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What is the best Mage Build in DAO


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#1
Ampd413

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 I am looking for a good guide or build for a nuke mage with surviability in DAO. I need help with which talents and stats to choose.

#2
Darkhour

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Ampd413 wrote...

 I am looking for a good guide or build for a nuke mage with surviability in DAO. I need help with which talents and stats to choose.


The best mage isn;t a nuke mage so no one can tell you "What is the best Mage Build in DAO" because you specifically ask for a less than optimal build.

Get the Hexer Achievement, walking skeleton, heal, group heal, and enite blood mage line.  That is the BEST mage. 

No mage is meant to take a beating so CC is what makes a mage survivable, not nukes.

#3
Vodrath

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As a matter of fact, a mage with Rock Armor, Arcane Shield, Spell Shield, Glypth of paralysis, heroic defense, Reapers Vestments (robes) and the Boots form the Return to Ostagar-DLC is stupidly hard to kill. Add in the entire Arcane Warrior line of talents (without actually activating the first and switching on/off shimmering shield as needed), and you are probably more hardcore overprotected than a Paladin in WoW. That is wearing cloth (minus the boots, though there are mage boots with + 12 defense that are still cloth, those may be even better).



For nuking: Make sure you have all the cone spells, fire, ice and lightning, as well as walking bomb to cast on a poor sob before you unleash hell. The first two hexes can buff your damage even farther, as can dedicated equipment that gives + 5 5/+10 % to your elemental damage or spirit damge. You will also want to buy the arcane tome off Bhodan the first time you enter party camp, as he will restock it after that, allowing you to get an extra spell early on, which helps character building.



My current mage has quite some crowd control, but I feel everything except blood wound to be excessive, and it would be, if I had not forsaken the cone spells (only have lightning, poor me).



To nuke, cone spells are actually better suited than the circle damage spells (sans blood wound, which is borderline ridiculous), as you can fire them without a casting time, and the required positioning actually somewhat justifies having superheavy defenses.



Note that I have played my rather fail build mage for quite a while without any damage protection at all, and it was not that much of a problem. I would get either Arcane Shield or Rock Armor ASAP on subsequent playthroughs, however. Its a long road to the last two arcane warrior talents, if you want extra protection.

#4
Darkhour

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Vodrath wrote...

To nuke, cone spells are actually better suited than the circle damage spells (sans blood wound, which is borderline ridiculous), as you can fire them without a casting time, and the required positioning actually somewhat justifies having superheavy defenses.


And how exactly is an AOE crushing prison ridiculous? Posted Image

Blood wound + vulnerability hex + mass paralysis + death cloud (+ death hex on any elite for good measure right before death hex wears off) = alot of dead sods.

#5
Vodrath

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the only spell that actually deals damage you mention is blood wound, which I said to be overpowering, the rest are crowd control spells and debuffs. I have yet to try out death cloud, though I get the feeling its overkill on top of blood wound and cone "spamming".



Being a darkspawn ain't as much fun as it used to be.

#6
Janni-in-VA

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Much depends on how you intend to play your page, and everyone's mileage varies. I'll tell you what I do, and you may go for and to likewise or improve on me.



I get Constitution up to 16-18 (max) so that my mages aren't usually one-hit kills. Something you might consider which works surprisingly well for mages is one level in Poison so that s/he can use bombs. Combined with the mod which increases the range for throwing a bomb (so that you don't have to run right up to an enemy to throw it), bombs make a good fallback for "out of mana and out of lyrium" situations. Needless to say, if you choose Blood Magic, this skill is unnecessary.



I always put points in Magic and Willpower. If you want a fighter, then take at least two full lines in Primal (from cold, fire or lightning), Rock Armor and Stonefist, the two debilitator hexes (Vulnerability and Affliction), Drain Life, the full line in Arcane, and a basic heal. For specialties, use whatever floats your boat.



If you want a more supportive mage, chose one damaging line from Primal (use runes to fill in the blanks), the full line in Arcane, Vulnerability, Drain Life, Heal, Rejuvenate, Regeneration, Mass Regeneration, Walking Bomb, and Mind Blast. Again, choose whatever specialty makes you happy.



Much, of course, depends on your playing style and how you strategize, but these are the two basics that work for me.