Got to invest 6 total points in spirit healer though.Dr.Warlock wrote...
I was considering stacking Force Mage with Blood Mage until I saw this under Spirit Healer:
6. Vitality
Requires: Level 13
Requires: Group Heal
Points required in Spirit Healer: 5
The spirit healer's deep connection to the Fade lends the mage incredible resilience.
Constitution: +10
Health regeneration rate: +100
Type: Passive ability
That health regen sounds better than it likely is, but still it may end up stacking better with BM than FM.
All Specialization Talent Description
#476
Posté 06 mars 2011 - 06:48
#477
Posté 06 mars 2011 - 06:50
Eclipse_9990 wrote...
Hmm.. I'm wondering if ignoring willpower for Magic, and Constitution is the best option for a powerful Blood Mage.. Especially when combined with Vitality, and Death Vortex which means constantly regenerating Health.
Depends if Death Vortex is conventional healing.
#478
Posté 06 mars 2011 - 06:51
If you dont mind being the aura/buff center of your party it isnt so bad. If you planned on dealing damage then it is quite steep.Morroian wrote...
Got to invest 6 total points in spirit healer though.Dr.Warlock wrote...
I was considering stacking Force Mage with Blood Mage until I saw this under Spirit Healer:
6. Vitality
Requires: Level 13
Requires: Group Heal
Points required in Spirit Healer: 5
The spirit healer's deep connection to the Fade lends the mage incredible resilience.
Constitution: +10
Health regeneration rate: +100
Type: Passive ability
That health regen sounds better than it likely is, but still it may end up stacking better with BM than FM.
#479
Posté 06 mars 2011 - 06:51
But unfortunately, after seeing the specs I am back to square one on deciding between Mage, DW Rogue, or Archer
#480
Posté 06 mars 2011 - 06:51
Malfustheone wrote...
Its like they are taunting us with the possibility of a companion getting another specialiazation. Imagine the pain he would inflict with that passive twice. If only.
The only thing that would cause me to rethink using him over Hawke is Fervor. No idea if he has that, although 20% crit is pretty awesome by itself because he could still get Might/Muscle on top of it.
#481
Posté 06 mars 2011 - 06:52
Yep I tested this out in my last run though in DAO and I found the same thing.Malfustheone wrote...
I can attest that ignoring willpower in favor of con pays big dividends for Blood Mages in DA:O. The only problem was the mana req for sustainables mid game. Considering that sustainables no longer have a flat mana requirement, it seems like it would be even better now.
#482
Posté 06 mars 2011 - 06:54
godlike13 wrote...
Eclipse_9990 wrote...
Hmm.. I'm wondering if ignoring willpower for Magic, and Constitution is the best option for a powerful Blood Mage.. Especially when combined with Vitality, and Death Vortex which means constantly regenerating Health.
Depends if Death Vortex is conventional healing.
Death Vortex give +5% Health for every dead body on the battle field, that combined with vitality's +100 Health regen, and Grave robbers 10% health regen for every dead body...
#483
Posté 06 mars 2011 - 06:54
Also the "+100" on Vitality might be a typo and it's just +10 like every other ability.
Modifié par Graunt, 06 mars 2011 - 06:56 .
#484
Posté 06 mars 2011 - 06:54
If it's conventional healing, it won't provide anything.Eclipse_9990 wrote...
godlike13 wrote...
Eclipse_9990 wrote...
Hmm.. I'm wondering if ignoring willpower for Magic, and Constitution is the best option for a powerful Blood Mage.. Especially when combined with Vitality, and Death Vortex which means constantly regenerating Health.
Depends if Death Vortex is conventional healing.
Death Vortex give +5% Health for every dead body on the battle field, that combined with vitality's +100 Health regen, and Grave robbers 10% health regen for every dead body...
#485
Posté 06 mars 2011 - 06:54
Eclipse_9990 wrote...
godlike13 wrote...
Eclipse_9990 wrote...
Hmm.. I'm wondering if ignoring willpower for Magic, and Constitution is the best option for a powerful Blood Mage.. Especially when combined with Vitality, and Death Vortex which means constantly regenerating Health.
Depends if Death Vortex is conventional healing.
Death Vortex give +5% Health for every dead body on the battle field, that combined with vitality's +100 Health regen, and Grave robbers 10% health regen for every dead body...
Depends on if the vortex kills corpses.
#486
Posté 06 mars 2011 - 06:58
I personally think that the death syphon will be entirely useless to Blood Mages, unless you plan on alternating between syphon and blood magic.Aesieru wrote...
Depends on if the vortex kills corpses.
#487
Posté 06 mars 2011 - 06:59
Malfustheone wrote...
If you dont mind being the aura/buff center of your party it isnt so bad. If you planned on dealing damage then it is quite steep.Morroian wrote...
Got to invest 6 total points in spirit healer though.Dr.Warlock wrote...
I was considering stacking Force Mage with Blood Mage until I saw this under Spirit Healer:
6. Vitality
Requires: Level 13
Requires: Group Heal
Points required in Spirit Healer: 5
The spirit healer's deep connection to the Fade lends the mage incredible resilience.
Constitution: +10
Health regeneration rate: +100
Type: Passive ability
That health regen sounds better than it likely is, but still it may end up stacking better with BM than FM.
I found in Origins I ended up relying on maybe four or five different spells every fight with the others I'd picked up being litte more than alternatives to staff blasting, especially after what becomes available in Awakening. While I hope that's changed, things may yet play out quite similar to that experiece thus passive buffs become all the more enticing.
#488
Posté 06 mars 2011 - 06:59
Rhyming Triplet
Requires: Level 7
Physical damage: 513 per bolt Cost: 20 stamina
Cooldown: 10s
Requires: Level 7
Varric launches a volley of three bolts, turning his target into a pincushion.
Yeah, that's not strong or anything considering the upgrade adds two more bolts. +50% group damage from Assassin's Mark wouldn't really be missed (while using this ability) unless your allies are doing some incredibly sick damage to begin with. Aveline probably wouldn't be, and that just leaves your main character, Varric and whoever else.
Modifié par Graunt, 06 mars 2011 - 07:03 .
#489
Posté 06 mars 2011 - 07:01
Graunt wrote...
Just wonder what the class specific weapon requirements would be though. Probably something like 42 MAG 32 WIL...
Also the "+100" on Vitality might be a typo and it's just +10 like every other ability.
Figured that might be the case myself, but it's somewhat without context. If it's per second or a similarily short interval then yes, it is in all likelyhood on 10 as you say.
#490
Posté 06 mars 2011 - 07:03
Dont forget, the same spell can take several "spell" points now, making those 4 to 5 spells more powerfual than before. This likely means that it is now focused towards those few choice spells. Consequently, those individual "spell points" are now more important, since you will be spending less on prereq, and more on improving your lineup. This makes me think that throwing away five points will be more noticeable than in origins. Then again, I haven't played through DA 2 and therefore my ideas are just speculation.Dr.Warlock wrote...
I found in Origins I ended up relying on maybe four or five different spells every fight with the others I'd picked up being litte more than alternatives to staff blasting, especially after what becomes available in Awakening. While I hope that's changed, things may yet play out quite similar to that experiece thus passive buffs become all the more enticing.
#491
Posté 06 mars 2011 - 07:07
Graunt wrote...
Just wonder what the class specific weapon requirements would be though. Probably something like 42 MAG 32 WIL...
hnnnngh
I'm hoping mage equipment doesn't have a willpower requirement. :/
#492
Posté 06 mars 2011 - 07:09
Indeed, especially considering all classes can benefit from willpower almost as much as mages (especially considering that mages have been shifted more towards auto attack than in DA: O).Taleroth wrote...
Graunt wrote...
Just wonder what the class specific weapon requirements would be though. Probably something like 42 MAG 32 WIL...
hnnnngh
I'm hoping mage equipment doesn't have a willpower requirement. :/
#493
Posté 06 mars 2011 - 07:12
Malfustheone wrote...
Dont forget, the same spell can take several "spell" points now, making those 4 to 5 spells more powerfual than before. This likely means that it is now focused towards those few choice spells. Consequently, those individual "spell points" are now more important, since you will be spending less on prereq, and more on improving your lineup. This makes me think that throwing away five points will be more noticeable than in origins. Then again, I haven't played through DA 2 and therefore my ideas are just speculation.Dr.Warlock wrote...
I found in Origins I ended up relying on maybe four or five different spells every fight with the others I'd picked up being litte more than alternatives to staff blasting, especially after what becomes available in Awakening. While I hope that's changed, things may yet play out quite similar to that experiece thus passive buffs become all the more enticing.
Too true. In all likelyhood I'm probably going to be more focused on the Elemental Skill Tree to begin with anyway. Hemmorage appears to be this games version of Blood Wound (which was the only spell I really used with Blood Mage in Origins, atleast until it became painfully obsolete in Awakening) and it doesn't apear to come into play until mid/late game.
Modifié par Dr.Warlock, 06 mars 2011 - 07:13 .
#494
Posté 06 mars 2011 - 07:12
Use edge of the abyss, fully upgraded, to draw enemies close, lay down fully upgraded gravatic ring on top of it, then....... hail of arrows, firestorm, tempest, fireball, bursting arrow and maybe a miasmic flask tossed in just for the heck of it. Heck use TWO hail of arrows, from Varric and Sebastian, and Virulent Walking Bomb, I think could decimate just about everything whilst keeping your party at a safe distance if FF is on. It might require two mages two rogues to pull it off though.
#495
Posté 06 mars 2011 - 07:15
Crowd clearing death, now you just need to figure out how handle those pesky bosses without a tank.ProfessionalPirate wrote...
Wow, just, wow. I thought of an insanely good way to severely damge large clusters of enemies.
Use edge of the abyss, fully upgraded, to draw enemies close, lay down fully upgraded gravatic ring on top of it, then....... hail of arrows, firestorm, tempest, fireball, bursting arrow and maybe a miasmic flask tossed in just for the heck of it. Heck use TWO hail of arrows, from Varric and Sebastian, and Virulent Walking Bomb, I think could decimate just about everything whilst keeping your party at a safe distance if FF is on. It might require two mages two rogues to pull it off though.
#496
Guest_distinguetraces_*
Posté 06 mars 2011 - 07:16
Guest_distinguetraces_*
Aesieru wrote...
distinguetraces wrote...
I have not seen the leak of Anders' unique talent tree. Can someone provide a link?
http://dragonage.wik...(Dragon_Age_II)
Thanks. But, we still only have details on thise first two powers?
#497
Posté 06 mars 2011 - 07:19
Modifié par ProfessionalPirate, 06 mars 2011 - 07:27 .
#498
Posté 06 mars 2011 - 07:20
Malfustheone wrote...
Resilience: Knockback Resistance: 100%Zabaniya wrote...
That's pretty much what the Resilience description says, except for the 100% resistance. Unless there's something else to it that I'm missing that someone should fill me in on.
Unshakable: Fortitude: +100
One basically makes you ignore knockback, the other increases your fort saves by 100. I would say half of all fort saves would be knockback, the other half being other things, but I am not certain on that.
It works like this:
The "forceful" attack was above your fort check = slight flinch, no interruption
Noticably above = short knockback
Quite above = long knockback
Greatly above = you fly back and fall on the ground
That's for physical force, elemental force I'm not so sure, but "catching on fire" was mentioned "your soul getting pulled out" I also heard of, I'm sure those result in a short incapacitation and nothing more, but it's nice to be able to avoid them nonetheless.
#499
Posté 06 mars 2011 - 07:25
Mage Hawke: 25 Point Build
Spirit: 5
Spirit Strike: 2
Virulent Walking Bomb: 3
----------------------------------
Elemental: 3
Searing Fireball: 2
Firestorm
----------------------------------
Primal: 4
Rock Armor
Chain Reaction: 2
Tempest
----------------------------------
Arcane: 3
Mind Blast(Free)
Elemental Shield: 2
Crushing Prison
----------------------------------
Blood Mage: +25 Consitution
Blood Magic: 6
Blood Magic(Sustained)
One Foot In: 2
Paralyzing Hemmorage: 2
Blood Slave
----------------------------------
Force Mage: 125% Physical, and Elemental force for spells
Force Mage: 4
Fist of the Maker
Telekinetic Blast: 2
Pull of the Abyss
Modifié par Eclipse_9990, 06 mars 2011 - 07:30 .
#500
Posté 06 mars 2011 - 07:27
Eclipse_9990 wrote...
Okay... I think I have my build. Its a 25 point build because with all the exp boosts from items, and extra quests I think we'll have atleast 25 points before the end of the game.Mage Hawke: 25 Point Build
Spirit: 5
Spirit Strike: 2
Virulent Walking Bomb: 3
Elemental: 3
Searing Fireball: 2
Firestorm
Primal: 4
Rock Armor
Chain Reaction: 2
Tempest
Arcane: 3
Mind Blast (Free)
Elemental Shield: 2
Crushing Prison
Blood Mage: +25 Constitution
Blood Magic: 6
Blood Magic (Sustained)
One Foot In: 2
Paralyzing Hemmorage: 2
Blood Slave
Force Mage: 125% Physical, and Elemental force for spells
Force Mage: 4
Fist of the Maker
Telekinetic Blast: 2
Pull of the Abyss
No fair... I spent 3 minutes formatting this while yours wasn't...
Yes, I spent even MORE time formatting someone else's post... I have no life.
Modifié par Aesieru, 06 mars 2011 - 07:32 .





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