Maria Caliban wrote...
From the Curse Interview:
"So, if you took Bloodmage, Bloodmage represents the entire tree of potential abilities. When you start the game you have access to six trees of abilities, and then later on you get a specialization point at 7, and one at 14, that lets you unlock higher level specialties. For a mage it's spirit healer, blood magic, and force mage."
Oh dear, my favorite spec -- gone!
Thank god, and I say that with all sincerity. My first character was an AW/BM and I felt like I was soloing the game -- which I mostly was. It also ruined pretty much every subsequent playthrough with a Mage, especially when using the Advanced Party mod (you could say using mods is not how the developer envisioned the game being played, which is fair, but it just emphasizes my point about that class/combo).
You would always make one of two (three in Awakening) specializations for all Mages AW, even if it was only for Fade Shroud. It was clear that either that single spec was blatantly imbalanced or that every other spec was simply poor. Right now in Awakening I have Anders with AW as one of his specializations and not only does he never die, he almost never runs out of mana -- with Combat Magic, Rock Armor, Miasma and Arcane Shield up and with 26% fatigue. He's my group healer/debuffer and can also melee -- kind of like a Cleric.
It is a bit disconcerting that there's only three specs to choose from now, but maybe that will be ok if you have more than four new spells to choose from. As it stands, there was really only AW, SH, BM in Origins anyway. Everyone knows how awful Shapeshifter was. Rogues only had three "optimal" choices too and to a lesser extent Warriors. The only real reason to pick Reaver was for Frightening Appearance and only if you didn't want your tank as the mostly superior Templar/Champ combo.
Modifié par Graunt, 24 décembre 2010 - 09:57 .





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