avoid using its skill unless absolutely necessary. The skill has a mental resistance check (making it useful against most mobs) but it can potentially end Swarm form (costs ~40 mana).
The forms are immune to knockdown. Spider and Bear can be knocked back, although what you'll see is a knockdown animation. Use a warmth Balm if you're fighting something with fire attacks, before using Spider/Swarm. These forms have fire resistance penalties. Swarm is immune to both knockdown and knockback. It can fly over traps without triggering them.
Do not hesitate to use the forms as soon as you can if you're fighting something with knockdown skills (Ogres, werewolves) or if you have to fight something your human form will not survive (scattered archers with Arrows of Slaying, something with grab/overwhelm). Spamming Overwhelm on enemies immune to it will cause you to spam normal attacks almost on top of each other.
#14
Posté 15 octobre 2010 - 07:02
#15
Posté 15 octobre 2010 - 11:12
#16
Posté 15 octobre 2010 - 07:58
DWSmiley wrote...
That's right, damage isn't affected by spellpower. I didn't repost everything TBastien figured out but his point was that AW doesn't add much to a shapeshifter as dodge gear + rock armor + arcane shield is already very durable and even moreso when shapeshifted. There's more synergy out of being a Spirit Healer.
So, if a shapeshifter is going to spend most of his time as an animal, strength is more important than magic? Good weapons and armor are better than robes and a staff?
#17
Posté 15 octobre 2010 - 08:58
http://social.biowar...66/index/739982
Modifié par DWSmiley, 15 octobre 2010 - 08:58 .
#18
Posté 16 octobre 2010 - 03:11
Modifié par Sir Pounce-a-lot, 16 octobre 2010 - 03:11 .
#19
Posté 27 octobre 2010 - 07:25
Modifié par tonnactus, 27 octobre 2010 - 07:26 .
#20
Posté 27 octobre 2010 - 08:23
It's a trade-off.tonnactus wrote...
If the staff is used,when shifted,it could be worth it,regarding the high armor penetration values.I see,this was answered already...
Staff = never misses and high a.p. but adds nothing to damage.
Ser Jory's greatsword = about +12 damage and a chance for critical hits.
#21
Posté 06 mars 2011 - 09:10
*ANYTHING WITH AN "(A)" BEFORE IT IS AN AWAKENING ITEM*
First Enchanter's Cowl: 4% Spell
10% Dodge Attacks
Reaper's Vestiments: 16% Spell
10% Dodge Attacks
Ancient Elven Gloves: 4% Spell
Key to the City: 4% Spell
(A)Soulbound: 20% Spell
(A)Worn Golden Ring: 10% Dodge Attack
The Spellward: 30% Spell
10% Dodge Attacks
Havard's Aegis: 4% Spell
(A)Mage Hunter: 8% Spell
(A)Voice of velvet: 25% Dodge Attacks
Spellweaver: 10% Spell
(A)Vigilance(Custom): 10% Dodge Attacks
(A)Evasion Rune: 5% Dodge Attacks
Grandmaster Dweomer Rune: 10% Spell
(A)Masterpiece Dweomer Rune: 12% Spell
This is a list of most (though not all) of the gear available for spell resistances and dodging. As you can see, it is incredibly easy to make a mage that is completely immune to spells and has 100% dodge; however, since Knock Back/Down skills function as specialty skills that bypass the 100% dodge, being a shifter is extremely useful.
To make a nearly invincible character, everything you need is above. I suggest utilizing the 40% dodge of the Flying Swarm once you have 100% spell resistance or at least suitable fire/spell resistances to get you by.
AW is useful because it opens up a lot of these weapons for use. Personally, I like it because I want to end Awakening with Vigilance, and it lets me equip more spell/dodge items in Origins too, though it isn't necessary.
Modifié par lorvincent, 06 mars 2011 - 10:13 .





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