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Playing a Mage does it have its disadvantages?


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#1
Pious_Augustus

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I am in Act II as a Warrior and I was wonder is being a Mage better in terms of fighting now and using your powers? Are you still over powered?

Storywise try not to spoil but will being a Mage leave you locked out of certain things in game?

#2
iLogic

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You're a low health, high cooldown, low damage, and easily knocked down warrior. With less AOE also.

#3
Domitrix

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Mage is really squishy, backstab can one shot you if you don't have some points into constitution. On the other hand... I would say my Elemental Mage was about equally as broken as my 2H Warrior... but neither are as brokenly strong as either of my rogues...

#4
Pious_Augustus

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bump for some more people to give their insight

#5
Gerudan

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In the end you are probably a bit more powerful, but for the most parts of the game, you aren't as op as you were as a mage in DA:O.

#6
Kryplixx

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Vanguard+Beserker warrior is extremely OP. Insane damage without having to worry about stamina, except on single target bosses... but even then they just summon people later in the fights to net you stamina.

Sorry for no info on Mages.

#7
kjdhgfiliuhwe

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Pious_Augustus wrote...

I am in Act II as a Warrior and I was wonder is being a Mage better in terms of fighting now and using your powers? Are you still over powered?

Storywise try not to spoil but will being a Mage leave you locked out of certain things in game?


Mages don't have anything on a 2-h warrior. :P

Still playing a mage on my fourth runthrough though just to see if there's any real difference in the story. So far (end of ACT 2), there hasn't been that I can recall.

#8
Grumpy Old Wizard

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iLogic wrote...

You're a low health, high cooldown, low damage, and easily knocked down warrior. With less AOE also.


Yep. Mages are a bit underpowered.

#9
Cruel_Hymn

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I tried out this build. http://social.biowar...-6437534-1.html

Its been good to me. Not as squishy and have decent damage. I suggest using the primal spells (chain lightning/tempest) as most enemies are strong against fire.

*edit* Oh and if need be I can tank a bit if my tank is too busy.

Modifié par Cruel_Hymn, 13 mars 2011 - 01:33 .


#10
Cruel_Hymn

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Also, if you try that build it helps to know when and when not to use your blood magic. Remember anything that doesnt have blood your blood spells suck against.

#11
Ganen

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(based on nightmare and hard lvl dificulty experience)
mages are really bad at early game.
-too low magic stat makes many effects resist and negate bonuses like getting oponents on fire/frozen/stagered etc
-for reason above most CC are resisted, and even if they work their unapgraded versions are pretty weak
-reasons above combined with the unadapted math/mechanics towards the new faster paced gameplay makes any mage either than pure elemental completly underwhelming to play.

from around lvl 10 they start getting good, if you build them right. some general tips and combination/ tips
-put a few points into constituion, like someone already said, its important specially in the early game to avoid dying quickly when caugh in staggers or by backstabs/vanishing rogues

-get magic stat high early, you will need to get to 30 or so so your spells work decently, you will prly have mana problems and miss gear requirments becauseo f this but meh...

-when under attack and with no abilities to protect yourself, kite around like mad

-keep distance from enemies and allies alike (alot of aoe stuff that can stagger you or worse)

-based on things above you can conclude: you are more vulnerable to dmg and particulary, staggers and chain staggers->death always be on your toes about that avoid being hit at all.

-pick only two trees (plus the specialization one), dont invest in more than those cuz you wont have the points to make it any good
DPS: full elemental tree (all talents are great there) + entropy (full upgraded hex and horror, sleep is nice early crowd disperser); specialization: force mage (its nice added dps and CC and theres a talent that stops those bloody anoying staggers/interrupts)
Arcane is a good alternative to entropy if you want more defencive resources rather extra dps. (you will prly be runing around alot either way I prefer more agressive aproach with then ew game speed)


CC/support: I dont recomend going for pure controllers, as even at late game CC can only contribute so much and usually having a good mix of either healing or damage to go with CC is way better but from best to least better 1-creation (at later stages only) 2-entropy 3-arcane

healer: was most dissapointed, because I usually play support/healer chars, but dont bother making one until at least lvl 12 or so, you wont have the points/lvl requirment to make a viable healing spec, and most talents you get on the way there from low lvl will be unupgraded and very unreliable.
but once you do head to the emporium for respec and get creation heal and fully upgraded glyphs, coupled with arcane preferebly (best couple for support in ah ealer build imo), and ofc the healer specialization talents
note that while using your healer aura mode that is also requirement for healer skills (and a steady stream of healing) you cant use offencive spells, so thats another reason why creation glyphs and arcane defences are ideal for healer since you can use those.


Im sure theres alot more I could tell you but atm thats all I can think of

on a last note, the game currently works best as a elemental+ something(recomend entropy)+force specialization because that spec alows you to dish out very good aoe dps that already have pretty decent defencive/CC effects on them, while other specs are more conditional/supportive/ineficient, especially at low lvl.
at high lvl that spec, is beastly, full of flashy stuff lots of flying numbers and movement all over (mostly from you runing and kiting mobs as you kill them/avoid their agro lol)

Modifié par Ganen, 13 mars 2011 - 02:09 .


#12
Zoe Dedweth

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Playing on hard myseld - Just finished the game.
2Handed warrior starts ok
weak in middle part of game
Godlike at the end

I had haste + beserk + Batter + Rune 35% attack speed - You tear everything to pieces with your aoe's and you incredibly large amounts of damage if you sink into Will/str/con.

#13
Ganen

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Zoe Dedweth wrote...

Playing on hard myseld - Just finished the game.
2Handed warrior starts ok
weak in middle part of game
Godlike at the end

I had haste + beserk + Batter + Rune 35% attack speed - You tear everything to pieces with your aoe's and you incredibly large amounts of damage if you sink into Will/str/con.


did you get a few/all talent of the second wind tree? and how much will did you get?

just curious I still playing a mage but interested in rogue archer and 2 handed warrior next

#14
Sheylan

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The duel against the Arishok at the end of Act 2 is.... bassicaly impossible on Nightmare for many mages depending on your build. (I mean, I gave up after about an hour banging my head against it.) You simply don't deal enough single target damage to out-DPS his potion chugging.

Thats realy the only downside, your single target damage blows chunks. You can kite like a muther****er though.Pretty much any melee enemy in the game who dosn't self heal can be kited to death if you are patient enough. I had more than one fight where my hawke was alone, with a sliver of health against a pack of enemies and I just slowly ground them down while running in circles.

#15
Sheylan

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The duel against the Arishok at the end of Act 2 is.... bassicaly impossible on Nightmare for many mages depending on your build. (I mean, I gave up after about an hour banging my head against it.) You simply don't deal enough single target damage to out-DPS his potion chugging.

Thats realy the only downside, your single target damage blows chunks. You can kite like a muther****er though.Pretty much any melee enemy in the game who dosn't self heal can be kited to death if you are patient enough. I had more than one fight where my hawke was alone, with a sliver of health against a pack of enemies and I just slowly ground them down while running in circles.

#16
Lucav5

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For a 2h warrior, second wind is absolutely vital, the other talents in the tree, not so much.

#17
soonpeng2

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3 Words: Shoot at Range.

3 Words: Area Effect Spells.

#18
CitizenSnips

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The primal tree is fantastic.

#19
themaxzero

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Haven't play Mage yet (don't like Carver). 2hand warriors have great AOE but, for me, I have found the hardest fights tend to be the boss fights (dragons, Arishok, Rock Wraith, final boss, etc). For them I have found the Rogue archer best.

Get a Rogue archer with Shadow spec and stealth and your laughing. 3 Threat drops, 2 of which stealth and obscure you do giving you 2 guaranteed crits (plus auto crits from flanking.

When I got the double Cun->crit damage talent from Assassin I was auto critting people with my bow for 500-600 damage a pop at 17.

#20
themaxzero

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Also sub nightmare its pretty much all about Walking Bomb. Very powerful AoE.

#21
SuicidalBaby

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Sheylan wrote...

The duel against the Arishok at the end of Act 2 is.... bassicaly impossible on Nightmare for many mages depending on your build. (I mean, I gave up after about an hour banging my head against it.) You simply don't deal enough single target damage to out-DPS his potion chugging.

Thats realy the only downside, your single target damage blows chunks. You can kite like a muther****er though.Pretty much any melee enemy in the game who dosn't self heal can be kited to death if you are patient enough. I had more than one fight where my hawke was alone, with a sliver of health against a pack of enemies and I just slowly ground them down while running in circles.


He only drank 2 health potions vs my mage on nightmare. But then I didnt cripple my mage build by focusing only on better ways to AoE trash.

crushing prison, horror, hex, winters grasp, cone of cold, petrify, walking bomb, spirit strike, nature or spirit staff. I think I drank 2 mana pots.

#22
Jman5

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Mages are fun.

As far as storyline goes I think the only difference is some conversation bits and swapping Bethany with Carver.

#23
Kileyan

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Times have changed. DA:O, easy mode was 2 mages, this game really only requires 2 or 3 two handed warriors and a mage. Only reason to bring a rogue is if you can't stand to miss out of the moth eaten scarves in a couple chests.

But seriously, yeh two handed warriors are that good, rogues are ok, and sword and sheid tanks are sort of in the category of 'why bother', they just are not that much more defensive than a two hand sword build with much better damage, aoe and similar defense if they choose to.

Modifié par Kileyan, 15 mars 2011 - 03:01 .