Whats the best mage build
#51
Geschrieben 13 März 2011 - 01:14
Apart from that my full primal mage has run into quite a fair bit of electricity immune mobs so being overly reliant on one tree isn't necessarily that great.
#52
Geschrieben 13 März 2011 - 01:34
stbing wrote...
Well I feel that it is a bit apple and oranges, for example elemental sets up for warriors while for primal the warrior is the one that sets it up.
Apart from that my full primal mage has run into quite a fair bit of electricity immune mobs so being overly reliant on one tree isn't necessarily that great.
you are refering about effects if Im not mistaken?
disregarding effects wich always depend on group composition and situational cases.
the damage from elemental > primal
the frost spells hit hardest to single/small clusters together(not to mention when you get high enough magic stat and fully upgraded spells they almost always freeze)
and the fire spells while doing less individual dmg do so in very large AoE.
dont get me wrong primal is a good tree too, but it trades in utility for punch, that is often inferior/unecessary for the force specialization is better by miles and makes it redundant to get imho
ps: about putting points in str/con
dont bother with strengh as it only gets you slightly higher fortitude scores, you will still suffer immensely from staggers/interrupts, force specialization has a better solution to that problem.
constituion I recomend minimal of 4 pointsi n it, and preferebly put early on, cuz you wont be surviving double or tripple staggers otherwise, not to mention those rogue mobs who vanish and one shot you with backstab. (hard and nightmare difficulty)
Bearbeitet von Ganen, 13 März 2011 - 01:38 .
#53
Geschrieben 13 März 2011 - 02:23
#54
Geschrieben 13 März 2011 - 03:32
#55
Geschrieben 13 März 2011 - 03:44
I have:
Fireball
Cone of cold
Winters Grasp
Mind blast
Do we mages get a more powerful as the game progresses? I really wanna play one since the special effects are so awesome for them...that's reason I'm doing elemental as well...the spells look way more BA then primal. Seriously, who throws a rock?
I just feel gimped right now having my main as a mage...I am playing on hard as well.
#56
Geschrieben 13 März 2011 - 03:55
#57
Geschrieben 13 März 2011 - 04:13
The72John wrote...
Lol...I didn't realize that people max/min'd this much in a single player game.
Why not play a build that you enjoy, rather than looking for the "best"?
Because on nightmare only the best can beat the encounters and bosses. Anything less will result in failure. And dyung/not being able to continue the game is not fun
#58
Geschrieben 15 März 2011 - 04:43
so i invest 1wis 2mag till 21wis, then pop to con to get bout 15.(guide to bout first spec, generally a good judging point if you like the class) this one is painfull and you'll be relying on ur warriors, going to wait and get mind upgrade, will do wonders for when u get agro...and you will, also ive noticed note about pesky rouges, yes i agree pet is wonderfull against them, but also a well timed mind drops them outa stealth. so next we have Entrophy, most dont notice horror's upgrade deals dammage whilst they are stunned, so get first level then get hex to lower enemy def...(if you cant put 2/2 together yet dont worry) you'll also want to get prison and blood(finaly). not you will need to wait from lvl 1-3 for upgraded mind, then to 5 for horror and 7 for prison/horror/blood all at once. forgot when i got hex but im sure its 5 as well but you can use your extra pt for it and if you want you can get to 9 to get the other two blood spells which are usefull(siphon bodies and allies). so with this your going to have nearly no pound spells, well you wont need to, i always have aveline, and with her i did 2con 1str for everything and focused in guardian and vanguard for def pass abilities to boost her to be my willing/unwilling pool. now i can generally at this point use prison and whipe out any grunt with out aided atk, with aided atk a full bar dies before hes released and for rouges or "captains" as we'll call them i add in hex to inc their punishment from prison and me(allies never seem to atk who i am till its last guy...know i can use tactics to cmmd it but ah well) if they are still alive (boss) use horror to hold them even longer ("HA IM FREE....DAMNIT!") and if their unders get near use upgraded mind, and run. may want to take control of your pool and run them to mob so once their free they'll go for pool instead of you, allowing you to focus on boss. now with this build i took the bone mines mature drag with everyone 50% above hp...verrick was only one who needed potion due to me abusing him and only putting stats into cun...sry verrick
Bearbeitet von Revenaunt, 15 März 2011 - 05:02 .
#59
Geschrieben 15 März 2011 - 06:43
Anyhow my build is as follows:
@level 15
Magic 43
Willpower 25 (void gear)
Con 30
All other stats are default
Abilities:
~ Arcane~
Arcane shield, both upgrades
Mind blast
Crushing prison, upgraded (physical dmg @700)
~ Creation ~
Heal, upgrades
~ Spirit healer ~
Healing aura, both upgrades
Group heal, upgraded
Vitality
Revival
Second chance
~ Blood Mage~
Blood magic
Now I took spirit healer first built up will instead of con. Then at 14 took BM and put more in con. Still putting plenty in will so as to wear certain robes. Something strange happened after a save an restart however. I ended up with three additional abilities I did not choose, but had prior to the respec. Elemental weapons, Death syphon and Heroic aura.
Furthermore on accident I discovered that I could have more than 100% in sustains, or maybe I don't understand sustains. Basically I can run with the following sustains all up:
Blood magic - 50%
Arcane shield -20%
Death syphon - 20%
Healing Aura - 30%
Heroic Aura - 20%
When my mana is at total use by sustains, I just keep adding more and they stick. Not sure what the deal is...
Should be obvious that my build is primarily a healing build. I run with avalina, Merrill and Isabella. Pretty much untouchable at this point. Cool downs on heals being the only issue. Though I don't really need to heal all that much, and the con is more than suff so far. With the shielding and all the regen gear to augment BM if I loose health, it just pops right back up. Full on breakdown from a dragon being the exception.
I have discovered that mind blast can be used while healing aura is up. This leads me to wonder what all abilities can be used. Would have guessed mind blast to be offensive. In particular since the BM heal abilities won't work while healing aura is up. Not that they are needed, spirit healer regen is more than sufficient to heal up.
#60
Geschrieben 15 März 2011 - 06:53
#61
Geschrieben 15 März 2011 - 08:24
SomeoneStoleMyName wrote...
The72John wrote...
Lol...I didn't realize that people max/min'd this much in a single player game.
Why not play a build that you enjoy, rather than looking for the "best"?
Because on nightmare only the best can beat the encounters and bosses. Anything less will result in failure. And dyung/not being able to continue the game is not fun
Your both right of course. If your not playing nightmare it does not matter what you do, so might as well role paly.
On nightmare it seems imoprtant to only choose AOE spells that are enemy only. The Primal tree appears best here, about to try out - only problem a Primal Blood mage feels like a lesser copy of Merrill.
#62
Geschrieben 15 März 2011 - 06:59
#63
Geschrieben 17 März 2011 - 10:46
Blood Magic
Upgraded mind blast
Firestorm and fireball with pyromancer
Crushing prison
arcane shield
horror
Winters grasp and cone of cold
Spirit bolt or blast
I plan on grabbing elemental upgrades, deep blood mage stuff, torment hex, horror upgrade, and walking bomb before I am set. Maybe the elemental weapon one too...not sure yet. I wanna save my money for those ability point books next.
#64
Geschrieben 18 März 2011 - 09:53
Altered attributes all in Magic and Con about equal except Wis14 for smugglers robes.
Whole Primal and Blood mage tree, still filling in upgrades. Want to add Arcane Shield soon.
Tactics still testing – comments welcome.
Self Any → Activate Rock Armor
Self Health < 25% → Deactivate Blood Magic
Enemy clustered at least 3 → Tempest
Self Health < 50% → Grave Robber (Not ideal how to improve? Maybe add surrounded with enemies once I get OFI)
Enemy Elite or higher → Petrify
Enemy Clustered at least 2 → Chain Lightning
Enemy Clustered at least 3 → Haemorrhage
Enemy Nearest visible → Stonefist
Enemy >= 90% → use for next tactic
Target Normal → Blood Slave (Should I stick to normal?)
Self Health >= 75% → Use for next tactic
Self Mana <25% → Activate Blood Magic
Self Health <25% → Use heath potion. (Blood magic not active see above)
Bearbeitet von Sriep, 18 März 2011 - 09:56 .
- iKomrad gefällt das
#65
Geschrieben 20 März 2011 - 05:16
rockitt wrote...
Im having trouble making a good mage what are some of the best builds. im primal right now its pretty sweet but what else should i spec in or should i respec
Personally, my main is a Spirit Healer (since I got rid of Anders this time around) so she has all the Spirit Healer tree as well as in Arcane, I took Arcane Shielding and Elemental Weapon. The weapon one is great because I can just change my staff, redo the spell and my party members have it on their stuff!
Only drawback is when you have Healing Aura on, it keeps you from using offensive spells, so act accordingly. My suggestion is Primal line with lightning to go with the staggering Aveline can do ... does more damage.
- txchimama gefällt das
#66
Geschrieben 20 März 2011 - 05:32
Tried Blood Magic, didn't much care for it personally. Haven't really tried the other schools.
#67
Geschrieben 19 Mai 2011 - 10:56
60 magic
31 wil
31 con
Result: pain in the ass killing rock wraith (about 1h to kill) the arishock and mature dragon...
Large crowds was easy with chain light, hemorrage and tempest.
I messed up with my party, i choose the wrong trees for everyone except for merril
#68
Geschrieben 19 Juli 2011 - 03:08
IF YOU HAVE THE RESPEC ADDON
Get every single target castable asap, then rebuild your toon as the time comes.
#69
Geschrieben 18 Juli 2013 - 09:34
levels 1 to 5
pure mag
5 to 8
pure wis
9 to 13
2 mag 1 con
14+
restated to 18 wis and full mag (added 3 con to even out my hp to 120
skills at end game
almost full ele tree (DO NOT DO!)
Rock Armor
Arcane Shield
Full Force w/o grav (was too low to grab it...)
tried BM like a ******. I like it but didnt have enough HP because I needed to cap it for nightmare to get a dmg boost
#70
Geschrieben 14 August 2013 - 08:42
Maxed out both Blood Mage and Force Mage and Primal
Bearbeitet von BaronIronBlood, 14 August 2013 - 08:43 .
#71
Geschrieben 15 August 2013 - 01:59
#72
Geschrieben 01 Dezember 2013 - 05:34
assuming you're talking about mage Hawke, i personally loved playing a Primal/Force/Elemental mage. only issue is micro-managing the team on Nightmare mode to make sure the elemental AOE's don't obliterate them.
- txchimama gefällt das





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