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Spirit/Entropy/Force mage


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34 réponses à ce sujet

#1
7he0ch0

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so my first playthrough was with the spirit/entropy/force mage and i have to say that I am impressed by how much damage this build can pull of with some combos. I will tell that i was able to pull off over 50,000 damage on a mob by using pull of the abyss with gravatic ring then proceeding to putting a fully upgraded walking bomb on a disoriented victim due to varrics skill and then have anders cone of cold the enemies that are in the ring and then proceed to put death hex on the bombed victim and then have varric archers lance the poor sucker to oblivion while also blowing the crap out of his comrades. the reason i was able to get those high numbers was because i was weilding the staff final thought that gave me 33% spirit damge.

so people discuss and tell me whether this build is good or not.

#2
lFieryColdl

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Sounds good to me :D I'll use this build for my next playthrough. Can u pls write some more info and stuff about the build?

#3
Bachmors

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I was going to use the abyssal pull/gravitic ring/walking bomb combo in my next playthrough. Good to see it works that well :-)

#4
atheelogos

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lFieryColdl wrote...

Sounds good to me :D I'll use this build for my next playthrough. Can u pls write some more info and stuff about the build?

this. more info would be great:D

#5
hawat333

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Force, Blood, Elemental was the first for me with two points in healing, it was pretty powerful, but I did miss the single-target spells. It was a powerful build though, I could handle every situation just fine.
...
...
but the duel with the Arishok... never run so much around pillars in my life, waiting the cooldowns to pass. :D

#6
7he0ch0

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Il post more info about it when i get back from work it will be up around 4p western time.

#7
7he0ch0

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Ok heres my build:

Spirit Tree
Posted Image

I would try to max this tree out first as soon as possible because of the last skill which is spirit mastery that gives you big boost in spirit damage so your gonna have to respec at around lvl 7 and be able to have spirit strike and maxed out bomb.

Entropy Tree

Posted Image

For entropy try getting skills in between levels while leveling up your spirit tree a must have in the beginning is horror that spell will always guarentee you a stunned target and also does spirit DOT then you will get hex of torment and that will be that you will need for the start and after spirit tree is completed proceed to get all spells for entropy but dont max out sleep and misdirection hex you will do those later but in my playthrough i never maxed those out cause i never reallly needed them

Force Tree
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While you are completing the spirit tree and by lvl 7 get fist of the maker so as soon as you get your next lvl get the passive that gives +100 fortitude. After completing the entropy skill tree then go and proceed to get complete the force mage tree.

Stats
Strength = 10 +7
Dexterity = 10 +7
Magic = 53 +14
Cunning = 10 +8
Willpower = 30 +12
Constitution = 28 +7

Inventory:
Weapon = The Final Thought
48 Physical damage(65 per second)
1 rune slot fitted with Spirit rune for 10+ spirit damage
+4 magic
+104 mana/stamina
+33% nature damage (shame this had to be nature if it was physical this staff would be the best in the game but this staff is exceptionally well if you put it on marill but i used it.)
+33% spirit damage
5% chance to regenerate 9% mana/stamina

Armor
is full champions armor no need to give details for that

Accessories
Concealers Sash
+18 defense
+5% spirit damage
+3% magic resistance (I couldnt really find any other good belt that helped boost up my spirit damage so this belt is good for it and if you find any better than go with the one your most comfortable with.)

Moonstone Amulet
+5% spirit damage
+3% magic resistance (again couldnt find a good amulet for myself that boosted my spirit damage with some other good stats very unfortuante)

Now the rings early on your gonna need rings like
The fallen star to increase your exp or you can always be cheap and glitch ur way there or just get rings that benefit you in a good way with spirit damage and good stats if you cant find any then go with what is most comfortable for you:D

Heres is the exact scenario of what happen when i got over 30k worth of total aoe damage sorry on the mistake didnt mean to put 50k

Highest damage ive done was with a combo with anders, varri, and myself and combo first thing i did was pull the abyss a group of 5 and then cast gravatic ring, then anders uses winters blast to brittle one of them while varric disoriented the other 4 then i used maxed out bomb
on the brittle enemy and then
proceeded to basically one shot kill them with varric using archers
lance on the brittle guy and doing 9875 damage with the lance taking out
2 other guys behind him for 790 damage and the 4 other disoriented guys with maxed out bomb damage of 4765 on all of them and thats including the main guy that
it was on as well.

so thats around 35280 damage total.

Well theres my whole build hope you enjoy.

Modifié par 7he0ch0, 16 mars 2011 - 11:52 .


#8
7he0ch0

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Bump

#9
lFieryColdl

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Thanks!

#10
MostEpicWack

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Great post! Will try ASAP. :)

Maker's Sigh. :)

#11
lFieryColdl

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And which party members did ya have?

#12
7he0ch0

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I had anders with elemental and Primal trees, varric, and aveline as the tank.

#13
Gegliosch

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That's the exact same build I planned for my current mage, glad it works :D

I'm sure this will even work on nightmare, you'll just have to use Stonewall or Barrier on your melees.

I take it, the green numbers for the stats are from equipment and consumables? So you basically need 35 constitution and 42 willpower for your gear, the rest goes into magic?

#14
Splintie

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Im going thru a similar build on my Mage atm, and this post have provided to be most useful.

I however is going for a more supportive way picking up Barrier and Crushing Prison in Arcane, and only Horror in Entropy(maybe upgrade later for dmg)

While i will use either Merrill or Anders with Entropy and Primal.

#15
7he0ch0

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Gegliosch wrote...

That's the exact same build I planned for my current mage, glad it works :D

I'm sure this will even work on nightmare, you'll just have to use Stonewall or Barrier on your melees.

I take it, the green numbers for the stats are from equipment and consumables? So you basically need 35 constitution and 42 willpower for your gear, the rest goes into magic?


Yes the green number are my equipment bonuses

#16
Trefecka

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I'm curious, have you been using this build on nightmare? Just wondering how you deal with immunities and friendly fire.

Since it seems that walking bomb is best used during gravatic ring, what do you do while the ring is on cooldown? As well as reinforcement waves from different directions?

I don't mean to imply that this build cannot handle the changes that nightmare brings, but I'm curious about your experiences with compensating for them.

#17
Stevie 402

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Gravatic ring and the sleep/coma spells are 2 of my go to spells for crowd control. Also horror with the upgrade is awesome as well.

#18
7he0ch0

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Trefecka wrote...

I'm curious, have you been using this build on nightmare? Just wondering how you deal with immunities and friendly fire.

Since it seems that walking bomb is best used during gravatic ring, what do you do while the ring is on cooldown? As well as reinforcement waves from different directions?

I don't mean to imply that this build cannot handle the changes that nightmare brings, but I'm curious about your experiences with compensating for them.


Well this build is all about setup and i have tried it on nightmare you just have to be very smart in what you are doing. For example in my scenario that i did with the over 30000 aoe damage i paused a few times in order to get the right people in postitioned and making sure that they were all also safe from walking bomb damage cause that combo is usually my opening spell cause most of the time i want to deal with the templar lieutanents as soon as possible and during that combo i just hold my tank back. Once the combo is complete you also have sleep, horror, death hex, entropic cloud, and your spirit strike to help you out on the long run of the battle, plus pull of the abyss has a very short cool so you can maintain good crowd control with that.
But i will say that fights with revenants and arcane horrors are the toughest by far for me due to them sometimes being cold and spirit immune now with those fights you really need to think on what to do thankfully horror still stuns them though.

Modifié par 7he0ch0, 17 mars 2011 - 03:33 .


#19
Trefecka

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Walking bomb sure is amazing :) I'll have to try it out on my new mage.

I'm wondering though, have you tried using it in conjunction with a fully upgraded barrier? Have you tank taunt everyone around her, then walking bomb, barrier the tank, and detonate? Might be another way to use the bomb if gravatic ring is on cd.

#20
Ace Attorney

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Wouldn't Heroic/Valiant Aura be extremely useful? Extra Damage, Crit, Attack, and Dodge for all your party, plus a heal or glyph prerequisite, is worth 3 points.

Modifié par T3hAnubis, 17 mars 2011 - 09:52 .


#21
SuicidalBaby

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Trefecka wrote...

Walking bomb sure is amazing :) I'll have to try it out on my new mage.

I'm wondering though, have you tried using it in conjunction with a fully upgraded barrier? Have you tank taunt everyone around her, then walking bomb, barrier the tank, and detonate? Might be another way to use the bomb if gravatic ring is on cd.


Stonewall works well for that.  Bomb is physical.

#22
Trefecka

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SuicidialBaby wrote...

Trefecka wrote...

Walking bomb sure is amazing :) I'll have to try it out on my new mage.

I'm wondering though, have you tried using it in conjunction with a fully upgraded barrier? Have you tank taunt everyone around her, then walking bomb, barrier the tank, and detonate? Might be another way to use the bomb if gravatic ring is on cd.


Stonewall works well for that.  Bomb is physical.


Very true.  I've had some....bad experiences with stonewall tho :S.  Perhaps I'll give it another go...maybe make some other talent changes to Aveline/Fenris.  Mhmm choices choices....

#23
SuicidalBaby

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The timing has to be perfect.

#24
termokanden

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Force mage is pretty weak early on though. Regular Maker's Fist is ridiculously weak, the burst spell doesn't work half of the time early in the game either. I hope it gets in a few levels.

#25
SuicidalBaby

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I dont bother with burst unless Im trying to gain control or something devastating has happened. It needs to be upgraded to be worth a damn vs elites+ Pull of the abyss will maintain a crowd on a decent cd and combo well with quite a few other spells.