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The Ultimate Support/CC Mage Hawke, Discuss!


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#1
JJDrakken

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Viable in all levels of play!

You will need to get various Tomes(including from the Black Emporium) to make this all work.

Specialized classes, Spirit Healer & Force Mage.

You'll want to have around 40 Magic(because you'll be doing quite a bit staff blasty for your personal DPS, since Spirit Healer doesn't allow offensive spells while active). But have 50 or higher Willpower(You'll need it!) This build can off tank through the spells & heals as well.

Creation
-------------
1. Heal & Greater Heal Upgrade
2. Heroic Aura & Valiant Aura Upgrade
3. Glyph of Paralysis & Glyph of Binding Upgrade

Arcane
-------------
1. Arcane Shield & the Elemental Shield & Arcane Wall Upgrade
2. Elemental Weapons
3. Mindblast & Stunning Blast Upgrade

Spirit Healer
-------------
1.  Healing Aura & the Faith & Radiance Upgrades.
2. Group Heal & Unity Upgrade
3. Vitality
4. Revival & the Refusal & Renewal Upgrades
5. Second Chance

Force Mage
--------------
1. Fist of the Maker(You'll never use & do NOT take the upgrades)
2. Telekinetic Burst & Telekinetic Blast Upgrade.
3. Unshakable
4. Gravitic Ring & Gravitic Sphere Upgrade
5. Pull Of The Abyss & Edge of the Abyss Upgrade.

It starts out hard, but get points into Spirit & Force Mage early on.  You basically control entire battle field & offer constant buffs & debuffs for your companions(As well as heals).

Best to start out fight with Pull of the Abyss to largest cluster to pull them in tight & then drop Gravitic Ring.  Gravitic Ring going be hands down your best spell, The spell itself will tank anything(It slows & down right stops stuff from moving & doing anything), Chuck in your Glyph of Paralysis & sprinkle in T.K. Burst for more CC & Mindblast if you get swarmed or just want to run in use it & run back out.

I found having Merrill in the group fully decked out in Primal & most her Speciality Set really ended fights fast(I respec'd her out of Entropy & didn't bother using her blood magic side).  Sprinkle in Sebastian or Varric for more AOE DPS, then chuck in Fenris or a Justice spec'd Anders.  You'll burst through many enemies(downside of Justice Spec'd Anders you can't heal him per say, he get's heals from defeating foes).  If you feel you need more tankish, throw in Aveline in replace of Ander's or Fenris(though Fenris did quite well, especially when he's decked out with his whole speciality set & majority of Battlemaster & 2H Warrior set).

I tried this on Hard, after finding Normal to be a cake wake, Hard was good beatfest, I know folks have done this or similiar builds on Nightmare.

Have fun folks!

JJ

#2
JJDrakken

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No opinions on it eh? I am quite surprised

JJ

#3
Gennojo Ryuga

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I like the build, going to give it a whirl on my nightmare canon run!

#4
Artillis22

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I'm experiementing with a different build that while not so much on the CC side is probably the strongest build for support.  With this build it's kind of tricky because you have to be willing to go low on mana and basicaly be unable to cast very many spells early on.  But by level 20 with purchasing talent books you should look something like this.

Creation - 8 points total
- Glyph of Peralisis + Glyph of binding
- Heal + Greater Heal
- Heroic Aura + Valiant Aura
- Haste + Great Haste

Blood Magic - 1 Point
- Blood Magic

Arcane - 5 Points
- Mind Blast
- Elemental Weapons
- Arcane Sheild + Arcane Wall + Elemental Shield

Primal - 1 Piont
-Rock Armor

Spirit Healer - 7 points
- Healing Aura + Faith + Radiance
- Group Heal + (Unity at level 21)
- Revival
- Second Chance
- Vitality

Now the tricky thing with this build that makes it interesting is a mage can wear plate armor if they have the strength and constitution for it.  So through the game you won't be putting ANY points in willpower.  Just distribute between strength constitution and Magic as needed.  If you get the skill point bonuses from books and the fade and dealing with the deamon you can have ruffly 34 str 40 magic and 44 constitution by the end of the game. 

Now with your insane health regen and high health from high constitution and +health on tank plate you can cast spells without ever realy losing health.  What makes this more interesting is the glyph of peralysis haste and mind blast can all be cast with healer aura up.

Now your also probably thinking wait a minute how do you keep all those buffs up with no mana.  Well blood mage buff reserves 50% mana, Healer aura reserves 50% mana, elemental weapons 10%, Arcane sheild 20%, Rock Armor 10% and Heroic aura 20%.  All together thats 160% of your mana.  Well the game actualy lets you have all those active at once if you activate the blood magic one first.  After all auras / buffs are up you have negative mana but you no longer use mana to cast your spells you use life so run around wearing the best plate armor you can with every buff available up and haste your party and heal them while fighting while still tossing some CC with a mind blast and a glyph of paralysis.

With this build your party gets the following benifits....

+100 health regen (if within 8 meaters)
+ Elemental damange on weapons
+ 28% defence
+ 15% attack
+ 10% crit
+ 20% to all resists
+ 25% armor (you only)
+ 50% haste (when not on coldown)

The party also gets a healer / croud controller with unlimited spell casting reserves insane armor and hp and decent attack.

#5
Atmosfear3

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Spirit Healer spells are terrible. Do you really want to spec for what are essentially worst case scenarios where your party is dead?

The only talents you need in Spirit Healer are:

Healing Aura (to unlock the other 2 branches)
Group Heal (30% is more than enough)
Revival (For emergencies. You also have Mythal's Favor for reviving if you REALLY need it)

Everything else is fairly pointless in that tree. You don't need refusal and renewal because you're essentially saying, "Well since I'm so terrible at this game that my party constantly dies, I better spec for death!" Faith and Radiance are useless as well since you have to practically hug your companions to even provide them the benefits of the aura, of which isn't all that impressive to begin with. The only worthwhile talents and upgrades are Unity and Vitality, both of which are not necessary for being an effective healer.

#6
Whitestrake

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I actually used a build very similar to the OP in my first playthrough, it was extremely effective.
And the only Force Mage ability you can't use regularly is Fist of the Maker.

Hawke becomes practically unstable, on hard at least. Haven't tried nightmare. Using the glyphs, & the push, & pull Force Mage talents most enemies never get close enough to hit you. On the off chance I did get attacked my sustained was healing me faster than I took damage.

And any time you had to deal with too many enemies to herd effectively, just drop Gravitic Ring, if they get to the center they actually slow so much they stop moving.
Running with Fenris, Isabela, & Aveline, it made even the toughest encounters incredibly easy.

#7
SuicidalBaby

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With this build your party gets the following benifits
+ 28% defence


Wrong bro. Arcane Shield only gives 5%

#8
Mifune013

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SuicidialBaby wrote...

With this build your party gets the following benifits
+ 28% defence


Wrong bro. Arcane Shield only gives 5%

Don't know what Arcane Shield you're looking at, but the one I'm looking at gives a 20% Defense Buff. Add Heroic Aura to that and you have a +28% Defense Buff.

#9
Altima Darkspells

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Rally on your warrior gives you almost infinite mana, anyway.  No need to push willpower higher than the required 31, in that case.

Mifune013 wrote...

SuicidialBaby wrote...

With this build your party gets the following benifits
+ 28% defence


Wrong bro. Arcane Shield only gives 5%

Don't know what Arcane Shield you're looking at, but the one I'm looking at gives a 20% Defense Buff. Add Heroic Aura to that and you have a +28% Defense Buff.


Arcane Shield is only supposed to give 5% bonus to the party, not the full 20% that the mage receives.

#10
Mifune013

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Well why don't they say that? And what's wrong with giving the rest of the party a health defense buff? I mean besides making rogues insanely hard to hit.

#11
Jman5

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Mifune013 wrote...

SuicidialBaby wrote...

With this build your party gets the following benifits
+ 28% defence


Wrong bro. Arcane Shield only gives 5%

Don't know what Arcane Shield you're looking at, but the one I'm looking at gives a 20% Defense Buff. Add Heroic Aura to that and you have a +28% Defense Buff.


It doesn't apply the buff to the party members properly. Check their resistance after turning it on.

#12
thisisme8

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I'm working on a very similar build except instead of Glyphs, went the Haste route.

#13
ezrafetch

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I'd say there's no real need of most of the Spirit Healer upgrades outside of Unity, and there's no real need to upgrade Telekinetic Burst in Force Mage. Pick up upped Crushing Prison and get upped Horror, they're both insanely good.

Modifié par ezrafetch, 18 mars 2011 - 01:56 .


#14
Artillis22

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Atmosfear3 wrote...

Spirit Healer spells are terrible. Do you really want to spec for what are essentially worst case scenarios where your party is dead?

The only talents you need in Spirit Healer are:

Healing Aura (to unlock the other 2 branches)
Group Heal (30% is more than enough)
Revival (For emergencies. You also have Mythal's Favor for reviving if you REALLY need it)

Everything else is fairly pointless in that tree. You don't need refusal and renewal because you're essentially saying, "Well since I'm so terrible at this game that my party constantly dies, I better spec for death!" Faith and Radiance are useless as well since you have to practically hug your companions to even provide them the benefits of the aura, of which isn't all that impressive to begin with. The only worthwhile talents and upgrades are Unity and Vitality, both of which are not necessary for being an effective healer.


Disclaimer: if the above quoted post was directed at the OP then I agree but if it was directed at my build then read on.

Your missing the point of going spirit healer with my build.  The main thing you want in spirit healer that makes this build work is vitality so you have the +100 healing.  With blood magic active you can't heal yourself any other way because you wont have mana when you turn blood magic off and you can't use potions unless you turn it off.  And then you would also have to turn off all your buffs or most of them and turn them all back on one at a time turning blood magic on first just to get all your buffs up again.  So Vitality is critical to have so there fore with this build you are locked into at least 6 points spent in spirit healer or don't even bother with this build. 

Also your mana pool is 100% your life with this build.  There is no turning blood magic off to cast a spell and turn it back on.  Also because of this you can not cast any offencive spells the only spells you can cast with this set up are ones in creation and ones in spirit healer trees.  It's almost exclusively an aura buff bot character build.  Now since your not going to be able to cast any offencive spells ever, then the only other viable opotion to change in this build is to take 2 points from the spirit healer tree and put them in glyph of repulsion and improved glyph of repulsion.

Heck if mages could weild 2 handed weapons (which there is a mod out there for PC users that removes the lame sword and sheild and 2 handed users only requirements on weapons which I may download) then I would put very little points in magic with this build and toss more in strength and weild a 2 hader while wearing plate and having all the buffs up with casting heals haste and glyphs. 

Basicaly we would have an arcane warrior.

Modifié par Artillis22, 18 mars 2011 - 05:23 .


#15
JJDrakken

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Crushing Prison cannot be used while in Spirit Healer Mode, while all but 1 Force Mage Power can be used in Spirit Healer mode, as well as Glyphs.  If it causes damage, even just 1 tick of damage, you can't use it.  Point is, You don't do the damage, your job is the General.

You stand back, watch the battlefield, laying down Support Artillery(Force Powers) & chucking out heals when needed & Paralyzations & Buffs.  This why you Respec Merrill out of Entropy  & have her max out Primal, then sprinkle in some of her special powers(basically her Aura, it's upgrades & the PBAOE attack), some Arcane(double stack shields/weapons) & Spirit for tad more single target stuff.  Throw in Varric & someone else, things literally melt faster then expected, only bosses+ are around.

Trust me, you can get lazy & someone can die or trap goes off or etc.. Thus Heals & extra buff of them not getting wounds SAVES you money on wound potions, you won't need but small handful for traps that don't kill(it doesnt heal those wounds for some reason, if they don't die from it)

JJ

Modifié par JJDrakken, 18 mars 2011 - 05:49 .


#16
bluecapsule6

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Personally, I found Crushing Prison to be pretty weak. I find that it almost never disables stronger enemies on Hard/Nightmare. IIRC, Horror can be used while in Spirit Healer mode and is a much better disable than Crushing Prison.

#17
Artillis22

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Mua hahaha I downloaded a mod that removes the 2-handed or sword and shield or duel wield and class restrictions on items. So I'm playing through again with my above speck idea but my mage is in level 4 and already wearing plate a sword and shield. Haven't put any points in magic or willpower and I'm tossing everything in strength and constitution. Usually when I played an arcane warrior in origins I focused on buff whoring and my only offense was melee damage.

Basically I have my arcane warrior in the making.

#18
Altima Darkspells

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JJDrakken wrote...

You don't do the damage, your job is the General.


False advertising!  We're clearly supposed to be fighting like Spartans, just like BioWare tells us we should do.

Which, presumably, means half naked before going back to have sex with other half-naked, well-muscled men in the barracks.

#19
Graunt

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Atmosfear3 wrote...

Spirit Healer spells are terrible. Do you really want to spec for what are essentially worst case scenarios where your party is dead?

The only talents you need in Spirit Healer are:

Healing Aura (to unlock the other 2 branches)
Group Heal (30% is more than enough)
Revival (For emergencies. You also have Mythal's Favor for reviving if you REALLY need it)

Everything else is fairly pointless in that tree. You don't need refusal and renewal because you're essentially saying, "Well since I'm so terrible at this game that my party constantly dies, I better spec for death!" Faith and Radiance are useless as well since you have to practically hug your companions to even provide them the benefits of the aura, of which isn't all that impressive to begin with. The only worthwhile talents and upgrades are Unity and Vitality, both of which are not necessary for being an effective healer.


The Spirit Healer tree in general is mostly worthless, and only has a use with it's group heal in the most dire of fights.  So far I've yet to go through a fight where the 80% heal and potions were not enough, especially because normally if you're using potions before everything is dead, you can simply loot a corpse for another.  You already have Gravitic from Force, and that's the only extra "healing" you need.

Personally, I found Crushing Prison to be pretty weak. I find that it
almost never disables stronger enemies on Hard/Nightmare. IIRC, Horror
can be used while in Spirit Healer mode and is a much better disable
than Crushing Prison.


It's terrible, and requires a stagger to even do it's BASE damage in Nightmare.  Pretty much nothing in the Arcane tree is any good except for the 100% barrier.

Modifié par Graunt, 18 mars 2011 - 07:46 .


#20
Atmosfear3

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Graunt wrote...

It's terrible, and requires a stagger to even do it's BASE damage in Nightmare.  Pretty much nothing in the Arcane tree is any good except for the 100% barrier.


Now thats not true. Elemental weapons is awesome for the benefits of elemental status effects it imbues your party with and Mind Blast and its upgrade is pretty useful if you are surrounded or simply need to give your party a breather.

#21
Nukenin

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One caveat I've discovered with a build along these lines (assuming you run around with all sustainables on, which at level 7 you may as well since your only active abilities if you take Spirit Healer first will be Glyph of Paralysis, Mind Blast, and Heal) is that with Healing Aura active (along with Arcane Shield, Elemental Weapons, and Heroic Aura), you're running at no better than 20% mana.  This means any party tactic (like a warrior's Rally) you want triggered by mana/stamina levels you probably don't want to tie to your own mana level.

It also means that if you're doing any active casting at all you will probably be hearing Hawke gripe about being exhausted and needing mana.

If you're running with Anders and/or Merrill you may want to dole out Heroic Aura and Elemental Weapons to one and/or the other so you can ease up your own mana burden.  I'm the sole mage in this playthrough, however.  Once I pick up Force Mage at 14 I may switch to Healing Aura being a purely situational buff depending on how quickly I burn through my miniscule mana remaining playing with the Force abilities (if I keep all these sustainables up I only gain 1 usable mana for every 5 additional mana I gain through willpower or items).

#22
SlamminHams

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Atmosfear3 wrote...

Graunt wrote...

It's terrible, and requires a stagger to even do it's BASE damage in Nightmare.  Pretty much nothing in the Arcane tree is any good except for the 100% barrier.


Now thats not true. Elemental weapons is awesome for the benefits of elemental status effects it imbues your party with and Mind Blast and its upgrade is pretty useful if you are surrounded or simply need to give your party a breather.


The chance for elemental effects from force to occur from Elemental Weapons is so incredibly small, considering the equation factors in damage done, which tops out around 8-10 endgame.

Mind Blast causes FF, at least the stun does.

#23
JJDrakken

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Extra Damage from Elemental Weapons is a good thing, though I wish Spirit Healer(Panacea as well). Didn't cost 50% your mana bar, rather silly I think.

JJ

#24
Jman5

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It's terrible, and requires a stagger to even do it's BASE damage in Nightmare. Pretty much nothing in the Arcane tree is any good except for the 100% barrier.


I think Crushing Prison is a decent spell when dealing with stronger ranged units that didn't get pulled to Aveline.

I also believe that mindblast is an amazing GTFO ability because of how quick it casts and refreshes. I think it's one of the fastest casts in the game.

Modifié par Jman5, 20 mars 2011 - 06:52 .