Can you help me build a Blood Mage?
#1
Posté 21 janvier 2011 - 08:24
#2
Posté 21 janvier 2011 - 09:22
#3
Posté 21 janvier 2011 - 09:29
Stats wise focus on magic and con leave willpower as you use your health to fuel spells as opposed to mana. im kindas busy atm but i will look into some spell suggestions in a while if i can
#4
Posté 21 janvier 2011 - 09:36
#5
Posté 21 janvier 2011 - 09:38
#6
Posté 21 janvier 2011 - 09:42
I would reccomend maxing the healing line of spells, and the glyph line of spells i.e repulsion glyph, also spell wisp is a worthwhile spell to pick up
#7
Posté 21 janvier 2011 - 09:46
reducing the cost of your spells by 25%, letting you stay in Blood Magic
longer. They should definitely be priority on your list of items to get.
Blood Ring - Obtained in Orzammar by finishing the "illegal" proving ground
fights.
Robes of Avernus - Obtained from killing Avernus in the Warden's Keep DLC.
also i assume you have the wardens keep dlc if so then the "dark sustanence" ability you get from that is insanely good
#8
Posté 21 janvier 2011 - 09:49
Thank you for all the info!
I already have spell wisp, and I'll start with the glyphs when I level again.
As for the items, that's helpfull I didn't know about the ring.
Modifié par Risax, 21 janvier 2011 - 09:50 .
#9
Posté 21 janvier 2011 - 09:52
#10
Posté 21 janvier 2011 - 09:55
I also had hundreds of Rogue playthroughs... And only 2 or 3 mage playthroughs. But I didn't finish 2 of them, and none of them where Blood Mages.PlayingWithKnives wrote...
No problems i havnt played a mage in a long time, im kinda rogue freak myself but youve got me tempted to do another playthrough with a mage for a change as its been so long.
#11
Posté 25 janvier 2011 - 12:04
I usually use Blood Wound then Grease Fire(enemies won't be knocked back using fireball so they're still together). I also add Walking bomb to the combo, it deals like 130ish spirit damage in a small AoE.
I also have spells like Crushing Prison, Curse of Mortality for boss fights. Spell Wisp and Spell Might to add spellpower. Death Cloud, Inferno and Mana Clash for more AoE spells.
#12
Posté 25 janvier 2011 - 12:05
Thank you!Nubska wrote...
My blood mage build is quite simple, I have around 20 Willpower and 30 Constitution and rest to Magic.
I usually use Blood Wound then Grease Fire(enemies won't be knocked back using fireball so they're still together). I also add Walking bomb to the combo, it deals like 130ish spirit damage in a small AoE.
I also have spells like Crushing Prison, Curse of Mortality for boss fights. Spell Wisp and Spell Might to add spellpower. Death Cloud, Inferno and Mana Clash for more AoE spells.
I'm no good at building mages so this helps/
#13
Posté 26 janvier 2011 - 12:34
ALSO, don't get Blood Mage as your first specialization, BMs are useless without Blood Wound which is only available at level 14. AND Robes of Avernus and Blood Ring does not stack.
Modifié par Nubska, 26 janvier 2011 - 12:40 .
#14
Posté 27 janvier 2011 - 08:34
It's capable of locking down entire groups of enemies, with Sleep followed by Mass Paralysis often being enough to ensure that the rest of the party can kill hordes of normals or elites without being so much as scratched. Death Hex and Death Cloud along with all the single-target hexes are wonderful for single powerful monsters, and the Blood Mage's blood wound ability provides damage output and an additional source of crowd control.
Its main weakness is a certain lack of a lot of direct damage abilities until the mid-to-late game and Blood Wound... but when enemies are immobilised and/or hexed until they possess all the combat potential of a budgerigar, the rest of the party can chip in. If a mage companion can get the Glyph line, even better -- it's fantastic for blocking doors and ensuring enemies all politely stay in the area of effect for your spells.
Con and Will of at least 30 is essential, I think, with everything else going into Magic. This means I can throw around a lot of spells only from my mana pool as well as afford to drop some top-end spells when in Blood Magic without having to worry about becoming too squishy. For an entropy-focused character, any equipment that adds spirit damage is a must-have.
I'm finding this character far more fun and versatile than my previous mage playthroughs, and I'm loving the increased strategic depth it gives over the usual 'blast 'em till they glow' caster mage build.
#15
Posté 30 janvier 2011 - 07:41
#16
Posté 16 février 2011 - 09:10
Do not put any attribute points anywhere but magic.
I would suggest not getting Blood magic till 14 as well as you can't enjoy the uses of Blood wound till then anyway and your health is too low to make it of any use with out WASTING points by putting them in CON.
Spirit healer is by far your best choice as an opening Blood Mage build. The minor health regen bonus works its way around the reduced healing of Blood magic.
Another trick is to cast regen prior to activating Blood Magic so you regen as you cast your first couple of spells leaving you in Blood magic for a longer duration.
Personally I have relegated my blood mage to a tactics only control because I am on the PS3, unless specific encounters require I take some control. Just too many on/off casts and not enough hot keys to truly enjoy the class.
So I will give you what knowledge I have, I can see you clearly haven't gained any of worth here.
First off Blood Wound is a Mass Paralysis in and of it self, just better, by better I mean over powering better. I wouldn't bother with Mass Paralysis in the first place either, Paralysis bomb via glyphs is a better, more versatile version; casts in less than half the time and does not waste precious spell points on useless skills to acquire. Not to mention the points you spent to get it are actually useful as a caster. Glyph of Wards is incredible damage reduction, paralysis glyph on its own is very strong; no line of sight needed, no projectile, and even when it is triggered, you can still use the glyph of repulsion to activate the bomb. Weaken is subpar at best, single target paralysis isn't bad but has limits, and Misma won't see much use from range if your tank is doing his job.
Focus on Spell might and Mana Clash, Haste tree to make everything take less time and buff, Mass rejuv tree, glyph tree, spell wisp(1 spell point and it scales w/ spell power), Mage tree; shield, +33% auto attack, 8 bonus sp, more spell power is always good. Everything else is 2nd best when it comes to this build.
Tactics should flow around heals and tank maintainability. (I run 2 blood mages with this Blood Sacrificing on a 2h Berserk tank running Blood thrist constantly.)
self hp <50% deactivate blood magic
self hp <50% cast regen
self hp <50% cast Drain Life
self hp >75% activate blood magic
enemy mage : cast Mana clash
Tank or pet hp >75% Blood sacrifice
Enemy cluster/target of tank : Cast Blood wound
ally <50% cast heal
ally <50% cast group heal
tank hp <90& cast regen
tank status; can't attack : cast Heroic Defence (if they cant attack it means they cant block/dodge/parry) i.e. grab, stun, paralysis, horror
other caster mana <75% cast rejuv
enemy health <50% cast mass rejuv (ps3 wont trigger off ally mana/stam)
tank being melee attacked : glyph of warding ( can also be used to defend other caster if attacked by melee or ranged.
tank hp <75% cast life ward - the cooldown timer is what makes this spell worth it when you are working with the infinite pools of mana the blood mage has access too. When your 2 mages blood sacrifice at the same time this will trigger out side of combat and it becomes a free heal in combat later on.
Mimic with other blood mage in group for total domination but vary the tank 90% regen with some thing else on the other caster as they don't stack. Wynne makes a great opposite to a PC Blood mage, Let her do the life ward if that is your choice, so you'll only need to spend 1 maybe 2 points in Spirit Healer tree.
I ussually don't take Blood Control because I prefer to have a Ranger pet or undead mage animate, but if you do choose to take it, think of it as a very large damage spell rather than control, it works well vs bosses because you know they will resist.
(I'm sorry but the lack of actual knowledge on blood mages from those that replied is dreadfully misleading and eventually crippling. Save Nubska's item list. I wouldn't put any points into con or will tho, they are just wasted imo.)
Modifié par SuicidialBaby, 17 février 2011 - 12:30 .
#17
Posté 17 février 2011 - 02:40
Second, if you have the Golems of Amgarrak DLC and have beaten the Harvester at all, you'll have the Sash of Forbidden Secrets in your inventory. This item gives +6 Willpower (which is +30 Mana), +6 Spellpower (a massive boost for an accessory), improves Blood Magic, and also boosts a Mage's rather low Physical Resistance. This makes it very useful for a Blood Mage.
#18
Posté 17 février 2011 - 04:51
#19
Posté 17 février 2011 - 12:06
swk3000 wrote...
A couple of points. First, Blood Sacrifice. It only hits an ally for about 50 damage, and gives back 100 health. Even with just accessories, a Warrior (who has the most health to spare) can get an extra 125 health. If the Warrior in question is Alistair, then he'll have an extra 30 Health from his Inspired skills. And that's without putting a single point into Constitution. It's not something you'd want to do every time you need healing, but having the extra source of healing for occasional use might be worth having. If you go this route, I'd actually suggest giving the Warrior you plan on using both the Lifegiver and the Blood-Gorged Amulet, at the very least, as this will boost their Constitution significantly.
Second, if you have the Golems of Amgarrak DLC and have beaten the Harvester at all, you'll have the Sash of Forbidden Secrets in your inventory. This item gives +6 Willpower (which is +30 Mana), +6 Spellpower (a massive boost for an accessory), improves Blood Magic, and also boosts a Mage's rather low Physical Resistance. This makes it very useful for a Blood Mage.
bro.. fixed...
btw with a simple
Alistar: Health <90% cast Regen
You solve everything. I roll with 2 blood mages that Sacrifice every time it's off cool down, in or out of combat, and they need health. He could be getting mauled, catch a big heal rotation and end up at 100%, they will pull that health so fast it won't even matter that the tank just lost 100 hp and is getting beat on by 6 enemies. If Morrigan isn't Blood wounding, she is chain casting lightning, grasping ice, and drain life, that is when she isn't healing. The whole thing is a very simple synergy that happens. Given the proper limitations, it's infinite.
Last Darkness wrote...
Shed Blood, ....... , Profit
Amen Brother Darkness:devil:
Modifié par SuicidialBaby, 17 février 2011 - 12:19 .
#20
Posté 17 février 2011 - 03:16
I favour 2 Magic, 1 Con every level. But that was with my Blood Mage/Arcane Warrior (Caster version) so your milage may vary. A Spirit Healer is just over kill though
#21
Posté 17 février 2011 - 03:41
#22
Posté 17 février 2011 - 05:29
I choose to go cc with fire and ice (I love flinging fireballs around but that's totally just a preference), mana clash, crushing prison, cone of cold, blood wound and the glyph line pretty much lock the competition down then you just burn with aoe of choice. I don't know if haste justifies the points spent, I cant imagine the arcane line really being that good (I can think of lots of better places to toss my points around) and the hexes seemed very situational to me (not knocking them just don't know if I need hexes and glyphs). I really want to invest more in enthropy. I could see the horror/sleep/haunting nightmare being really good and the spirit damage would be a nice stackable with both my staff and gloves and blood magic line.
To build a blood Mage = pure magic (let your gear help with hp/mp). Get the glyph line (repulsion is good enough), find a complimentary aoe (I personally prefer to have fire and ice as I said, shades and rage demons may be resistant to fire and weak to ice, but abominations and undead are the opposite...of course mana clash handles most of them) for bosses try cone of cold. On the 360 it gets resisted about 1/4th of the time (which is good by my understanding) and glyph of paralysis is even less.
My funniest fight so far was against uldred, stand in front of him, cone of cold once off cooldown staff attack till dead pop potions as needed (with pure magic you'll use maybe 10 lesser potions and you start off knowing how to make them).
Good luck, there really isn't a way to muck up a Mage. By far my favorite class.
#23
Posté 17 février 2011 - 05:49
I actualy went Earth and Entropy with a little spirit with my spells. I have a concept of a death/nature mixed caster that I like to play. Worked out even better in Awkening when I picked up keeper as well. Earthquake+Death Cloud with a stinging swarm bounching around inside is fun. Any survivors petrify then stonefist shatter them. Mana clash mages and have a undead servant. Black and Green
#24
Posté 17 février 2011 - 06:53
3 mages + Indomible Berserking Tank Quake + Taunt, walk to the middle of the disaster area. Juggernaught for resistances and just let your mages cast any aoe they so desire.
Redcliff at night, that funnel of the first area near the knights is perfect spot for it. Near the chantry it walls off 1 side funneling the undead where you want them, with glyph of repulsion in another area I can pile 5-8 undead up and go fireball/cone of cold happy all day.
The random encounters after major quests, the mage apprentices, the dwarven melee, hell even the chantry refugee save quest. It is by far the best cc before Blood Wound/Glyph Paralysis Bomb.
Modifié par SuicidialBaby, 17 février 2011 - 09:35 .
#25
Posté 18 février 2011 - 02:35
Use blood control on emissories, alphas and let them do the work for you.





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