what the best build for a mage ? i need help on it plz !!
Débuté par
phoeinx420
, mars 14 2011 07:04
#1
Posté 14 mars 2011 - 07:04
try to make really good mage for 2 act and 3 i need your help ppls being the info you know !!
#2
Posté 14 mars 2011 - 07:55
Mages are sort of gimpy in DA2, since they just don't do any decent damage compared to a rogue. Really what you want to use them for is as a utility character that adds some crowd control to the party.
A really powerful combination I find is Force Mage / Spirit Healer, top it off with some arcane and creation and you can fill the rest of your party with high damage rogues and warriors and just rip enemies in half with those guys.
Force mage/Spirit Healer also has the huge advantage of being basicly impossible to knock back and regenerating health at a steady rate, which means even though it doesn't deal a lot of damage it can hold its own in a fight pretty well. You can take down just about anything that doesn't have ranged attacks solo, simply by kiting it around using a combination of force effects, paralyzes and mindblasts.
Unfortunately playing a mage as a damage dealer simply isn't viable in DA2 as far as I'm concerned. The only way you'll get some serious damage out of a mage is if you use the synergies like +900% extra damage on makers fist against staggered targets. The auto attack on a mage is unimpressive though, and the cooldowns on your attacks are pretty long. You can upgrade any rogue to do automatic crits against stunned targets, and rogues do massive damage just through auto attacks so your overall damage is WAY higher if you build out your rogues with lots of cunning to up their crit damage and then just build out your mage to be a stun-machine.
A mage in DA2 works best when he's not really focussing on killing things himself, but rather enables his party to really put the hurt on the opponents.
As a bonus, by building your Hawke that way you can kick that jackass Anders to the curb.
A really powerful combination I find is Force Mage / Spirit Healer, top it off with some arcane and creation and you can fill the rest of your party with high damage rogues and warriors and just rip enemies in half with those guys.
Force mage/Spirit Healer also has the huge advantage of being basicly impossible to knock back and regenerating health at a steady rate, which means even though it doesn't deal a lot of damage it can hold its own in a fight pretty well. You can take down just about anything that doesn't have ranged attacks solo, simply by kiting it around using a combination of force effects, paralyzes and mindblasts.
Unfortunately playing a mage as a damage dealer simply isn't viable in DA2 as far as I'm concerned. The only way you'll get some serious damage out of a mage is if you use the synergies like +900% extra damage on makers fist against staggered targets. The auto attack on a mage is unimpressive though, and the cooldowns on your attacks are pretty long. You can upgrade any rogue to do automatic crits against stunned targets, and rogues do massive damage just through auto attacks so your overall damage is WAY higher if you build out your rogues with lots of cunning to up their crit damage and then just build out your mage to be a stun-machine.
A mage in DA2 works best when he's not really focussing on killing things himself, but rather enables his party to really put the hurt on the opponents.
As a bonus, by building your Hawke that way you can kick that jackass Anders to the curb.
Modifié par Rothnang, 14 mars 2011 - 07:58 .
#3
Posté 14 mars 2011 - 08:07
Blood Mage / Spirit Healer. The 100 health regen passive REALLY kicks ass for a blood mage.
#4
Posté 14 mars 2011 - 08:18
i used a force mage with spirit healer but tatel should i use to go with then make powerful stop then in their track
#5
Posté 14 mars 2011 - 08:19
i used a force mage with spirit healer but tatel should i use to go with then make powerful stop then in their track
#6
Posté 14 mars 2011 - 08:23
Blood Mage and Spirit Healer. You can cover three types of damage (some combo of Cold/Fire/Physical/Spirit) with ease, and the Spirit Healer part will fuel the Blood Mage part, so there's no wrong going on there. You can't wade in and throw things around expecting victory, but as a ranged guy tossing around Chain Lightning, Stonefist, Petrify, Hemorrhage, and Cone of Cold (currently Lightning/Physical with Cold backup), it's pretty stellar. I wrote a guide on it earlier tonight, coincidentally, but I'm not sure which page it fell off to, and I'm rather lazy at the moment.
Modifié par ezrafetch, 14 mars 2011 - 08:24 .
#7
Posté 14 mars 2011 - 09:24
my strategy generally was gravitic ring so all the enemies get stuck and bunched up, then use both tempest and firestorm on the area and most of the weaker enemies die. while that's going on use winter's grasp and stone fist combo, as well as spirit bolt, and crushing prison against the stronger targets. in case of being surrounded, cone of cold is very useful as are other force mage abilities.
if you're not going to be a healer you should keep anders in your party. and get him haste. it's so awesome, especially if you send your other 2 party members (pick a warrior and a rogue) after the strongest targets trapped in the gravitic ring/firestorm/tempest combo
oh and btw... i prefer the physical staffs over the other types because the 4th or 5th hit knocks targets to the ground. it's awesome. but spirit damage is a close second, because it automatically cuts through half the targets defenses, so it does 1.5x more damage than the other types, but since the regular mage attack hardly does anything anyway, i like the knockback perk of the physical staffs. but those in my opinion are the best two types, test them out and see which you like better
if you're not going to be a healer you should keep anders in your party. and get him haste. it's so awesome, especially if you send your other 2 party members (pick a warrior and a rogue) after the strongest targets trapped in the gravitic ring/firestorm/tempest combo
oh and btw... i prefer the physical staffs over the other types because the 4th or 5th hit knocks targets to the ground. it's awesome. but spirit damage is a close second, because it automatically cuts through half the targets defenses, so it does 1.5x more damage than the other types, but since the regular mage attack hardly does anything anyway, i like the knockback perk of the physical staffs. but those in my opinion are the best two types, test them out and see which you like better
Modifié par i love lamp x3, 14 mars 2011 - 09:30 .
#8
Posté 14 mars 2011 - 10:09
Force Mage/whatever you like, the 100 Fortitude helps fixing the most annoying thing ever which are the staggers and knockbacks.
#9
Posté 14 mars 2011 - 11:19
Force Mage is a good Utility Spell.
Its quite fun to see a large group of Templar in the final area, and you just look at them, and say 'Kneel'
And then use Makers Fist on them, and they more a less hit the ground so hard that they bounce.
Force Mage is also good for times when enemies are getting too close, target yourself with a Telekinetic Burst, and Boom.... instant safe.
if a rogue teleports behind you to backstab you, telekinetic burst = save.
Pull of the Abyss placed behind enemies running towards you = Save..
Gravitic Ring = Crowd gatherer, good for Fire and Lightning AoE's.
I did try Blood Magic, but got rid of it in favor of Spirit Healer and Force Mage, I might try Spirit Healer and Blood Magic again, to see if it is better when in tendem with Spirit Healer.
Its quite fun to see a large group of Templar in the final area, and you just look at them, and say 'Kneel'
And then use Makers Fist on them, and they more a less hit the ground so hard that they bounce.
Force Mage is also good for times when enemies are getting too close, target yourself with a Telekinetic Burst, and Boom.... instant safe.
if a rogue teleports behind you to backstab you, telekinetic burst = save.
Pull of the Abyss placed behind enemies running towards you = Save..
Gravitic Ring = Crowd gatherer, good for Fire and Lightning AoE's.
I did try Blood Magic, but got rid of it in favor of Spirit Healer and Force Mage, I might try Spirit Healer and Blood Magic again, to see if it is better when in tendem with Spirit Healer.
#10
Posté 14 mars 2011 - 04:21
thank everybody for input for help me out on the out on the mage
#11
Posté 14 mars 2011 - 04:27
ghostmessiah202 wrote...
Blood Mage / Spirit Healer. The 100 health regen passive REALLY kicks ass for a blood mage.
Hmm, wouldn't that passive only be active while Spirit Healer was active? And if that's the case, wouldn't the Blood Mage offensive spells be un-castable?
#12
Posté 14 mars 2011 - 05:19
Primal tree worked well for me, but I skipped out on the rock armor in favor of upgraded Arcane Shield. I'm not sure why some people keep saying that you can't do damage because I'm wrecking things on Hard just as much as I did on normal with my 2-handed warrior.
It's only now that I'm level 15 that I'm a little unsure where I want to take my DPS mage. I have everything I want out of Primal, Arcane, and Creation. With Elemental I have nothing in it, but I might grab winter's grasp because it's damage is respectable.
Here is where I am currently. http://biowarefans.c...BCsFriuPhGfwI1t
I don't remember the exact order I got things, but Spirit bolt was the last skill I got as an experiment. So far it's very "meh".
It's only now that I'm level 15 that I'm a little unsure where I want to take my DPS mage. I have everything I want out of Primal, Arcane, and Creation. With Elemental I have nothing in it, but I might grab winter's grasp because it's damage is respectable.
Here is where I am currently. http://biowarefans.c...BCsFriuPhGfwI1t
I don't remember the exact order I got things, but Spirit bolt was the last skill I got as an experiment. So far it's very "meh".
Modifié par Jman5, 14 mars 2011 - 05:19 .
#13
Posté 14 mars 2011 - 05:32
in Act 2&3(SPOILERS) you will be fighting a lot of Templars and Abominations, so Ice, Spirit, some Lighting spells work well with them; and the specialization Force Mage and Blood Mage are a good combo to use just because Force Mage powers are great for crowd control and blood magic is good when you mana is low.
#14
Posté 14 mars 2011 - 10:04
I finished the game with a mage. It was pretty awesome, i had Elemental tree maxed and almost every talent in Primal Tree without Rock armor for nice Aoe and single target damage and put rest of the points in Creation for heal and buffs. Tried to go for heals and buffs before (Arcane, Creation and Spirit Healer but it was kinda borring.
#15
Posté 11 avril 2011 - 10:36
I made myself a full healer and regretted it deeply, this spent most the time as carver fenris or isabella
#16
Posté 11 avril 2011 - 11:54
szsleepy wrote...
ghostmessiah202 wrote...
Blood Mage / Spirit Healer. The 100 health regen passive REALLY kicks ass for a blood mage.
Hmm, wouldn't that passive only be active while Spirit Healer was active? And if that's the case, wouldn't the Blood Mage offensive spells be un-castable?
No it applies at all times. Spirit healer adds another +50 regen.
#17
Posté 12 avril 2011 - 01:29
There seems to be an erroneous notion going around that Mages don't do good damage. Mages can do insane amounts of damage, but it requires strategy and set up. Mage CCCs, of course, do insane amounts of damage. Chain Reaction is sick, even on Nightmare.
Apart from that, the main ways a Mage can max damage is through these factors:
1. Elemental Weakness
2. Elemental Damage boosters
3. Area Effect
A Mage increases his damage multiplier on a spell by one for every target he can acquire in his spell's AoE. A Fireball that hits eight enemies is 4 times as effective as a Fireball that hits only 2. Ideally, you want every enemy on the field to be hit by every AoE spell in your arsenal, but as this is generally (but not always) impractical, going for 50-80% coverage is good enough, and realistic.
The Force Mage powers Fist of the Maker, Telekinetic Burst, and Pull from the Abyss are fantastic for Mage-heavy parties because they allow you to gather lots of enemies in a relatively small area and keep them there long enough for your heavy hitting AoEs to do their damage.
Acts 2 and 3 are heavy on Cold vulnerable enemies so I highly recommend getting and collecting Cold gear and a nice Cold staff. Fire gear is still useful since you can usually get more of it with higher boosts - you can use those for enemies that are not vulnerable to Cold.
Getting Fist upgraded for the reliable CCC is handy for Acts 2 and 3 where you fight Qunari, since Qunari are immune to Chain Reaction. Even on Hard, the damage is reduced, so having upgraded Fist for Stagger usage on Qunari is still quite useful.
You can also play as support Mage - that is also a powerful option.
Apart from that, the main ways a Mage can max damage is through these factors:
1. Elemental Weakness
2. Elemental Damage boosters
3. Area Effect
A Mage increases his damage multiplier on a spell by one for every target he can acquire in his spell's AoE. A Fireball that hits eight enemies is 4 times as effective as a Fireball that hits only 2. Ideally, you want every enemy on the field to be hit by every AoE spell in your arsenal, but as this is generally (but not always) impractical, going for 50-80% coverage is good enough, and realistic.
The Force Mage powers Fist of the Maker, Telekinetic Burst, and Pull from the Abyss are fantastic for Mage-heavy parties because they allow you to gather lots of enemies in a relatively small area and keep them there long enough for your heavy hitting AoEs to do their damage.
Acts 2 and 3 are heavy on Cold vulnerable enemies so I highly recommend getting and collecting Cold gear and a nice Cold staff. Fire gear is still useful since you can usually get more of it with higher boosts - you can use those for enemies that are not vulnerable to Cold.
Getting Fist upgraded for the reliable CCC is handy for Acts 2 and 3 where you fight Qunari, since Qunari are immune to Chain Reaction. Even on Hard, the damage is reduced, so having upgraded Fist for Stagger usage on Qunari is still quite useful.
You can also play as support Mage - that is also a powerful option.
#18
Posté 12 avril 2011 - 02:01
I think some here underestimate the pepper effect, and the type of damage that can accumulate from it. Ya, a mage doesn't have a spell the can match the damage of Assassinate, but what they do got is more spells. Spells that can make an enemy just stand there, while the mage just bombards him with spells upon spells, mixed in with consistent and potentially considerable basic staff attack damage.
Modifié par godlike13, 12 avril 2011 - 02:05 .





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