I haven't played this game in quite a while, but thanks to the Steam sale on the Ultimate edition I've decided to start up a new game. The last time I played, I did a dual-wield Rogue, which I really wasn't too fond of.
This time I'd like to make a Blood Mage/Spirit Healer, but all of these spells have me confused on what I need to pick. I've never had a mage before, but I'd like to have a build that lets me be the only mage in the group, as I very much hate Wynn and Morrigan is better suited for an evil playthrough.
So, I was hoping you folks could lend me a hand in creating a viable mage build, specifically with what spells I need to take, as that is the most confusing part for me.
Pure mage build (Blood/Spirit)
Débuté par
Nightviz1on
, déc. 26 2010 11:58
#1
Posté 26 décembre 2010 - 11:58
#2
Posté 27 décembre 2010 - 02:54
I can recommend:
Spirit Healer: 1 or all. Last spell heals others, but not yourself.
Blood Magic: 3 or all.
Heal (1); leave rest to others if you change your mind on the party.
Telekenetics: 2, 3, or all; Crushing Prison has a very long cooldown, but is a decent spell 1/battle.
Glyphs: 3 or all if not taking Mana Clash.
Mana Clash: so very effective vs mages and demons, and they meet you almost every step of the way.
Fireball
Blizzard
Earth: 2, 3, or all
Electricity: 1,2, or 3
I highly recommend the Respec mod if you are on the PC. This enables you to change up spells as desired; to test and try them as singles or combos.
Spirit Healer: 1 or all. Last spell heals others, but not yourself.
Blood Magic: 3 or all.
Heal (1); leave rest to others if you change your mind on the party.
Telekenetics: 2, 3, or all; Crushing Prison has a very long cooldown, but is a decent spell 1/battle.
Glyphs: 3 or all if not taking Mana Clash.
Mana Clash: so very effective vs mages and demons, and they meet you almost every step of the way.
Fireball
Blizzard
Earth: 2, 3, or all
Electricity: 1,2, or 3
I highly recommend the Respec mod if you are on the PC. This enables you to change up spells as desired; to test and try them as singles or combos.
#3
Posté 27 décembre 2010 - 03:36
Great, thank you so much for the help. I will definitely take a look at the Respec mod that you mentioned. Is it generally considered best to make Spirit Healing my first specialization and Blood Magic my second?
#4
Posté 27 décembre 2010 - 04:59
Yes; I would.
For attributes, I like Cunning 16 for Coersion(4), Will of 30, rest in Magic.
For attributes, I like Cunning 16 for Coersion(4), Will of 30, rest in Magic.
#5
Posté 27 décembre 2010 - 11:49
You do know that that Spirit/ Blood is not going to be a powerhouse yes?
Very handy build to keep the party alife but not much of a damage dealer... but if healing your tank ALL the time sounds like fun to you then, more power to you m8.
Very handy build to keep the party alife but not much of a damage dealer... but if healing your tank ALL the time sounds like fun to you then, more power to you m8.
#6
Posté 28 décembre 2010 - 02:13
My Spirit Healer/Bloodmage is a lot of fun...I do fine. You don't have to heal your tank constantly if you use your CC wisely, and you can still do plenty of damage depending on what other spells you pick.
One spell I didn't see mentioned is Cone of Cold. Great CC and great for setting up Shatter.
One spell I didn't see mentioned is Cone of Cold. Great CC and great for setting up Shatter.
#7
Posté 28 décembre 2010 - 03:39
i like to take BM first and use two tomes to get 'blood wound' all at lvl 7...great crowd control early (i skip the tower with a mage) and there are items that can aid you greatly...
#8
Posté 28 décembre 2010 - 04:29
I thought blood wound requires level 14.
#9
Posté 28 décembre 2010 - 04:48
you're right it does 
can't remember now what i used the second tome on though *scratches head*
i still stand by taking BM first though unless you really wanna be the healer
can't remember now what i used the second tome on though *scratches head*
i still stand by taking BM first though unless you really wanna be the healer
#10
Posté 28 décembre 2010 - 06:22
While I did not expect this build to be a powerhouse, I figured it would at least be viable. However, if I'm wrong, perhaps you guys could recommend a different mage build that I could try. The main reason I chose this build is so I could hopefully leave Wynn in the camp.
#11
Posté 28 décembre 2010 - 07:43
As a rule, I attempt to have base 70 Magic by the Landsmeet. While I prefer AW instead of BM, any of the specs will be fine as it is a bonus; not a penalty.
#12
Posté 28 décembre 2010 - 08:16
Arcane Warrior was actually my first thought when I made this character, but considering my first character was all about melee, I figured I'd try something different this time.
#13
Posté 28 décembre 2010 - 08:41
Nightviz1on wrote...
Arcane Warrior was actually my first thought when I made this character, but considering my first character was all about melee, I figured I'd try something different this time.
AW does not have to melee, but can if desired. What it does allow is the use of Magic as STR, which widens the options for dress including armor, helms, shields, and weapons. You may still wear robes, or go for the Battledress, Cailan's, Evon's mail, Fade Wall, etc.
My most common design is AW/ SH, with all four AW talents, and Group Heal.
#14
Posté 31 décembre 2010 - 11:45
I think my main characters are too ridiculously powerful.
#15
Posté 02 janvier 2011 - 02:51
ussnorway wrote...
You do know that that Spirit/ Blood is not going to be a powerhouse yes?
Very handy build to keep the party alife but not much of a damage dealer... but if healing your tank ALL the time sounds like fun to you then, more power to you m8.
Really? I played Blood Mage and found the Blood Wound + Virulent Walking Bomb + Stinging swarm combination to completely massacre mobs on Nightmare.
#16
Posté 02 janvier 2011 - 07:53
I play a BM/SH and as long as you put spells in the primal (ice and lightning being my preferred chains in that section), spirit (virulent walking bomb, spell might, crushing prison) and entropic (death cloud, paralysis) you can kill so many people. Freeze them with Paralysis/Blood Wound and drop Storm of the Century or Cloud of Death and throw in a Virulent Walking Bomb for good measure = lots of dead people.
Not to mention, if you decide to just freeze them into their places and send in your tanks and rogue, they can take care of them while you make sure they stay healthy and keep reinforcements off their backs
Not to mention, if you decide to just freeze them into their places and send in your tanks and rogue, they can take care of them while you make sure they stay healthy and keep reinforcements off their backs
#17
Posté 02 janvier 2011 - 10:23
I am utterly confused why Spirit Healer / Blood Mage wouldnt be a "powerhouse"
Spirit Healers can resurrect fallen comrades in battle and can heal any wounds in battle as well. If that isnt powerful then I wonder what else is.
They arent Arcane Warriors, of course. Personally I dont like the Arcane Warrior concept much, anyway. You have to get a very specific set of spells for a good Arcane Warrior. You are much more free what to choose if you instead make a real Mage.
Spirit Healers can resurrect fallen comrades in battle and can heal any wounds in battle as well. If that isnt powerful then I wonder what else is.
They arent Arcane Warriors, of course. Personally I dont like the Arcane Warrior concept much, anyway. You have to get a very specific set of spells for a good Arcane Warrior. You are much more free what to choose if you instead make a real Mage.





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