Why do you think people write off the Arcane Warrior so much?
#126
Posté 28 février 2011 - 05:48
It came to me, after I was playing Soul Calibur II, and remembered "hey, we're stuck with staffs. . . can we fight like this?".
I will be making a post about this innasec.
#127
Posté 28 février 2011 - 05:53
#128
Posté 28 février 2011 - 06:13
1. You had to balance attributes between Dexterity, Magic, Willpower, and Constitution.
2. You had to spend health to cast spells, often putting yourself into a tricky situation (even more so if you solo'd).
3. You weren't very powerful until at least level 14 when you could pick up Blood Mage as well.
4. You had to acquire a very specific gear set to run the best sustained abilities (and, again, were not very powerful until you could do this).
I have found all three classes to have very powerful combinations. Any high-Dexterity Rogue becomes unhittable and can drop threat regardless; dual-wield does some of the best damage in the game from level 1 and Archery actually becomes very good late game.
Warriors can reach 100% Spell Immunity (without having to sacrifice much Armor/Defense) with Templar and have Stun/Knockdown immunity (which the AW cannot, mind you), not to mention Taunt.
Modifié par Maverick827, 28 février 2011 - 06:14 .
#130
Posté 28 février 2011 - 06:16
Bigdoser wrote...
I swear the warden is the only one who knows how to train mages to become AW so story wise its makes alot of sense that you can't get it in dragon age II.
We have already been over the fact that 2 other Arcane Warriors were in DA, one in the blood worshipping cult (where the Reavers are said to originate as well) and one in the Provings.
#131
Posté 28 février 2011 - 06:17
Gotta say, based on the love so many people were throwing on the AW I finally have tried one and I have to agree. I've even tried to spice it up with a dip into blood magic but... meh. Not as fun for me as other builds. YMMV.Shepard Lives wrote...
AW was boring...t "switch on all sustainables and autoattack until the enemy dies".
#132
Posté 28 février 2011 - 06:19
SnowHeart1 wrote...
Gotta say, based on the love so many people were throwing on the AW I finally have tried one and I have to agree. I've even tried to spice it up with a dip into blood magic but... meh. Not as fun for me as other builds. YMMV.Shepard Lives wrote...
AW was boring...t "switch on all sustainables and autoattack until the enemy dies".
Apparently, people who think that Arcane Warriors were limited to auto-attack either hated support and tactical spells in DA:O or never played and Arcane Warrior/Battlemage in Awakening.
#133
Posté 28 février 2011 - 06:24
Melness wrote...
SnowHeart1 wrote...
Gotta say, based on the love so many people were throwing on the AW I finally have tried one and I have to agree. I've even tried to spice it up with a dip into blood magic but... meh. Not as fun for me as other builds. YMMV.Shepard Lives wrote...
AW was boring...t "switch on all sustainables and autoattack until the enemy dies".
Apparently, people who think that Arcane Warriors were limited to auto-attack either hated support and tactical spells in DA:O or never played and Arcane Warrior/Battlemage in Awakening.
I think people were expecting a spellsword, magic knight build. Instead we got a tank or paladin.
it was probably due to the the mixing of mage and cleric, but I won't touch that, since people say it's been argued to death
#134
Posté 28 février 2011 - 06:27
#135
Posté 28 février 2011 - 06:28
Apparently not, as I did both.Melness wrote...
Apparently, people who think that Arcane Warriors were limited to auto-attack either hated support and tactical spells in DA:O or never played and Arcane Warrior/Battlemage in Awakening.
Strictly speaking, no, the AW is not "limited to auto-attack" but it certainly required less work and management. If you enjoyed that, great! Everyone has a different playstyle and I'm not knocking it. But... yeah... I found it relatively boring compared to other mage builds because I didn't have to do much to win other than occasionally change my target (e: oh, and occasionally tossing out a fireball to draw aggro, crushing prison to disable an enemy mage, or force field to save a companion getting trounced by an ogre or dragon... seriously, those were the only three non-sustainable spells I felt any need to use on a regular basis for my AW. It was just win-sauce, which, for me, was boring.)
Modifié par SnowHeart1, 28 février 2011 - 06:30 .
#136
Posté 28 février 2011 - 06:32
darklordpocky-san wrote...
I think people were expecting a spellsword, magic knight build. Instead we got a tank or paladin.
it was probably due to the the mixing of mage and cleric, but I won't touch that, since people say it's been argued to death
The difference between a 'Spellsword', a 'Paladin' Arcane Warrior is in your spell selection, your secondary specialization and the fact that the former also leaves a staff in the second slot so that he may wander back and forth from melee combat.
And that is only in Origins. Awakening introduces Battlemage which greatly aids the Arcane Warrior, be you a tank or a damage dealer.
Just like, sometime ago, everyone kept saying that the Arcane Warrior tank was unable to maintain aggro, people are, for some reason, saying that an Arcane Warrior can only be a tank.
Strictly speaking, no, the AW is not "limited to auto-attack" but it certainly required less work and management. If you enjoyed that, great! Everyone has a different playstyle and I'm not knocking it. But... yeah... I found it relatively boring compared to other mage builds because I didn't have to do much to win other than occasionally change my target (e: oh, and occasionally tossing out a fireball to draw aggro, crushing prison to disable an enemy mage, or force field to save a companion getting trounced by an ogre or dragon... seriously, those were the only three non-sustainable spells I felt any need to use on a regular basis for my AW. It was just win-sauce, which, for me, was boring.)
That is your opinion, I too found normal mages to be funner - I played as both a Kensai/Mage and a Sorcerer in BG2.
Heal, Rejuvenate, Mass Rejuvenate, All 4 glyphs (for their tactical power), Crushing Prison, Force Field, All 4 Hexes (for aggro), Cleasing Aura OR Shimmering Shield, Waking Bomb, Lifeward, Group Heal were spells that my Arcane Warrior tank would use. Awakening also introduced Elemental Chaos, Hand of Winter and Draining Aura.
Modifié par Melness, 28 février 2011 - 06:36 .
#137
Posté 28 février 2011 - 06:39
Melness wrote...
darklordpocky-san wrote...
I think people were expecting a spellsword, magic knight build. Instead we got a tank or paladin.
it was probably due to the the mixing of mage and cleric, but I won't touch that, since people say it's been argued to death
The difference between a 'Spellsword', a 'Paladin' Arcane Warrior is in your spell selection, your secondary specialization and the fact that the former also leaves a staff in the second slot so that he may wander back and forth from melee combat.
And that is only in Origins. Awakening introduces Battlemage which greatly aids the Arcane Warrior, be you a tank or a damage dealer.
Just like, sometime ago, everyone kept saying that the Arcane Warrior tank was unable to maintain aggro, people are, for some reason, saying that an Arcane Warrior can only be a tank.
2 problems with this
1. you needed to wait till Awakening, and some people didn't play it.
2. you needed 2 specializations to be a spellsword, kind of.
at the end of the day, most people aren't going to put the effort into building their mage so specifically, and yes by Witch Hunt, I was both a tank and a dps (Arcane Warrior, Blood Mage, Spirit Healer and Battlemage). But most people built it as it was advertised by others, an uber tank.
#138
Posté 28 février 2011 - 06:41
at the end of the day, most people aren't going to put the effort into building their mage so specifically, and yes by Witch Hunt, I was both a tank and a dps (Arcane Warrior, Blood Mage, Spirit Healer and Battlemage). But most people built it as it was advertised by others, an uber tank.
Too bad for them.
But don't you agree people should, at the very least, do a quick google search through these forums to find a guide and information that completely disagree with their acessment?
http://social.biowar.../index/904426/1
I think so. Its not the game's fault that the gamer didn't see the full potential of a class.
Modifié par Melness, 28 février 2011 - 06:42 .
#139
Posté 28 février 2011 - 06:41
#140
Posté 28 février 2011 - 06:43
THIS was, for me, the only real advantage of taking a dip into AW. Getting away from those freakin' robes. "Hi, I just got out of the shower and I'm here to kick ass. Beware, vile Darkspawn, for I am clean and washed behind my ears!"MKDAWUSS wrote...
I liked having my mages in armor rather than robes.
#141
Posté 28 février 2011 - 07:44
Melness wrote...
at the end of the day, most people aren't going to put the effort into building their mage so specifically, and yes by Witch Hunt, I was both a tank and a dps (Arcane Warrior, Blood Mage, Spirit Healer and Battlemage). But most people built it as it was advertised by others, an uber tank.
Too bad for them.
But don't you agree people should, at the very least, do a quick google search through these forums to find a guide and information that completely disagree with their acessment?
http://social.biowar.../index/904426/1
I think so. Its not the game's fault that the gamer didn't see the full potential of a class.
Y'know, I actually put a lot of effort into my AW Warden, but that's just it. It almost takes too much effort to work around the system.
Maybe it is easier for some, as I'm sure there are more difficult ways to become spellswords in other RPGs, but for me, the amount of time it took to feel like a real spellsword left me with a want for a simpler spec or option.
Again, some of us wanted a spellsword, but we got a tank, and even when we could be a spellsword (a whole game after, and an expansion) it was too short lived.
Modifié par darklordpocky-san, 28 février 2011 - 07:45 .
#142
Posté 01 mars 2011 - 12:28





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