I. Intro
II. Preface & Useful Infos
III. Attributes
IV. Skills
V-I. Spells (Paladin)
V-II. Spells (Spellsword)
VI. Other Stuffs
I. Intro
The build posted below will follow the format that I borrowed from Aura's Nuker/CC Mage Build. The reason I created this thread is because I have never played as an arcane warrior before and I'd like preparing a good build that I can follow. The arcane warrior I had in mind is like a tank who can take hits well and be able to dish back good DPS. What I did was formulating a semi offensive and defensive arcane warrior that utilizes supportive buffings such as Miasma and Haste, as well as having access to the crowd control spells such as Blood Wound and Paralysis Explosion combo. This build is essentially what could be termed "Spellsword" arcane warrior, which was a term coined by the forum's Ako80 (author of Ultimate Guide to Arcane Warrior).
Here's the video representation of this build:
(That isn't my video, but it coincidentally matches with my build)
II. Preface & Useful Infos
The build is assuming the character will be able to reach lv 35.
(Mage > Arcane Warrior > Blood Mage/Spirit Healer > Battlemage)
Broken Circle Attribute Rewards
Strength: 4
Dexterity: 4
Willpower: 4
Magic: 2
Cunning: 5
Constitution: 2
List of bonus attributes, skills, and talents.
The link posted below is a spell table to be use in conjunction with the build as the reader goes through the sections below: http://dragonage.wikia.com/wiki/Spell
I'm also posting the link to the tome table since it will be mentioned in this post:
http://dragonage.wikia.com/wiki/Tomes
Here's the table for spells that does and doesn't require weapon being sheathed:
http://dragonage.wik...or_Spellcasting
Now onward to the character build...
III. Attributes (Slight differences between the Paladin and Spellsword)
About total of 112 (PC) or 123 (Xbox 360/PS3) attribute points to spend including the tomes and/or events/quests (3 attributes came from Desire Demon, Arl of Redcliffe, and Landsmeet specific to console versions).
Strength: None
Dexterity: None or 35 (30 + 5 for Haste)
Willpower: None or 20-30 (For Spirit Healer specialist)
Magic: Max
Cunning: None
Constitution: None or 20-30 (For Blood Mage specialist)
Note that after importing onto Awakening and having access to the item Manual of Focus every attributes, specs, skills, and spells could be redistributed and invested entirely into Magic. This is very possible because of the boosts in hitpoint and mana/stamina from the skills Vitality and Clarity. The new equips in Awakening are very more powerful too. If opting to go with wielding sword and shield, then the item Legion of Dead Heraldry will grant +20 to all attributes!
IV. Skills (Same for both the Paladin and Spellsword)
About total of 18 or 17 skills (Lv.1-35 =12 skills) including the 4 tomes (3 tomes w/o pre-order) and 2 automatic given skills at Lv. 1.
Asterisk (*) represents skills exclusive to the Awakening.
Check out the links below for total attributes, skills, spells/talents, specs, and etc.:
http://www.gamebansh...cementtable.php
http://dragonage.wik...xperience_Table
Coercion: 4
Stealing: None
Trap-Making: None
Survival: None (I would've dropped some points into here if there were any leftovers)
Herbalism: 1 (automatic)
Poison-Making: None
Combat Training: 4 (+1 Armor Rating & +6 Attack. Sure, I'll have these bonuses over the +10 Nature Resistance)
Combat Tactic: 1 (automatic)
*Runecrafting: None
*Vitality: 4 (Bonus health, oh yes)
*Clarity: 4 (Bonus mana, yes yes yes)
V-I. Spells (Paladin)
About total of 45 spells (Lv.1-35 = 37 spells) including 4 tomes and 4 events/quests (Grey Warden Ritual, Desire Demon @ Redcliffe, Curing Arl of Redcliffe, and Landsmeet). Infos borrowed from Wiki and AuraofMana's Nuker Mage Guide.
Asterisk (*) represents spell branches exclusive to the Awakening.
Specializations Branch
Arcane Warrior: 4 (Shimmering Shield and Fade Shroud are the cores of arcane warrior)
Spirit Healer: 4 (Group Heal and Cleansing Aura are very good. Recommended for paladin AW)
*Battlemage: 3 (Hand of Winter is a strong AoE spell. Stoic is very handy as a passive. Elemental Chaos is optional)
Arcane Branch
Mage branch 1: 4 (Arcane Shield is great w/ Fade Shield)
*Mage branch 2: 3 (Attunement is very awesome. Time Spiral is way too costly for arcane warrior)
*Mage branch 3: None
Primal Branch
Fire: None (Use Telekinetic Weapon)
Earth: 1 (Rock Armor)
Cold: None
Electrical: None
Creation Branch
Healing: 1 (Potions are more effective later on though)
Enhancements: 4 (Haste will really improve DPS and walking speed! It's one of many arcane warrior's best friends)
Glyphs: 3 (Paralysis & Repulsion make excellent CC spell combo)
Summoning: 1
Spirit Branch
Anti-Magic: 3 (Spell Shield prevents stat debuff. Dispel Magic and Anti-Magic Ward are party supports)
Mana Alteration: 4 (Mana Clash will one-hit-kill any non-boss mages. It will make short work of boss mages too!)
Death: None (Too heavy on friendly-fire)
Telekinesis: 4 (Mind Blast & Force Field in general. Crushing Prison has farther range than Blood Wound)
Entropy Branch
Debilitation: 3 (Miasma really helps with melee accuracy and avoiding hits from enemies)
Hexes: 3 (Misdirection Hex is excellent on bosses and usable w/ weapon drawn)
Sleep: None
Draining: None
V-II. Spells (Spellsword)
About total of 45 spells (Lv.1-35 = 37 spells) including 4 tomes and 4
events/quests (Grey Warden Ritual, Desire Demon @ Redcliffe, Curing Arl of Redcliffe, and Landsmeet). Infos borrowed from Wiki and AuraofMana's Nuker Mage Guide.
Asterisk (*) represents spell branches exclusive to the Awakening.
Specializations Branch
Arcane Warrior: 4 (Shimmering Shield and Fade Shroud are the cores of arcane warrior)
Blood Mage: 3 (Blood Wound is excellent, but not getting Blood Control since it get resisted. Recommended for spellsword AW)
*Battlemage: 3 (Hand of Winter is a strong AoE spell. Stoic is very handy as a passive. Elemental Chaos is optional)
Arcane Branch
Mage branch 1: 2 or 4 (Arcane Shield is great w/ Fade Shield. Arcane Mastery is optional for spellsword)
*Mage branch 2: 3 (Attunement is very awesome. Time Spiral is way too costly for arcane warrior)
*Mage branch 3: None
Primal Branch
Fire: 3 or 4 (Flaming Weapon has great melee damage bonus. Fireball & Inferno are optional for spellsword AW)
Earth: 1 (Rock Armor)
Cold: 3 (Frost Weapon is for those fire-immune enemies. Cone of Cold is also optional for spellsword AW)
Electrical: None
Creation Branch
Healing: 1 (Potions are more effective later on though)
Enhancements: 4 (Haste will really improve DPS and walking speed! It's one of many arcane warrior's best friends)
Glyphs: 3 (Paralysis & Repulsion make excellent CC spell combo. This is an awesome combo with Blood Wound)
Summoning: 1 (Nothing decent for arcane warrior besides the Spell Wisp for boosting spellpower)
Spirit Branch
Anti-Magic: None or 1 (Spell Shield prevents stat debuff, but Blood Wound/Mana Clash usually kill mages/templars first)
Mana Alteration: 4 (Mana Clash will one-hit-kill any non-boss mages. It will make short work of boss mages too!)
Death: None
Telekinesis: 4 (Mind Blast & Force Field in general. Crushing Prison has farther range than Blood Wound)
Entropy Branch
Debilitation: 3 (Miasma really helps with melee accuracy and avoiding hits from enemies)
Hexes: 1 (Vulnerability Hex help to raise the damage from your spells. Useful against the bosses)
Sleep: None
Draining: None
VI. Other Stuffs
As for the equipments I would recommend going along with the ones in Ako's Ultimate Guide to Arcane Warrior.
P.S. I apologize for the frequent updates to those who were using my guide.
Thanks for reading!
Modifié par Skimbass, 25 décembre 2010 - 07:46 .





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