ashwind wrote...
Shimmering shield imo is what makes arcane warrior indestructible and to maintain shimmering shield without losing mana, I need to have a shield XD
Never needed a shield though I don't run around with SS activated all the time. It's only needed during some of the hard fights. I never use armor on my Arcane Warrior either - only mage gear. With a nice Magic score, Rock Armor will provide better protection than any armor ever can, and at only 5% fatigue (and no movement penalties)
Aeryus wrote...
How would I keep mana from draining, since I already have miasma and cleansing aura up - shimmering shield would only drain it faster? I just got stoic for BM - does that recover mana very quickly?
Andruil's Blessing (belt) is great, and there are other items available to counter mana drain. Most importantly there are always potions, use them. Mana shouldn't be much of an issue; just make sure to only activate sustainables you really need and only after you used 'normal' magic attacks. I only use AW to clean up whats left or against powerful guys like Revenants.
Gloatie wrote...
The dual wield/dex idea is interesting. Seems it would gimp the magic score, though. In DA:A I guess one would
have attribute points to spare. Interesting...
Your magic score isn't that important, spell power is. With the right gear plus Spell Might you can have a 100+ spell power score - which is deadly. And you have a dex between 30-40.
Poisons are the reason an Arcane Warrior’s fighting style should always be DW. Your main weapon should be the Spellweaver and your secondary a dagger. The requirements to equip the Spellweaver are easily met (magic instead of strength), but to be able to equip high end daggers you need a decent dexterity, 26 for trier 6 daggers (you’ll get some nice ones during certain quests and some will start the game with The Edge), 30 for trier 7 daggers, so you can use the best – the Rose’s Thorn – although its very expensive to acquire and there are better items to spent your hard earned money on (early game).
As an Arcane warrior your damage output will be determined by how often you hit your enemies. Your primary weapon (Spellweaver) deals good ‘raw’ damage (since damage is calculated based on your magic attribute), your secondary weapon (dagger) deals minor ‘raw’ damage (dexterity determines the amount of damage). Runes, sustainables like frost, fire and telekinetic weapons and more importantly, poisons are the real killers.
Example Poison Damage:
Concentrated Demonic Poison +10 spirit damage
Concentrated Venom + 3 nature damage, chance to slow
Adder’s Kiss + 3 nature damage, chance to slow
Concentrated Deathroot Extract + 2 nature damage, chance to stun
Concentrated Crow Poison + 6 nature damage, chance to stun
Fleshrot + 3 nature damage, chance to stun
Quite Death +10 nature damage, chance to stun, instantly kills weak or injured creatures
Optional;
Concentrated Soldier’s Bane +10 stamina damage
Soldier’s Bane +5 stamina damage
Total Damage +10 spirit damage
+27 nature damage
High chance to slow target
Very high chance to stun target
+15 stamina damage
Vulnerability and Affliction Hexes increase damage considerably, I’m not sure if equipment such as the Black Hand Gauntlets (+20 % spirit damage) and the Silk Weave Gloves (+20 % nature damage) increase damage even further.
You can make an infinite amount of all poisons mentioned above, except Concentrated Demonic Poison (there are much more poisons in DAO btw). After discovering the huge potential of poisons I used money to brew a vast supply. Two instaed of one weapon will multiply your damage output and you can add 2-3 runes.
Modifié par Bozorgmehr, 06 novembre 2010 - 09:27 .