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The Battle Mage, the return of the Arcane Warrior?


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#26
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ThorodinHawke wrote...

is there a battle mage build that lets u avoid blood magic??????

RVNX wrote...
I would love to make a melee-oriented Spirit Healer + Force Mage mage..........

The problem lies in your Sustained buffs. Arcane Shield + Heroic Aura + Rock Armor = half of your mana pool gone. Add Healing Aura...and you have little to cast with.

#27
Morroian

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T3hAnubis wrote...

As for stats, perhaps a 50-50 split on Magic/Con would be best.
Defense, you get 33% total, the 28 from buffs, and 5% by default. Your HP pool will be huge, as big or close to a Tank's.

Again everyone, this is all theorycraft, I am not sure if it would work, but it looks good on paper.


I'm working on a build that is similar to yours but uses the spirit tree instead of primal or elemental except for stone armour.

#28
Morroian

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TexasToast712 wrote...

Stupid Mages. Mages are already looking to be overpowered as is if the Destiny trailer is any indication. Image IPB


Yet there's plenty of comment that mages have been nerfed. I don't think that myself but its funny how opinions differ. 

#29
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Morroian wrote...

T3hAnubis wrote...

As for stats, perhaps a 50-50 split on Magic/Con would be best.
Defense, you get 33% total, the 28 from buffs, and 5% by default. Your HP pool will be huge, as big or close to a Tank's.

Again everyone, this is all theorycraft, I am not sure if it would work, but it looks good on paper.


I'm working on a build that is similar to yours but uses the spirit tree instead of primal or elemental except for stone armour.

I thought about Spirit, but Death Vortex was confirmed to not work with Blood Magic http://social.biowar...9674/36#6393599

#30
Gamemako

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T3hAnubis wrote...

As for stats, perhaps a 50-50 split on Magic/Con would be best.
Defense, you get 33% total, the 28 from buffs, and 5% by default. Your HP pool will be huge, as big or close to a Tank's.

Again everyone, this is all theorycraft, I am not sure if it would work, but it looks good on paper.


I think it's worthy of note that Battle Synergy gives you either +15%/+9% or +20%/+12% defense/DR if all 4 characters are in the area of effect. If, with Galvanism, you can get +31.25% armor from Rock Armor and then +12% DR from Battle Synergy, you may well be extremely capable of taking care of yourself (at least with the very high constitution as indicated). Of course, it's largely going to depend on whether there are any real armors available to you as a mage; BioWare is pretty intent on pushing class differentiation this time around, so I wouldn't be surprised if a battlemage were simply out of the question.

//EDIT: I'll repost my FM/SH melee build from the other thread. Level 21 only; could grab 4 more talents.

Specializations:
Force Mage
Spirit Healer for the mana regen +25

Full Primal--10 points

Arcane--5 points
Mind Blast (Epic fail spell to start with)
Arcane Shield and 2 upgrades
Barrier

Force Mage-4 points
Fist of the Maker and 2 upgrades
Unshakable

Creation-3 points
Glyph of Paralysis
Heroic Aura + Upgrade


This is incidentally a very similar build to the Primal build added later. The real problem here is that he has to find a balance between mag, wil, con, and cun. That may well be an insurmountable task.

Modifié par Gamemako, 07 mars 2011 - 10:03 .


#31
Angelraid

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jkj2116 wrote...

I think a build going Blood Mage and Buffs could be very strong (especially with some nice passives like Unshakable thrown in as finalbox mentioned). One problem though, you can't run all of the buffs at once, because of the way sustained talents work now as a % of your reserve.
Blood Mage: 50% of mana reserved
Arcane Shield: 20% of mana reserved
Rock Armor: 10% of mana reserved
Elemental Weapons: 10% of mana reserved
Heroic Aura: 20% of mana reserved

This would put you 10% over max mana. If this is the case I would probably drop Elemental weapons so as to focus on keeping all the buffs that help Hawke as well. This is assuming that the game will let us reserve 100% of our mana pool (finger's crossed).


you could always just have another mage character like merril keep up heroic aura and elem weps since they effect the entire party.

#32
_F34R3D_

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Its a nice build. I made one myself trying to be less dependent on sustainables and mana, but maximize healing.

Lvl 1: Mindblast(Default)
Lvl 2: Horror
Lvl 3: Save Talent Point
Lvl 4: Hex of Torment
Lvl 5: Misdirection Hex
Lvl 6: Sleep
Lvl 7:SPEC SPIRIT HEALER (Healing Aura)
Lvl 8:Group Heal & Entropic Cloud
Lvl 9: Death Hex
Lvl 10: Revival
Lvl 11: Save Talent point
Lvl 12: Unity & Death Cloud
Lvl 13:Second Chance or Radiance
Lvl 14: Vitality
Lvl 15: SPEC BLOOD MAGE (Blood Magic or Faith) <------Depends on how useful health regen is.

Its mostly revolves around debuffing and CCing enemies while keeping allies bolstered.
Plus i can keep Healing aura up 100% of the time because no spell in the entropic tree is considered "Offensive".

Although i will have to rely on party members and auto-attack for damage. Imo Benefits outweigh costs because i can primarily pump into magic and one other stat. Maybe Mgc+Str so i can wear armor or Mgc+con or cun.Havent decidedImage IPB

#33
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Geth Hunter Alpha wrote...

jkj2116 wrote...

I think a build going Blood Mage and Buffs could be very strong (especially with some nice passives like Unshakable thrown in as finalbox mentioned). One problem though, you can't run all of the buffs at once, because of the way sustained talents work now as a % of your reserve.
Blood Mage: 50% of mana reserved
Arcane Shield: 20% of mana reserved
Rock Armor: 10% of mana reserved
Elemental Weapons: 10% of mana reserved
Heroic Aura: 20% of mana reserved

This would put you 10% over max mana. If this is the case I would probably drop Elemental weapons so as to focus on keeping all the buffs that help Hawke as well. This is assuming that the game will let us reserve 100% of our mana pool (finger's crossed).


you could always just have another mage character like merril keep up heroic aura and elem weps since they effect the entire party.

Yeah. If it is true as some suspect, that you can't get 100% mana off sustained, just bring a second mage to do some of the buffs for you and that would in fact free some talents for you.

#34
Zhel_Ryn

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Like the ideas, Anubis. Not my first playthrough, but my second is going to be a mage so I'll have to come back and see how this has progressed by then. ^.^

Without any heavy thought on it beyond skimming through the talents, I would probably skimp on Primal (save Rock Armor) and go for Elemental. Maker's Hammer would cover Staggered abusing, Ice spells to brittle/CC the melee field, Fire to clear the ranged/rushing melee waves. Slightly less protection without Galvanism, but maybe the Ice spells would be enough to cover that shortcoming.

Either way, bookmarked! =P

#35
_F34R3D_

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Geth Hunter Alpha wrote...

jkj2116 wrote...

I think a build going Blood Mage and Buffs could be very strong (especially with some nice passives like Unshakable thrown in as finalbox mentioned). One problem though, you can't run all of the buffs at once, because of the way sustained talents work now as a % of your reserve.
Blood Mage: 50% of mana reserved
Arcane Shield: 20% of mana reserved
Rock Armor: 10% of mana reserved
Elemental Weapons: 10% of mana reserved
Heroic Aura: 20% of mana reserved

This would put you 10% over max mana. If this is the case I would probably drop Elemental weapons so as to focus on keeping all the buffs that help Hawke as well. This is assuming that the game will let us reserve 100% of our mana pool (finger's crossed).


you could always just have another mage character like merril keep up heroic aura and elem weps since they effect the entire party.


Its rumored merrill lacks the creation tree so u might need anders for this

#36
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_F34R3D_ wrote...

Geth Hunter Alpha wrote...

jkj2116 wrote...

I think a build going Blood Mage and Buffs could be very strong (especially with some nice passives like Unshakable thrown in as finalbox mentioned). One problem though, you can't run all of the buffs at once, because of the way sustained talents work now as a % of your reserve.
Blood Mage: 50% of mana reserved
Arcane Shield: 20% of mana reserved
Rock Armor: 10% of mana reserved
Elemental Weapons: 10% of mana reserved
Heroic Aura: 20% of mana reserved

This would put you 10% over max mana. If this is the case I would probably drop Elemental weapons so as to focus on keeping all the buffs that help Hawke as well. This is assuming that the game will let us reserve 100% of our mana pool (finger's crossed).


you could always just have another mage character like merril keep up heroic aura and elem weps since they effect the entire party.


Its rumored merrill lacks the creation tree so u might need anders for this

Then give her Arcane Shield :wizard:

#37
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Zhel_Ryn wrote...

Like the ideas, Anubis. Not my first playthrough, but my second is going to be a mage so I'll have to come back and see how this has progressed by then. ^.^

Without any heavy thought on it beyond skimming through the talents, I would probably skimp on Primal (save Rock Armor) and go for Elemental. Maker's Hammer would cover Staggered abusing, Ice spells to brittle/CC the melee field, Fire to clear the ranged/rushing melee waves. Slightly less protection without Galvanism, but maybe the Ice spells would be enough to cover that shortcoming.

Either way, bookmarked! =P

Well my first run is going to be on Normal, like all games, to just go for the Story, so it isn't going to be a serious test. All though I'm not 100% if this Mage build will be my first run. I want to try a SnS Warrior and Archer Rogue BADLY, so I may leave this for 2nd or 3rd.

#38
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RVNX wrote...

I would love to make a melee-oriented Spirit Healer + Force Mage mage..........


Mages can't be mainly melee oriented sadly. But if u want to maximize auto-attack dmg, invest in entropy and creation tree's.

Entropy to weaken enemy defense/attacks and creation to bolster ur squads attack/defense.
Maybe stick to a fire based staff and get pyromancer.

#39
_F34R3D_

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T3hAnubis wrote...

Zhel_Ryn wrote...

Like the ideas, Anubis. Not my first playthrough, but my second is going to be a mage so I'll have to come back and see how this has progressed by then. ^.^

Without any heavy thought on it beyond skimming through the talents, I would probably skimp on Primal (save Rock Armor) and go for Elemental. Maker's Hammer would cover Staggered abusing, Ice spells to brittle/CC the melee field, Fire to clear the ranged/rushing melee waves. Slightly less protection without Galvanism, but maybe the Ice spells would be enough to cover that shortcoming.

Either way, bookmarked! =P

Well my first run is going to be on Normal, like all games, to just go for the Story, so it isn't going to be a serious test. All though I'm not 100% if this Mage build will be my first run. I want to try a SnS Warrior and Archer Rogue BADLY, so I may leave this for 2nd or 3rd.


My first run thru will be nightmareImage IPB So my spec has to minimize friendly fire. I have another mage spec that tries to get as much benefit from "One Foot In" as it can by investing heavily in constitutution and getting Spirit Mastery.

Spirit mastery increases spirit damage by 25% and One Foot In deals spirit damage based on health, but only for organic targets :(

#40
Devtek

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Gamemako wrote...

 Of course, it's largely going to depend on whether there are any real armors available to you as a mage; BioWare is pretty intent on pushing class differentiation this time around, so I wouldn't be surprised if a battlemage were simply out of the question.


Don't quote me on this but I seem to remember in the latest livestream it was stated that there were going to be a wider range of amor but you would stll need the stats to wear it.  If the heavier armor required str which it almost always does, then its not really worth it becuse mages can't use Melee weapons.

Also what about Blood Slave > Blood Splatter? That is apparently a good AOE.  If you moved a one / a couple of the party buffs to a companion then you could afford it.

I'm waiting until I can actually get into the game to mess with any builds, too much tabbing for my liking now.  I also think that there is a re-spec item in the Black Emporium so you could mess with these builds easier.

#41
godlike13

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The only thing about Blood Mage is that convectional healing has no effect now, and not just a lesser effect. Sure there is Grave Robber and One Foot In, but they're not going to heal u much against single boss battles, not too mention there 45s cooldown, and with Sacrifice i don't really want to weaken my companions if i could help it. Still think it will work well as a reserve Mana pool though.

Personally im going to try a do a 60-40 split on Magic/Con, again using BM as a reserve Mana pool, and keep my sustainables to just Rock Armor and Arcane Shield. 30% isn't too bad a hit. Ill probably have a party member use Heroic Aura, or Rally even.

My Mage Hawke: 25 Point Build

Spirit: 8
Spirit Strike: 2
Virulent Walking Bomb: 3
Death Vortex: 2
Spirit Mastery: 1

Elemental: 4
Winter's Grasp: 1
Cone of Cold: 1
Fireball: 1
Firestorm: 1

Primal: 1
Rock Armor: 1

Arcane: 4
Mind Blast (Free)
Elemental Shield: 2
Paralyzing Prison: 2

Blood Mage: 6
Blood Magic : 1
Sacrifice: 1
One Foot In: 2
Paralyzing Hemmorage: 2

Force Mage: 2
Fist of the Maker: 1
Unshakable: 1

Modifié par godlike13, 07 mars 2011 - 10:49 .


#42
Morroian

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godlike13 wrote...

The only thing about Blood Mage is that convectional healing has no effect now, and not just a lesser effect. 


What do you mean conventional healing doesn't have any effect?

#43
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Morroian wrote...

godlike13 wrote...

The only thing about Blood Mage is that convectional healing has no effect now, and not just a lesser effect. 


What do you mean conventional healing doesn't have any effect?

Blood Magic
Requires: Level 7
Requires: Blood Mage
While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions.
Effect: Spellcasting consumes health instead of mana
Effect: Immune to conventional healing
Cost ration: 1 health provides 2 mana
Reserved: 50% of mana
Cooldown: 20s
Type: Sustained mode

#44
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_F34R3D_ wrote...

T3hAnubis wrote...

Zhel_Ryn wrote...

Like the ideas, Anubis. Not my first playthrough, but my second is going to be a mage so I'll have to come back and see how this has progressed by then. ^.^

Without any heavy thought on it beyond skimming through the talents, I would probably skimp on Primal (save Rock Armor) and go for Elemental. Maker's Hammer would cover Staggered abusing, Ice spells to brittle/CC the melee field, Fire to clear the ranged/rushing melee waves. Slightly less protection without Galvanism, but maybe the Ice spells would be enough to cover that shortcoming.

Either way, bookmarked! =P

Well my first run is going to be on Normal, like all games, to just go for the Story, so it isn't going to be a serious test. All though I'm not 100% if this Mage build will be my first run. I want to try a SnS Warrior and Archer Rogue BADLY, so I may leave this for 2nd or 3rd.


My first run thru will be nightmareImage IPB So my spec has to minimize friendly fire. I have another mage spec that tries to get as much benefit from "One Foot In" as it can by investing heavily in constitutution and getting Spirit Mastery.

Spirit mastery increases spirit damage by 25% and One Foot In deals spirit damage based on health, but only for organic targets :(

Now, after re reading Warrior specs, I am very interested in doing one. Reaver looks so sexy.

#45
Chunkor

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For this type of Battle Mage build, would Arcane Wall be worth the point? +5% defense seems pretty negligible, IMO.

#46
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Chunkor wrote...

For this type of Battle Mage build, would Arcane Wall be worth the point? +5% defense seems pretty negligible, IMO.

It has it...

#47
Vukodlak

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FaeQueenCory wrote...

Lennonkun wrote...

Death Syphon upgraded I think will also be rather key but I quite like this build, and something along these lines will be my first playthrough

This! Too bad it won't be useful with out a mod, seeing as how Blood Magic just stops non-blood magic healing...

It stops conventional healing, I don't think death syphon counts as conventional,

#48
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Vukodlak wrote...

FaeQueenCory wrote...

Lennonkun wrote...

Death Syphon upgraded I think will also be rather key but I quite like this build, and something along these lines will be my first playthrough

This! Too bad it won't be useful with out a mod, seeing as how Blood Magic just stops non-blood magic healing...

It stops conventional healing, I don't think death syphon counts as conventional,

[smilie]http://social.bioware.com/images/forum/emoticons/wizard.png[/smilie]

T3hAnubis wrote...

Morroian wrote...

T3hAnubis wrote...
As for stats, perhaps a 50-50 split on Magic/Con would be best.Defense, you get 33% total, the 28 from buffs, and 5% by default. Your HP pool will be huge, as big or close to a Tank's.
Again everyone, this is all theorycraft, I am not sure if it would work, but it looks good on paper.

I'm working on a build that is similar to yours but uses the spirit tree instead of primal or elemental except for stone armour.

I thought about Spirit, but Death Vortex was confirmed to not work with Blood Magic&nbsp;http://social.biowar...9674/36#6393599


Modifié par T3hAnubis, 08 mars 2011 - 12:19 .


#49
Chunkor

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T3hAnubis wrote...

Chunkor wrote...

For this type of Battle Mage build, would Arcane Wall be worth the point? +5% defense seems pretty negligible, IMO.

It has it...


I noticed. What I meant was couldn't that point be used for a more useful spell? Does 5% make that much of a difference?

#50
Morroian

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T3hAnubis wrote...

Morroian wrote...

godlike13 wrote...

The only thing about Blood Mage is that convectional healing has no effect now, and not just a lesser effect. 


What do you mean conventional healing doesn't have any effect?

Blood Magic
Requires: Level 7
Requires: Blood Mage
While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions.[/i][i]


Thanks, that detail had slipped past me, so it makes the healing abilities within BM mandatory.