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Mage Builds


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14 réponses à ce sujet

#1
Dirtymudblood

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Im on my first run through the game and was wondering if anyone can shed some wisdom on a good mage build.
Just your thoughts form your experience!
 

#2
XOGHunter246

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Do you wish to be healer/support or damage/support or pure damage?

#3
Dirtymudblood

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 Damage. Or whatever works best!

#4
Dirtymudblood

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anyone?

#5
Sokane

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Pick your damage tree--Primal or Elemental. I prefer to go with elemental... Petrify is nice.
Entropy I think is really underrated by most people... Horror and Hex are amazing.
If you go Blood Mage... 31 Willpower for the champions robes.. Enough Constitution to hit around 225-275 health and the rest magic.

#6
Agenda42

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I would prioritize getting to one of the three mastery talents -- Elemental Mastery, Galvanism, or Spirit Mastery. These are incredibly point efficient, giving you large buffs to many spells as well as a mana regen bonus. That means you want to choose which of the three trees appeals to you.

Elemental offers the best Brittle enablers for cross-class abilities and has three AoE damage buttons. The frost spells are limited CC, but this spec does the best job of bringing the pain against a group of enemies.

Primal is the most flexible tree. You get a strong single target CC spell, a very hard hitting single target nuke, and two lightning spells for group damage. It has a single target Brittle enabler and can exploit Stagger and Disorient cross-class effects.

Spirit is the utility tree. Walking bomb is really, really powerful, but it takes some setup to make it great. Other than that, you get a pretty vanilla single target nuke, a great anti-caster spell, and a pretty useful regeneration sustain. Note that spirit mastery also gives a +5% crit bonus.

After you get to these talents, you'll have a good base of casting abilities and it'll be time to pick a specialization. For your first playthrough, I would recommend primal and force mage as the trees to focus on first.

#7
Cstriker01

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I'm totally torn on what abilities I should have right now at level 12. So far I am rocking:
Winters grasp
Cone of Cold
Fireball
Firestorm
Pyromancer

Spirit bolt
Crushing prison upgraded
mind blast upgraded
arcane shield

horror

blood magic
sacrifice

I'm thinking I should have gotten walking bomb earlier perhaps and torment hex to get the upgraded horror.

#8
0x30A88

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Would recommend Force Mage. You can slow down every enemy and by another spell, center them. Then you can use maker's fist to give them a beating when centered and then spread them out with another spell.

It's not the best damage, but you get so much control over the battlefield.

#9
Grumpy Old Wizard

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Click to see my level 18 mage. He is on Nightmare.

Primal was my first focus then I grabed Unshakable from Force Mage and disabling spells and hexes. Now I'm working on the cold line.

#10
FedericoV

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Dirtymudblood wrote...

Im on my first run through the game
and was wondering if anyone can shed some wisdom on a good mage build.
Just
your thoughts form your experience!
 


The effectiveness of a build, especially for a mage, depends largely on the party you are using, how you spec each charachter and the difficulty level. If you play on harder difficulties is really a more complicated sytem than Origins becuase of all the sinergies between the various class (easier to lern but difficult to master, as
aI like).

Having said that, I'm at level 13, just finisehd act 1, playing on Hard and I'm having a great fun with that build that I'm using in the following party:

Aveline: Tank specialized in heavy defense/damage mitigation/threat abilities + some utilities like Rally and the like and obviously shield bash to use the stagger CCC. Note: I could have used Fenris since Aveline damage is inexistent and Fenris is better to exploit CCC, but since 2H are more squishy then I would have need to take the
heal spell and I don't want to waste a precious spell slot. I only use potions to manage healing and so
Aveline is better in my party.
Varric: Ranged dps specialized in triggering and finishing CCC with my mage (so, I maxed the archery tree and have a lot of of utilities from the Sabotage ability tree that are fun in themselves and very
effective for the disorient CCC).
Isabela: Melee dps specialized in threat management (goad, armistice, below the belt and so on). She is the damage dealer of the party.

In that party my build is working wonders against most encounters:

Attributes: 2:1 Mag/Wil until I reach 31 points in Willpower. Then, 2:1 Mag/Con (imho, you can ignore
Cunning).
Abilites: Utill level 6 I've only taken spells/specs from the Elemental tree. Winter Grasp, Cone of Cold, Fireball, Firestorm, Pyromancer and Winter Blast. Then at level 7 I've taken the Force Mage specs and for 7-8 level
I've taken  Maker's Fury and Unshakable that adds a very nice passive with +100 Fortitude bonus. Then, I've continued maxing the elemental tree with all the upgrade + the mastery (except searing fireball). At level 11 I was done with the elemental tree. Then, I've used the 2 bonus books and a respec potion. I removed Mind Blast since I could allways use Isabella, Cone of Cold or Maker's fury to controll enemies who escapes aggro. I've gone for the spirit tree for CCC and the best AoE spell of the game: Walking Bomb. So, at level 13 I've taken
Spirit Bolt + Spirit Strike and Walking Bomb + Corrosive Walking Bomb. On level 14 I will take Virulent Walking Bomb and the blood mage spec for HP.
 
For the rest I plan to take all the spells in the force mage spec for more crowd controll + Maker's hammer upgrade for stagger CCC (4 spells). I will be at level 19.
 
For the finishing touches I will invest in the entropy tree since the only weakness of my build is that is not so strong against bosses and the only school that is somewhat usefull against bosses are the creation school for heal (but I refuse to be a healer) and the entropy school for debuff. So, Im going for the death hex. Don't know if I will have enough ability points.

If not,  respec potions are there for a reason and are fortunately are really cheap. I could allways use them for boss fights :D.

Modifié par FedericoV, 18 mars 2011 - 11:38 .


#11
termokanden

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Gisle Aune wrote...

Would recommend Force Mage. You can slow down every enemy and by another spell, center them. Then you can use maker's fist to give them a beating when centered and then spread them out with another spell.

It's not the best damage, but you get so much control over the battlefield.


I think that's a huge missed opportunity. First set up Gravitic Ring. Then Pull of the Abyss to get the targets in place. Now it's combo time, depending on your party of course. You can use a warrior to stagger or a rogue to disorient (Fatiguing Fog is great for this). There are many spells that work well with this. Walking Bomb is good. Chain Lightning and Fist of the Maker are also good. Or just hit them with any old AoE.

But why would you want to spread them out again? They are weakest when they are at the center of the ring.

There are other threads about combos you can pull of as a Force Mage. I tried this for myself just last night and I'm very impressed.

Modifié par termokanden, 18 mars 2011 - 12:18 .


#12
Cstriker01

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I may try the force mage setup you have running there Grumpy! Thanks!

Though I am only on hard so i'll stick with Elemental. So all I really need to do is drop the upgraded mind blast, keep the upgraded crushing prison, finish the elemental tree, grab torment and upgrade horror and last grab the walking bomb line.

I'm thinking it just may be more beneficial to not run with blood mage this run through.

#13
termokanden

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Blood magic is insanely efficient though. 1 point of con gives a blood mage 3 times as much mana as 1 point of willpower would give a regular mage. With gear you can easily make this 6+. Crazy stuff!

But it doesn't stop there. Because you can use up your actual mana pool on sustainables at the same time "for free" since you don't actually use mana.

#14
Guest_m14567_*

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This is the build I've used on my mage, it's ok

1 Mind blast <-respec out of this
2 Spirit bolt
3 Horror
4 Chain lightning
5 Walking bomb
5 Stonefist<-via respec
6 Chain reaction
6 Winter's grasp <-21g tome
7 Fist of the maker
8 Unshakeable
8 Telekinetic burst<-27g tome
9 Pull of the abyss
10 Gravitic ring
11 Golem's fist
12 Spirit strike
13 Maker's hammer

+1 wil/mag/con until lvl 8
+1.5 wil/mag afterwards

EDIT: I tried to line it up but I failed.
EDIT: I also have to drag Aveline around with me everywhere, so you better get used to liking her :)

Modifié par m14567, 18 mars 2011 - 03:10 .


#15
Cstriker01

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Should I put more points then just one into arcane defense for those sweet +20% elemental boosts?

Also, I missed the bonus ability point book in Act 1...how vital is it that I missed it? I'm pretty pissed I did. Is there any way to get it again?

Modifié par Cstriker01, 18 mars 2011 - 04:23 .