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Arcane Warrior - In need of serious help


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#26
Funkyflapjacks

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okay so now were getting to the bottom of this, your definition of invincible is a lot different from everyone else



callidus pretty much hit the nail on the head, pots are in the game for a reason, to be used.



my definition of invincible is "mobs cant kill me, i dont die" regardless of pots (i really only use them on boss fights anyway)

#27
Omnius Evermind

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Callidus Thorn wrote...

Soloing the game on nightmare without potions isn't invincible, that is a complete and total lack of challenge in the game. And just what is your problem with using potions? They're in the game, you can make them, but you can't use them? That seems to be a little hypocritical, hugely expensive equipment is ok, potions you can make cheaply aren't allowed.

If you go through the game without dying, you were invincible. If you go through the game without dying or using potions, you are either cheating, or tragically sad and obsessive, or have the difficulty set too low.


sorry, it's probably  the MMO player in me speaking. You can usually build characters in an MMO that actually are virtually invincible without potions. I haven't played CRPG's for a very long time and I'm just getting back into them. I didn't realize this community simply took pots as not having need of mention when describing builds

#28
Atomicdeath

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 The best way i've found to play as Arcane warrior is to use 2 one handers, if you complete the blacksmiths first quest outside of Vigils keep, use that sword along with a good dagger, gem them with +damage to Darkspawn and equal out your Magic stat with Dexterity, since the magic stat is bascially how hard you hit. Keep your flame weapons up, along with (i forget the name of it) the Aura that increases your Elemental damage, after you do that, just basically fight like a rogue, I still use AoE spells and the occasional freeze spell. But other then that, I can solo an Ogre with out needing to heal but once.

#29
dakodarkaxe

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the best way to play as a arcane warrior is to use a sword "such as starfang" and a shield, use flame or frost spells to coat your swords, and power up the lightning spells first.


#30
Funkyflapjacks

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dakodarkaxe wrote...

the best way


....

in your opinion lol

#31
GoodFella146

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Omnius Evermind wrote...

I'm having trouble with this as well. I keep seeing these recurring claims of "unstoppable" and my own experience leads me to believe there's a lot of dubious claims going on here if not wild exaggerations. The problems are two-fold:

1. The survivability is not meeting the claims many are making. I have ALL of the recommended sustainables, + a really good set of armor and shield. I am still taking a fair bit more damage than these claims of "I can't be hurt" I've read.
I don't think many of them have played AW's much recently because I'm willing to bet a nerf of some sort has gone into one or more of the defensive sustainables they use since the days when AW's were supposedly uber OP tanks.

2. People seem to always omit the little fact that AW's are lyrium pot chuggers due to the fact that you run dry VERY early into fights and are always at risk of having shimmering shut down on you. Even with item bonuses to mana regen, Wynne casting Rejuv on me, etc, as soon as Combat Magic is on, it's like someone punched a hole in my gas tank.

Both points are manageable with a little micromanaging, but it just irks me a little that people can't be more straightforward about the shortfalls of AW instead of exaggerating their capabilities. It would have made building one a lot easier right from the start, rather than wondering why this character isn't matching up with forums claims and thinking you did something wrong.


Nah u really don't need any potions.  From the start of the game put all your points into magic.  The higher your magic the higher your spellpower.  The higher your spellpower the higher your defense becomes when you activate Arcane Shield.  Look for ways/items to increase both your defense, spellpower, mana, and mana regeneration.  Stuff that says +25 stamina is verrrrry helpful.  Try activating Spell Wisp, then Spell Might, deactivate Spell Wisp, reactivate Spell Wisp for higher spellpower.  By the end of the game the sustainables I had running while fighting were something like Combat Magic, Shimmering Shield, Rock Armor, Arcane Shield, Flaming or Telekinetic Weapons, Miasma, Haste, and Blood Magic.  I'd usually just auto-attack and cast spells only through Blood Magic.  With armor and really high defense you're very hard to kill.

#32
Last Darkness

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Pure Magic Build, The Standard Arcane Warrior Spells. Spell Wisp/Spell Might, and Animate Dead along with Mana Clash. Wear Evons+Wades for the great mana regen(You can have everything running without running out of mana usualy). Weapon choice is your own but Sword/Shield is great and Marics gear is nice to add regen. Flaming Weapons adds +20 damage while Frost adds +10 FYI, also if you cna swing it the slicks or earthquake add fun options to a fight.

Arcane Warrior/Blood Mage works great if you wanna cast spells or are the caster version of this setup (Your a armored mage, not a warrior with spells).

Arcane Warrior/Spirit Healer works best as a melee character and a party supporter. The Healing Aura with your insanely high magic stat heals for alot to nearby allies.



Good party combo is Warden Arcane Warrior/Spirit Healer. With either 3 Warriors, or a mix of rogues and warriors. (Champions Rally/Warcry and Bards song of Courage help Arcane Warriors tremendously). A Nasty setup though is 2 Rogues, Bard/Rangers with Spiders and Morrigan in spider Form as a Shapeshifter. You can also do that with Bears/Bearskarn. If you want optimal boosts for your warden though, 2 Cunning build Bard rogues stacking song of Courage with another Warrior Champion using Rally/Warcry really negates your weaknesses(Bard/Assassin back stabbers, with a Champion/Templar Two hand warrior would be best for party DPS and control)

#33
Funkyflapjacks

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yeah thats the best part of AW/BM in my opinion, you can tweak it to how you wanna play and still be badass



i did have a question though about mana regen and since were kind of on the subject i didnt wanna start a new thread



(for the xbox 360) with shimmering shield and spell might running thats -14 mana regen. default is 2.0 with improved combat tactics. wades superior dragonbone set gives +4. magister staff gives +4 and andruils blessing gives +4 (only on 360,ps3). combat magic gives +2 with fade shroud.



so thats a total of +2. is there anything wrong with my math?

#34
Last Darkness

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Funkyflapjacks wrote...

yeah thats the best part of AW/BM in my opinion, you can tweak it to how you wanna play and still be badass

i did have a question though about mana regen and since were kind of on the subject i didnt wanna start a new thread

(for the xbox 360) with shimmering shield and spell might running thats -14 mana regen. default is 2.0 with improved combat tactics. wades superior dragonbone set gives +4. magister staff gives +4 and andruils blessing gives +4 (only on 360,ps3). combat magic gives +2 with fade shroud.

so thats a total of +2. is there anything wrong with my math?


Factor in the armors fatigue boosting spell costs an dthe  like. Its why Wade+Evon is so popular since it has almost 0 fatigue.

#35
Funkyflapjacks

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well yeah but fatigue only boosts static costs correct? not actual regen (unless the spell states that it does like spell might and shimmering shield)

#36
Callidus Thorn

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Yeah, fatigue only boosts the casting costs of spells and abilities. How useful is spell might for an AW/BM? I've recently started a nightmare playthrough and was considering it, but I've never used it.



Also, why would you have combat magic on while you've got your staff equipped? The fatigue penalty is just insane with it active.

#37
Funkyflapjacks

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spell might is awesome. mana regen penalty is steep (-4) but the spellpower boost is well worth it imo



and yeah combat magic fatigue penalty is stupid lol. with rock armor and shimmering shield im in no danger of dying anyway so i found i dont need it (solo nightmare as well)

#38
Funkyflapjacks

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double post sorry :(

Modifié par Funkyflapjacks, 10 février 2011 - 01:32 .


#39
Last Darkness

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Spell Might and Wisp add to your Spellpower which adds to all your Magic significantly. Even more So if you cast wisp, spell might, deactivate wisp then reactivate it again for another couple points.

#40
Callidus Thorn

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Might have to see about grabbing it for my current character then, only problem is that I don't have any spells available, there's already too much on the list of spells I want, and I can't really see any spells I could ditch for the two prerequisite spells.

#41
Funkyflapjacks

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hmm i had to wait til 18 but it certainly wasnt a problem... probly could have sacrificed walking bomb and gotten it at 17



what other spells are you using? and have you gotten all the tomes plus desire demon?

#42
Callidus Thorn

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Well I've planned out what spells I'm going to get, character's currently level 7. I generally play a flexible AW/BM, so I'll start out casting, then switch to either blood magic or combat magic when my mana get's low, depending on the situation. It's come down to a choice of: glyph line as far as glyph of repulsion, death line as far as Virulent walking bomb, debilitation line as far as Miasma, or the mana alteration line. But I can only pick three of those lines, and I'm more inclined to stick with what I know works, hence my problem.

#43
Funkyflapjacks

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ah i see. so you play it differently than i do. i use fire/frost/lightning up to the 3 cones for offense along with crushing prison and blood wound



if youre one of those aw's who stacks the buffs and does a lot of autoattacking, spell might might not be good for you

#44
Last Darkness

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Funkyflapjacks wrote...

ah i see. so you play it differently than i do. i use fire/frost/lightning up to the 3 cones for offense along with crushing prison and blood wound

if youre one of those aw's who stacks the buffs and does a lot of autoattacking, spell might might not be good for you


It makes all those buffs on average 10% better.  I always thought the melee arcane warrior was silly unless you had a Bard/Champion in the Party to boost Attack score so you actualy hit stuff.