Arcane Warrior Build Advice
#1
Posté 13 mars 2011 - 12:01
I'm currently playing DAO: Ultimate Edition on the PS3 (late to the party I know) and I'd decided I wanted to go with an Elvan Arcane Warrior/Blood Mage after looking into things a bit. I've been looking at various guides and such, but was having some trouble mainly in the area of choosing spells.
Thus far, I've gotten:
Mage Branch: Didn't go any farther than the Arcane Bolt.
Primal Branch:
Fire: Flame Burst
Earth: Rock Armor
Ice: None so far.
Electricity: Don't plan to use.
Creation Branch:
Heal: None
Haste: None
Glyph: Up to Repulsion so I can use the Paralysis explosions which is quite useful.
Spellbloom: None
Spirit Branch:
Magic: None
Mana: None
Bombs: None
Telekinetic: Up to Telekinetic Weapons and I plan to max out for Crushing Prison
Entropy Branch:
Paralysis: None
Hex: None
Sleep: None
Death: None
I've been planning to max out the Arcane Warrior tree and the Blood Magic tree up to Blood Wound since I'm not too sure about Blood Control.
I suppose what I'm asking is advice for which trees or abilities would be very good to invest in. I plan to switch between sword and staff in the menu to compensate for the sheathing problem and such so that whole factor doesn't worry me too much. I've more or less been going with the Spellsword build from Ako80's Ultimate Guide to Arcane Warriors thus far for eventual equipment and stats.
Any help would be great.
#2
Posté 15 mars 2011 - 12:29
#3
Posté 16 mars 2011 - 02:34
Miasma's a good one to invest in as well, isn't it?
Thank you for the response.
#4
Posté 16 mars 2011 - 01:17
ShadowKnlght wrote...
Is it worth it to put more points into Fire? I've heard good things about Inferno as a powerful AOE spell and it can be used with weapons drawn.
Miasma's a good one to invest in as well, isn't it?
Thank you for the response.
I like the Fire line, but oft end at Fireball. Inferno is OK, but prefer Blizzard, Electrical (3), or simply go with Storm combo.
Personally, I do not care much for Miasma unless I am solo, as it alerts enemies beyond doorways and walls that you are approaching them.
As for others:
Mage Branch: Didn't go any farther than the Arcane Bolt. // This will work, though sometimes I do take them all for auto-pilot power.
Primal Branch:
Fire: Flame Burst // Aas mentioned, Fireball is a great spell.
Earth: Rock Armor // Personally, I like Earhquake as a slow spell; luv Stone Fist.
Ice: None so far. // usually take them all.
Electricity: Don't plan to use.// First three are good as little to nothing is Immune to the dmg; skip Chain Lightning.
Creation Branch:
Heal: None // Advise strongly in taking Heal; others not so much
Haste: None
Glyph: Up to Repulsion so I can use the Paralysis explosions which is quite useful.// Take the 4th one if you do not take Mana Clash; can save reloads vs mages.
Spellbloom: None
Spirit Branch:
Magic: None
Mana: None // Mana Clash is great vs Demons and mages; seen throughout game.
Bombs: None /// try them after you gain some play experience; quite spectacular.
Telekinetic: Up to Telekinetic Weapons and I plan to max out for Crushing Prison// good choices.
Entropy Branch:
Paralysis: None
Hex: None // Can be helpful in stacking dmg for Shale, escaping some boss dmg, etc. FYI
Sleep: None
Death: None
Enjoy!
#5
Posté 18 mars 2011 - 12:46
Get cone of cold. That + flame burst is almost overpowered, and later in the game adding virulent walking bomb makes it even better. Cone of cold is also useful against bosses, as it's very hard to resist. I generally don't bother getting anything after flame weapons from the fire tree, blood magic does crowd control better than fire, and I skip the electricity tree entirely.
Glyph of repulsion is one of the best defensive spells in the game, get any casters/archers inside it and watch enemies fly as they try to hit them, it never gets old and helps your tank deal with them. Heal is a must-have for any mage, just to help keep everyone standing. I used it a lot on my last playthrough, even though I had Wynne on my team.
If you're making a light/moderately armoured arcane warrior, I strongly recommend miasma, it effectively increases your hit-rate while making you harder to hit, great for mobs of enemies. Paralysis is also useful for temporarily shutting down a mage, and is a stepping stone to miasma.
Do you have any other mages in the party? Bringing along a mage with haste is much better than taking it on your character, in my opinion, since I tend to consider haste and the hex spells as set-up spells, and are better suited to a pure mage, if you have one along.
#6
Posté 19 mars 2011 - 04:04
Elhanan wrote...
ShadowKnlght wrote...
Is it worth it to put more points into Fire? I've heard good things about Inferno as a powerful AOE spell and it can be used with weapons drawn.
Miasma's a good one to invest in as well, isn't it?
Thank you for the response.
I like the Fire line, but oft end at Fireball. Inferno is OK, but prefer Blizzard, Electrical (3), or simply go with Storm combo.
Personally, I do not care much for Miasma unless I am solo, as it alerts enemies beyond doorways and walls that you are approaching them.
As for others:
Mage Branch: Didn't go any farther than the Arcane Bolt. // This will work, though sometimes I do take them all for auto-pilot power.
Primal Branch:
Fire: Flame Burst // Aas mentioned, Fireball is a great spell.
Earth: Rock Armor // Personally, I like Earhquake as a slow spell; luv Stone Fist.
Ice: None so far. // usually take them all.
Electricity: Don't plan to use.// First three are good as little to nothing is Immune to the dmg; skip Chain Lightning.
Creation Branch:
Heal: None // Advise strongly in taking Heal; others not so much
Haste: None
Glyph: Up to Repulsion so I can use the Paralysis explosions which is quite useful.// Take the 4th one if you do not take Mana Clash; can save reloads vs mages.
Spellbloom: None
Spirit Branch:
Magic: None
Mana: None // Mana Clash is great vs Demons and mages; seen throughout game.
Bombs: None /// try them after you gain some play experience; quite spectacular.
Telekinetic: Up to Telekinetic Weapons and I plan to max out for Crushing Prison// good choices.
Entropy Branch:
Paralysis: None
Hex: None // Can be helpful in stacking dmg for Shale, escaping some boss dmg, etc. FYI
Sleep: None
Death: None
Enjoy!
Thank you for the response.
I plan on getting both Spell Might and Mana Clash, which means I can skip the last Glyph spell. I admit I'm still not sure about the electrical tree, though Tempest does sound good and the potential overkill combo would certainly be useful.
I haven't gotten Shale quite yet, though I'll have to test this out when I do. Morrigan has some of the hex spells and I've found it useful to have her cast it on someone and then target them myself.
Callidus Thorn wrote...
I always take arcane shield, I'm not sure how effective it actually is, but the defence increase is pretty sizable later in the game.
Get cone of cold. That + flame burst is almost overpowered, and later in the game adding virulent walking bomb makes it even better. Cone of cold is also useful against bosses, as it's very hard to resist. I generally don't bother getting anything after flame weapons from the fire tree, blood magic does crowd control better than fire, and I skip the electricity tree entirely.
Glyph of repulsion is one of the best defensive spells in the game, get any casters/archers inside it and watch enemies fly as they try to hit them, it never gets old and helps your tank deal with them. Heal is a must-have for any mage, just to help keep everyone standing. I used it a lot on my last playthrough, even though I had Wynne on my team.
If you're making a light/moderately armoured arcane warrior, I strongly recommend miasma, it effectively increases your hit-rate while making you harder to hit, great for mobs of enemies. Paralysis is also useful for temporarily shutting down a mage, and is a stepping stone to miasma.
Do you have any other mages in the party? Bringing along a mage with haste is much better than taking it on your character, in my opinion, since I tend to consider haste and the hex spells as set-up spells, and are better suited to a pure mage, if you have one along.
I'll keep that spell in mind then.
I definitely planned on going up to the third level on ice, just not sure whether it's worth it to max it for Blizzard. The freeze effect for Cone of Cold sounds especially useful. I hadn't really considered the bomb spells much, but they do sound like they'd become quite handy.
I admit I'm quite fond of the combo with paralysis, but you're quite right about it keeping everyone off me and my party. For some reason, I neglected Heal though I have it now. Wynne's been coming in handy though and I may keep her around quite often just for the benefit of her healing spells.
I admit I've been unsure on Miasma, but it does sound useful as that was the type of AW I was planning on.
I tend to bring Morrigan along and was planning on making her a Nuker so I suppose those spells would indeed fit her more and she already has some of the hexes.
Thanks much.
#7
Posté 23 mars 2011 - 08:53
Fire: Ignored
Ice: All the line Blizzard is awesome
Earth: Ignored (including rock armor)
Lightning: All the Line Tempest with Blizzard is awesome and electric lightning does quick damage but takes time to channel the cast
Spirit School
Took almost everything except only a few in the Magic tree
Blood Mage and Arcane Warrior followed
I always could use a helping hand so used the waking dead spell to get an extra hand
this did everything interesting for me...
I used Morrigan as a Debilitator and that suited her well so maxed her out in the Entropy Haste and Repulsion Glyphs with a few healing spells since i did not take her second specialization she remained a true shapeshifter with a few points in Ice to increase my combos..
Wynne being my second fav was a pure out healer and creation school maxed out with investments into Earth School and Magic tree of spirit school
I always needed a Rogue and Leliana beat Wynne as my fav optional party member on most quests her arrows of slaying and as a bard ranger i could use her animal or pet summoning for extra tanking which took care for the need of potent healing of Wynne





Retour en haut







