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NM Blood Mage Compendium v1.15 +Companions :(updated:7/1/11):


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#1
SuicidalBaby

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                                         qFXEKDk.png
                                                                                                                                               -by T3hAnubis

                                                Limited addendums added as of Console Patch 1.02,
                           All information is designed for vanilla through pc patch 1.03/console patch 1.02


"Any and all data farmed here will have credit given to its contributors. Any build ideas are welcome and will be linked to from the original post upon completion of those ideas. Community collaboration is certainly welcome." - SuicidialBaby

Greetings,
I bid you welcome to the Bloody Compendium. Here we have assembled a litany of knowledge pertaining to the arterial art known ever so crudely as Blood Magic! Do not fret my young neophytes, your wants shall not go wanting. However, your desires may become demons themselves.  Grab your favorite beverage and get comfortable.  Here we go!

The General Theory: Blood and You; Maleficarum 101
"I should get something out of the way, this is not Hogwarts and I am not Dumbledore. This is NOT where you learn the ways and means of magic. This is where you learn the "how" of being a living god on the field of battle." - SuicidialBaby

Open your grimoires and let us begin:

Blood Magic: While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions. -This basic sustained ability will open the door to infinite power with a little help. Namely....
Blood Magic: Each point of health provides 1 additional mana - Applied in the proper proportions is key.

Blood Math:
With your spells now being cast from your health pool, we will want to reduce their cost. But not to the point where we are sacrificing improved gear & trinket slots for minor items with a simple conversion stat on it. We will want to find and maintain a balanced approach to this pivotal mechanic.

We will start with a spell that you will find is the most basic of mage arsenals, Chain Lightning. Chain Lightning costs 30 mana to activate. Now with the base conversion of Blood Magic, 1 health becomes 2 mana. Reducing the cost of Chain Lightning to 15. Now we are getting somewhere! All my spells costs are reduced by 50%?

It gets even better. There are several common and even unique rare items throughout the game that add additional points of mana to each point of health you spend in order to cast spells.  These items can bring another 8 mana for 1 health if equipped in all possible slots.  With Blood Magic upgraded by Blood Lust, you receive 3 mana for 1 health passively. That's a monumental 11 : 1 ratio of health converted to mana. Making Chain Lightning cost 3 health to cast. Even your base health regeneration is greater than that! But, at what cost did our spell get to be so cheap to cast.  We not only wasted 3 mana, we lost out on a majority of +% spell damage, improved armor, and extra stats that usually accompany higher level unique weapons, armor and trinkets to obtain such a monumental level of frugality.

What we need, is to find balance.  A common denominator in the chaos of blood. A number that can bring all of it together in a perfect storm of rich, dark, hot, gushing violence. 6? Yes, 6. 6 mana for every 1 health at level 14, when a majority of you will acquire Blood Magic, will average 5 health per cast with very little production loss: 7 is too little for the majority of spells, wasting additional health for most activation costs. 8 is too many slots taken up by conversion items. 5 is to low for the higher cost AoE spells. 6 is our golden number. With the fewest health and item slots wasted per spell, 6 mana for every 1 health is our goal to maintain throughout our Dragon Age 2 experience.

**experienced Blood Mages take note:  If you are going Blood Mage @ level 7 in order to be more of an abomination for your experience, the golden number becomes 8 for levels 7-14.  I do realize that is not easily obtainable until near the end of Act 1 and the Shepherding Wolves quest.  It is what it is.

Blood Math : Post 1.03
patch 1.03 Blood Conversion
Blood Lust is mandatory

Standard spell cast cycle spells:
Graviitc Ring - 30 mana
Pull of the Abyss - 30 mana
Tempest - 50 mana
Firestorm - 60 mana
Winter's Grasp - 20 mana
Cone of Cold - 30 mana
Hemmorage - 60 mana

Only Blood Magic conversion, no Blood Lust or items:
2:1 Health to Mana Ratio = 20 hp average per cast
Graviitc Ring - 30 mana - 15 Health
Pull of the Abyss - 30 mana - 15 Health
Tempest - 50 mana - 25 Health
Firestorm - 60 mana - 30 Health
Winter's Grasp - 20 mana - 10 Health
Cone of Cold - 30 mana - 15 Health
Hemmorage - 60 mana - 30 Health
=140 health per casting cycle
suggest +20-28 constitution

Suggested Conversion Level



Only Ability conversion, no items:
3:1 Health to Mana Ratio = 13.43 hp average per cast
Graviitc Ring - 30 mana - 10 Health
Pull of the Abyss - 30 mana - 10 Health
Tempest - 50 mana - 17 Health
Firestorm - 60 mana - 20 Health
Winter's Grasp - 20 mana - 7 Health
Cone of Cold - 30 mana - 10 Health
Hemmorage - 60 mana - 20 Health
=94 health per casting cycle
suggest + 19 constitution


4 piece conversion items:
4:1 Health to Mana Ratio = 9.86 hp average per cast
Graviitc Ring - 30 mana - 8 health
Pull of the Abyss - 30 mana - 8 health
Tempest - 50 mana - 13 health
Firestorm - 60 mana - 15 health
Winter's Grasp - 20 mana - 5 health
Cone of Cold - 30 mana - 8 health
Hemmorage - 60 mana - 15 health
=72 health per casting cycle
suggest +14 constitution

6 piece conversion items:
4.5:1 = 9.4 health average per cast
=66 health per casting cycle
suggest + 13 constitution

8 piece conversion
5:1 = 8 health average per cast
=56 health per casting cycle
suggest +11 constitution

Basics :
Do not go Blood Mage till you receive your second specialization point. Why? At lower levels you do not have enough health in order to properly make use of Blood Magic's potential. You also do not have access to the spells and upgrades in the tree in order to do any amount of considerable damage. Thus wasting precious ability points that could be better utilized in upgraded damage & control spells like; Paralyzing Prison(4), Horror(1), Chain Lightning(3), Fist of the Maker(1), Glyph of Paralysis(3).

The Staff :
Understanding the mechanics behind your weapon will allow you to improve all aspects of your experience. The base damage on the staff will affect the damage of all your spells. Heal spells, Walking Bomb's explosive quality and upgraded Blood Slave are percentage base or based off the targets health. Most of the weapons you will be using will be from randomly generated drops or shops. "Shopping," which you should get used to, is the process of reloading the zone in order to get a better random selection from the merchants available in that zone. Act 1 is the most productive to this as each merchant has a larger number of items they randomly generate. By level 11-12 you can count on a good selection of very good, low cost, weapons to choose from before your venture into the Deep Roads.

I would suggest Staff of the Primal Order to be purchased by level 7 for just over 8 gold at Bonny Lem's Goods, Unused Passage, Docks, Night. This will have you prepared for the enemies you will face throughout Act 1.

Sustained Abilities :
Mana? We don't need no stinking mana!
While you are gushing over your new powers, do not neglect a source of even more power! More power? Yes my child, more power. Suggested sustained priority with-in 100% mana: Rock Armor, Heroic Aura, Elemental Weapons, Arcane Shield.
see below

Runes of Fortune :
Obtaining early access to crafting these symbols of greed is necessary if you want the big boy toys later. (see Cold Blooded)
Money Guide - Fast Rune of Fortune crafting - FAQ Included

Knowledge :
It is why you are reading this. Know how the game works. Know your enemies, their weaknesses, their strengths, how to bend them to your will.  Crush your enemies and see them driven before you! Hear the lamentation of the women.
Enemy elemental resistance reference sheet (Nightmare) by IN1
Enemy non-elemental immunity reference sheet (Nightmare) by IN1
Mana/stamina regeneration mechanism by Waltzingbear
Spells can crit in the same way attacks from other classes can. They use the same calculation (Dex for chance bonus, Cun for damage bonus) as well.  Abilities that use percentages (like Heal) aren't affected by that. - Peter Thomas 3/31/11

Additional Abilities & Attributes : - thank you AreleX

Act I
Tome of Technique (+1 Skill)(Hubert's Fine Goods, Hightown)
Avernus's Experimental Draught (+2 Attribute)(Dark Epiphany, only if you spared him in Origins DLC Warden's Keep)

Act II
Greater Tome of the Mortal Vessel (+2 Attribute)(Trinkets Emporium, Lowtown)
Tome of Technique (+1 Skill)(Ilen's Crafts, Sundermount)
Elixir of Heroism (+1 Bonus Level)(Corpse, after meeting with Orsino during Qunari attack)
Act III
Arcane Tome of the Mortal Vessel (+1 Attribute)(Korval's Blades, Hightown)

The Black Emporium
Greater Elixir of the Mortal Vessel (+2 Attribute)
Elixir of Arcane Technique (+1 Skill, Mage)
Elixir of Physical Technique (+1 Skill, Warrior/Rogue)


Bloody Guides:
Knowledge of which spells will be the most effective for you and your group at any given time is of utmost importance.
"Don't be a gimp!" -
Build Guides
Companion Build Guides

Attributes :
Since a majority of the Willpower that is required to wear gear is, for the most part, wasted on blood mages, I will show you how to avoid spending more attribute points on willpower than absolutely necessary.

Our final goal for willpower will be 20. Our target goal for prebuffing willpower will be 26 in order to wear Hands of Fate, which will have a Rune of Valiance in them to jump up to 32 willpower so we can wear the Robes of Unblemished Cleanliness. This will save us 12 attribute points which we can use elsewhere.

You will need +6 willpower from these possible sources:
Enchanted Silverite Chain Belt - 5.93g
+1 attributes
+11 defense
+3 magic resistance
(Bonny Lem's Goods, Docks, Unused Passage, Night)

Air of Confidence - Ring - Dragon Age Legends Facebook unlockable
+1 willpower
+7 health

Megan Veal's Locket - Duty - side quest from The Exalted Prince DLC
+1 willpower

Vestments of the Mystic - 7.21g
98 armor
2 rune slots
+2 willpower
20 mag/will requirements
(Black Emporium)

Valdasine - staff
28 spirit damage (38 ps)
+2 willpower
+5 mana regen
no requirements
(Crypt Treasure chest, Primeval Thaig, Vault)

Rune of Valiance, Act 3, Sundermount, find it. I can not stress the importance of this singular item enough. This is the key to saving necessary attribute points required to wear top end gear in act 3.
Rune of valiance Bug: Permanent negative to all stats - Be aware.  What we wish to accomplish with this item can still be done, but only with the same item slot being used to upgrade the stats.  Gloves being the easiest to acquire from Act 2-3.

Dragon Age 2 Talent Builder

For their contributions, indirect or direct, I would like to thank:
IN1, Arelex, Graunt, Att3r0, DamnThoseDisplayNames, Grumpy Old Wizard, WelshWarden, T3hAnubis, aethernox, Waltzingbear, AKOdin, brazen_nl
...and to anyone who posted bad ideas or ignorant statements, thanks for giving me purpose to remain on these forums. - SuicidialBaby

Money Guide - DA2 Tactics : How do they work?


Modificata da SuicidialBaby, 19 settembre 2014 - 09:05 .


#2
SuicidalBaby

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Gear :

This section is dedicated to the clothes & accessories that make you shine, could just be the fresh coat of blood but hey, the wetter, the better! Where and more importantly when you should go shopping for just the right mediocre item that can shift the balance of power in your little world. There are several vendors throughout the game that will restock their wares with randomly generated stats & bonuses every time you reload the area they are located in. This allows us blood thirsty bastards to tweek and mold ourselves into the blood gorged abominations we all desire to become.
However, I would not start shopping till level 9 for armor from the Apparel Shop as it only has static items, it will generate two types of random cloth, with only one stat possible most of the time. The Trinketmonger sells rings with the conversion stat from as low as 24 silver @ level 4/5.

Noteworthy Items:

Act I

Talisman of Saarebas (Amulet)
+2 Health regeneration rate
Blood Magic: Each point of health provides 1 additional mana
(Reward, Shepherding Wolves)

Staff of the Primal Order
28 cold damage
1 rune slot
+14% cold damage
+14% fire damage
28 magic required
(Sold @ Bonny Lem's Supplies, Unused Passage, Docks, Night +8g)

Act II

Belt of the Primevils
+4% fire damage
+4% cold damage
+4% electrical damage
+4% nature damage
(Chest, Bartrand's Estate - Quest: Family Matters)

The Hands of Fate (gloves)
1 socket
+1 WIL
+3% Spirit damage
Blood Magic: Each point of health provides 1 additional mana
(Black Emporium, Act 2 & 3)

Ring of Ruin
+4% Spirit damage
Blood Magic: Each point of health provides 1 additional mana
(Trinketmonger, Lowtown)

Voracity (staff)
41 Fire damage
+117 Attack
4 fire damage across 2m
Blood Magic: Each point of health provides 1 additional mana
(Drops off Xebenkeck at end of quest: Forbidden Knowledge)

Cold Blooded (staff)
37 cold damage (50 per second)
+6 magic
+40 mana/stamina
+10 mana/stamina regeneration rate
+30% cold damage
Blood Magic: Each point of health provides 1 additional mana
(Sold @ Magnus's Wares, Wounded Coast: 113.90.73g)

Act III

Gauntlets
1 rune slot
+26 attack
+4% fire damage
+4% cold damage
Requires 28 Magic/Will
(High Dragon, Bone Pit, Quest: Mine Massacre)

Robes of Unblemished Cleanliness
+2 to all attributes
+24% fire damage
+24% cold damage
+24% electrical damage
+24% nature damage
+28% healing by this character
Requires 32 Magic/Will
(140.75g @ Black Emporium, Act 3)

Ring of the Ferryman
+2 magic
+9 mana/stamina regeneration rate
+24% fire damage
+24% electricity damage
Immunity to stun
(109g @ Magnus' Wares, The Wounded Coast)

Awakened's Might
+30 attack
+4% fire damage
Blood magic: Each point of health provides 1 additional mana
(6.36g @ Ferelden Imports, Lowtown, Day)

Mark of the Fallen (Ring)
+38 Attack
+2% Critical chance
Blood Magic: Each point of health provides 1 additional mana
(Chest, Templar Hall, Quest: The Last Straw)


Shops :

The Trinketmonger in Lowtown-Day:  Examples below
Search Rating: 10/10 (every new level, every visit to Lowtown.)
Available Randomly Generated Items:
Staves: 2-4 stars; 0-3 bonus stats; Dmg: 24 @ lvl 10 rate: always
Ring of Minor Cantrips: 1-2 bonus stats; Blood Conversion stat possible; rate: often
Ring of Transitional Power: 2-3 bonus stats; rate: extremely low
Ornate Rings/Belt: 1-2 bonus stats; rate: low
_____________________________________________________________________________

Trinketmonger item examples

@lvl 10 : Act 1
Ring of Transitional Power: BUGGED: DO NOT USE! Causes full health cost casting!
Price range: 1.49 gold - 2.16 g
Possible Stats: 2
In addition to the Blood Magic: +1 ratio: 1 of the following;
+4-5% Fire damage
+5-7 mana/stamina

@lvl 4 : Act 1
Ring of Minor Cantrips: *Suggested Purchase* (at least 2 for Merrill)
Price range: 24s - 1.50g
Possible Stats: 1
Blood: +1
+4-5% Fire damage
+ 5-7 mana/stamina

------------------------------ Act 2 ------------------------------

Ring of Ruin: *Suggested Purchase*
Price:
Stats: 2
+4% Spirit Damage
Blood: +1
_____________________________________________________________________________

Apparel Shop in Lowtown-Day: Examples below
Search Rating: 4/10 (2-3 pieces necessary tops, all 4 gives flexibility with set-up later)
Available Randomly Generated Items:
Neophyte Mage Armor: 0-2 bonus stats: Blood 1:1 possible; rate: low-often (very random)
Mage Adept Armor: 2-3 bonus stats: Blood 1:1 possible; rate: very low

-----------------------------------------------------------------------------

Lowtown-day: Apparel Shop: Act 1
You should look for Mage Adept gear in Act 1 after level 9

@lvl 9-12 Act 1
All Neophyte Armor
Price range: 70s - 2.5g
Possible Stats: 1
Blood: +1
+4-5% fire damage
+13% fire damage on chest piece only
Neophyte armor will have the lowest requirements

@lvl 9-12 Act 1
Adept Mage Armor
Price range: 1.70g - 3.5g
Possible Stats: 2
Blood : + 1  with another stat is goal
Possible 2nd stats:
+% Fire damage
+mana

Modificata da SuicidialBaby, 24 luglio 2011 - 02:01 .


#3
SuicidalBaby

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Builds:

Rogue & Warrior CCC assumed for all builds

Attributes :
lvl 7:
28 magic for Staff of the Primal Order, 16 willpower, remainder of 3 to use for health or as you please. Magic should be high enough to keep you at +90% attack after Heroic Aura as you level. Magic will lose value after 42, you will see gains in damage but the points will begin to show more value when used for health.
Dont go above 16 willpower till aquiring the Slavers Cowl from Fenris' mansion. 
If you want more mana go to 21 willpower before the Deep Roads for Spiral Eye gear, but you really do not need to change out of RoF gear.
Act 2:
21 willpower max, since Rune of Valiance from Act 3 in Hands of Fate grants +2 stats you dont need anything beyond this level.  Refer to prebuffing willpower from the OP.

Primal + Force Mage base:
Suggested Group :
Avaline, Varric, Anders

1. Mind Blast (default)
2. Chain Lightning
3. Rock Armor
4. Heal
5. Elemental Weapons
6. Chain Reaction - Respec - Replace Mind Blast with Stonefist via Maker's Sigh
7. Force Mage - Fist of the Maker
8. Unshakable - Tome from Hubert - Petrify
9. Telekinetic Burst
10. Gravatic Ring
11. Hex of Torment - Rockwraith fight: Hex of Torment on every cooldown makes this fight much easier.
12. Desicate
13. Tempest
End Act 1

Lowtown - Buy Tome of Mortal Vessel @ Trinketmonger for +2 attributes
Sundermount - conversation between Templars & Elves - diffuse situation or side w/ elves
Lowtown - Alienage - Night Terrors quest - Pick up 4 Attribute points in the Fade. **
**floating book-1, little barrels-1, red barrels-2

14. Blood Mage - Blood Magic
15. Sacrifice - Tome from Sundermount Dalish Merchant - Grim Sacrifice
16. Hemorrage
17. Paralyzing Hemorrage
18. Galvanism
+19. up to you

Tactics :

self: hp: <50%: Deactivate Blood Magic
self: hp: <50%: use item: Health Poultice
ally: hp: <50%: deactivate: Summon Mabarii - dog blocks ally: heal
ally: hp: <50%: Heal
enemy: attacking Varric: Stonefist
enemy: attacking Anders: Petrify
enemy: elite or higher: Petrify
enemy: nearest visable: activate: Summon Mabarii
self: hp: <75% : Use current condition for next tactic
Warrior: hp: >75%: Sacrifice
self: hp: >75%: Activate Blood Magic
enemy: elite or higher: Hex of Torment
enemy: status: STAGGERED: Chain Lightning
enemy: status: STAGGERED: Hemorrage
enemy: clustered with at least 3 enemies: Tempest
self: at least 1 enemy alive: skip tactics
self: any: deactivate: Summon Mabarii - **I love this tactic**

Rock Armor, Elemental Weapons activated manually, uptime=100%

Alternate Build #1 :
Primal Base :  Brittle CCC
Suggested Group : Fenris, Varric/Sebastion, Anders;
Designed to be played with tactics controlling Fenris as much as possible.  Some encounters played easier taking control of Fenris in order to obtain a better battlefield strategy.  i.e. blocking doors, preventing gib, focus fire/burst damage on non-brittle.

1: Mind Blast (default)
2: Chain Lightning
3: Stonefist
4: Heal
5: Elemental Weapons
6: Chain Reaction - Maker's Sigh - Replace Mind Blast w/ Rock Armor
7: Force Mage + Fist of the Maker
8: Unshakable
9: Petrify - tome bought @ Hubert's - Desicate
10: Hex of Torment
11: Winter's Grasp - Elixir of Arcane bought @ Black Emporium - Cone of Cold
12: Winter's Blast
13: Deep Freeze
End Act 1

Lowtown - Buy Tome of Mortal Vessel @ Trinketmonger for +2 attributes
Sundermount - conversation between Templars & Elves - diffuse situation or side w/ elves
Lowtown - Alienage - Night Terrors quest - Pick up 4 Attribute points in the Fade. **
**floating book-1, little barrels-1, red barrels-2

14: Blood Mage - Blood Magic
15: Sacrifice - tome bought @ Dalish vendor - Grim Sacrifice
16: Hemorrage
17: Paralyzing Hemorrage
18: Glyph of Paralysis / Heroic Aura
19: Glyph of Binding / Valiant Aura
+20: all you

Tactics :

self: hp <50%: Deactivate Blood Magic
ally: hp: <50%: deactivate: Summon Mabarii
ally: hp: <50%: Heal
enemy: STAGGERED: Chain Lightning
enemy: STAGGERED: Hemorrage
self: hp: >75%: Activate Blood Magic
enemy: attacking Anders: Petrify
enemy: clustered with 3 enemies: Glyph of Paralysis
self: hp <75% : Use current condition for next tactic
Fenris: hp: >75%: Sacrifice
enemy: target rank is elite or higher: Hex of Torment
enemy: elite or higher: Winter's Blast
enemy: target rank is elite or higher: Petrify
self: any: activate: Summon Mabari
self: hp <50%: Use current condition for next tactic
self: mana <10%: Use Item: Lyrium Poultice
enemy: target of Fenris: Attack
enemy: at least 1 enemy alive: skip tactics
self: any: deactivate: Summon Mabarii

Rock Armor, Elemental Weapons, & Heroic Aura activated manually. uptime = 100%

continue to scroll down for all companion builds.
__________________________________________________________________________________________

Alternate Builds & Guides :

Elemental Force/Blood Mage - Nuclear Warfare by Arelex
This is what is possible when you open your mind to the infinite.

Modificata da SuicidialBaby, 15 marzo 2012 - 06:49 .


#4
Kazoot

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If you need any help with this, just say the word and I'll happily lend assistance. I love playing as a blood mage this time around.

#5
Seblun

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I will help as well, just started a mage on nightmare and plan on fully exploring the blood mage tree.

#6
SuicidalBaby

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Companion Builds, Tactics, & Breakdowns :
All builds & tactics tested on Nightmare to ensure viability for you.

Merrill :
Suggested Group: Any
Synopsis:
This petite pixie packs a powerful punch. Producing profound performance, this titillating tart toweringly triumphs over the trivial trials tempted to travel toward her. This build will not begin to shine on its own till the middle of act 2. However, it will increase overall group dps when you need it to with elite or higher targets until then.

Attributes :
All points into magic
Points into Con = patch 1.03 Blood Conversion
I would respec her as soon as possible in order to gain additional wasted attributes and abilities.

Build :

1. Chain Lightning
2. Rock Armor
3. Chain Reaction
4. Winter's Grasp
5. Hex of Torment
6. Horror
7. Despair
8. Misdirection Hex
9. Shackling Hex
10. Death Hex
11. Blood of the First
12. Wrath of the Elvhen
13. Loss of the Dales
14. Arlathan's Grace
15. Wounds of the Past
16. Deep Wounds
17. Ensnare
18. Stonefist
19. Petrify
20. Desiccate
21. Tempest
22. Galvanism
23. Elemental Weapons
+24. get some more

Tactics :

self: hp: <50%: deactivate: Blood of the First
self: hp: <25%: Health Poultice
enemy: STAGGERED: Chain Lightning
enemy: elite or higher: Hex of Torment
enemy: elite or higher: Winter's Grasp
enemy: elite or higher: Horror
enemy: attacking Varric: Stonefist
enemy: attacking Hawke: use current condition for next tactic (uccfnt)
enemy: normal or higher: Misdirection Hex
enemy: elite or higher: Petrify
self: surrounded by 3 enemies: Ensnare
enemy: clustered with 3 enemies: Tempest
enemy: clustered with 3 enemies: Wounds of the Past
self: any: activate: Rock Armor
self: any: activate: Elemental Weapons
self: any: activate: Wrath of the Elvhan
self: hp: >75%: activate: Blood of the First

------------------------------------------------------------------

Anders :

I can not express how much you should not go Panacea with a PC Blood Mage. You shouldn't touch Anders' personal tree until you do his personal quest, Dissent,  available act 2 after the completion of Blackpowder Courtesy. It will give you Vengeance for free, which you still shouldn't use with out proper deactivation tactics that are very strict on turning it off if he falls below 75-90% health since he takes double damage from all attacks while it is active. You also get access to Swift Justice: a passive ability that reduces all of his cool downs by 20%. Giving you a faster Heal(32 seconds) and Barrier(48 seconds) to supplement.  Besides having a Primal Base, Anders support/control should come from 2 main trees, Arcane and Creation. 

Primal :
Stone Armor :
25% less damage, get it.
Chain Lightning : Upgraded it kills things, lots of things. Get it.
**note: Do not put a second condition on Chain Lightning. With only a 16 sec. cool down under Vengeance and the fact you control the targets that will be staggered do not add an additional condition of:

enemy: clustered with X enemies: use condition for the next tactic.

just leave it as 1 line:
enemy:status: Staggered: use ability: chain lightning. 


Arcane :
Barrier :
-use it preemptively, Tank or ally<75% hp buys enough time to move them or kill what ever is doing the damage.

Crushing Prison : -upgraded: having this hit elite+ targets is really worth the extra point for 100% paralysis on ANY target.

enemy: status: staggered: use condition for next tactic
enemy: target rank is elite or higher: Crushing Prison
(note: if you stagger an enemy that is not an elite+ and there is an elite+ present, the elite will get Crushing Prison cast on it, so be sure to target your staggers well.)

Elemental Weapons : all spell effects from the type of damage are applied through this. Cold being a monster of an effect. Switch weapons with immunities and vulnerabilities. Blood mages or Merrill should be the ones to pick this up.

Creation :
Heroic Aura :
Upgraded is one of the best buffs in the game.

Glyph of Paralysis : Upgraded can stifle incoming damage on your tank from large groups in just about any situation. If a rogue gets away from your tank and can not be taunted in time, cover your ranged with this to protect them. You will see the rogue get hit by it and then be able to AoE the area with a radial triggered Scatter by Aveline, Miasmic Flask or Shattering Shot by Varric, Whirlwind by Fenris or Mind Blast in order to expose him to you.

Heal : I don't bother upgrading because of +healing, A trinket sold at Sols(Act 1);in the Gallows gives +8% healing by and to the wearer, making ally: hp<50% heal a full heal. This also affects Anders self heal in the vengeance tree.

Haste : upgraded is godly. 

Attributes :
2 magic till 28 magic with  willpower & con being raised as needed.
then 1 magic, 1 will, 1 con till 20 will, 20 con
then 1 magic, 2 con for remainder. add more magic if you want more damage output

Build : #1

Maker's Sigh asap
1. Rock Armor
2. Chain Lightning
3. Chain Reaction
4. Heroic Aura
5. Heal
6. Mind Blast
7. Valiant Aura
8. Haste
9. Barrier
10. Crushing Prison
11. Great Haste
12. Paralyzing Prison
13. Stonefist
End Act 1

14. Petrify
15. Martyr*
16. Swift Justice
17. Blood of my Enemy
18. Wrath
19. Tempest
20. Desiccate
21. Galvanism
+22. all but done

Consoles: *You will have acquired Vengeance for free from Anders' personal quest at this point.
PCs: *You can acquire Vengeance by taking Anders to the Fade as well.

Tactics :

self: hp <50%: deactivate: Vengeance
self: hp <50%: use: Elfroot Poultice*
ally: hp <50%: Heal
self: being attacked by melee: Mind Blast
enemy: attacking Rogue: Stonefist
self: hp >75%: activate: Vengeance
enemy: STAGGERED: Chain Lightning
enemy: STAGGERED: Use current condition for next tactic
enemy: elite or higher: Crushing Prison
enemy: attacking Hawke: Petrify
enemy: elite or higher: Petrify
ally: status: can't attack: Barrier
enemy: clustered with 3 enemies: Tempest
enemy: at least 1 enemy is alive: Haste
self: any: activate: Rock Armor
self: any: activate: Heroic Aura
self: mana: >50%: skip tactics
self: hp: >75%: Martyr


Build : #2

Maker's Sigh asap
1. Rock Armor
2. Chain Lightning
3. Chain Reaction
4. Winter's Grasp
5. Heal
6. Heroic Aura
7. Haste
8. Glyph of Paralysis
9. Glyph of Binding
10. Valiant Aura
11. Great Haste
12. Stone Fist
13. Petrify
End Act 1

14. Desiccate
15. Tempest
16. Galvanism
17. Martyr*
18. Swift Justice
19. Wrath
20. Blood of my Enemy
+21. All you

*You will have acquired Vengeance for free from Anders' personal quest at this point.

Tactics :

self: hp <50%: deactivate: Vengeance
self: hp <50%: use: Elfroot Poultice*
ally: hp <50%: Heal
self: being attacked by melee: Glyph of Paralysis
self: hp >75%: activate: Vengeance
enemy: STAGGERED: Chain Lightning
enemy: normal or higher: Winter's Grasp
enemy: attacking Hawke/Varric: Stonefist
enemy: elite or higher: Petrify
enemy: attacking Hawke: Petrify
enemy: clustered with 3 enemies: Glyph of Paralysis
enemy: clustered with 3 enemies: Tempest
enemy: at least 1 enemy is alive: Haste
self: any: activate: Rock Armor
self: any: activate: Heroic Aura
self: mana: >50%: skip tactics
self: hp: >75%: Martyr

*with issues concerning "use:item" it is suggested you have a standard stock you control for casters required to heal.

Alternate Anders Builds :
Linked for quality not compatibility:
Anders - an overview on building a support-healer efficiently - by Waltzingbear

------------------------------------------------------------------

Varric Tethras :
Suggested reading : Archers - I'm just not using them right (naturally occurring FAQ)
Synopsis :
Act 1: Varric Shines as group threat manager.
Act 2 & 3: Varric shines as a source of CCC, stuns, and group threat management.

Attributes :
Cunning till 20
then dex till 21
then get will and con both to 15
then 30 cunning
then get 25 dex, 18 will, 18 con, any order
then get 40 cunning
then get 20 will 20 con
then all dex till 100% attack/crit after Valiant Aura & Bianca's Song are applied
then all cunning

Bianca :
Act 1: Impact Rune
Deep Roads: Frost Rune
Act 2: Lightning Rune
Qunari Attack: Nature Rune
Act 3: Frost Rune

Build : ideal for Aveline or a stun immune via items Fenris

1: Pinning Shot (default)
2: Miasmic Flask (default) - respec to Back-to-Back @ lvl 7
3: Speed (default) - respec to Invisible Friend @ lvl 7
4: Blindside
5: Armistice
6: Goad
7: Rhyming Triplet
8: Kickback
9: Bianca's Song
10: Follow-Through
11: Nameless Graces
12: Well Oiled
13: Embellishment

At the start of act 2 respec using Maker's Sigh
1: Rhyming Triplet
2: Nameless Graces
3: Bianca's Song
4: Embellishment
5: Well Oiled
6: Kickback
7: Armistice
8: Blindside
9: Miasmic Flask
10: Improved Formula*
11: Rush
12: Fatiguing Fog
13: Impenetrable Fog
14: Overpowering Fog
15: Goad
16: Back-to-Back
17. Corral
18. Invisible Friend
19: Follow-Through
+20: up to you

*Replace Improved Formula with Confuse if Fenris is not stun immune.  This will require micro-managed use of Confuse.

I suggest finishing the build with fully upgraded Speed Harmony from the Specialist tree.

Tactics :

1. self: hp: <25%: use: Health Poultice
2. enemy: target of Tank: Fatiguing Fog
3. enemy: Attacking Varric: use current condition for next tactic
4. Anders: any: Back-to-Back
5. Anders: being attacked by a melee attack: Armistice
6. Hawke: being attacked by melee attack: Armistice
7. enemy: attacking Anders: Kickback
8. enemy: target of Tank: Miasmic Flask
9. enemy: elite or higher: Rhyming Triplet
10. self: stamina: <50%: activate: Speed
11. Anders: Being attacked by a melee or ranged attack: jump to tactic 14
12. Merrill: Being attacked by a melee or ranged attack: use current condition for next tactic
13. tank: any: Goad ----- *actual jump destination*
14. self: stamina: <10%: use: Stamina Draught
15. self: at least 1 enemy alive: skip tactics
16. self: any: deactivate: Speed

Bianca's Song 100% active - manual activation

------------------------------------------------------------------

Aveline :
Suggested reading :
Elemental Warrior: A Comprehensive Guide
S&S Experiment: Early Elemental Setup
Synopsis :
The foundation. The rock. The immovable object. Capable of tremendous damage absorbency as well as output. Do not mistake Aveline as just a tank. She is your everything, Alpha & Omega.

Suggested Equipment :
Act 1
Fadeshear
Desemona's Blade (Black Emporium)
Lion of Orlais

Act 2
Fadeshear
Desemona's Blade
Lion of Orlais

Act 3

pending

Attributes :
22 str and 20 con so she can use Lion of Orlais lvl 7
then 25 str for Desdemona's Blade (Black Emporium) lvl 8
then 1 str, 1 will, 1 con for 5 levels lvl 13
then 1 str, 2 will for 2 levels
then 3 str for 2 levels
then 1 str, 2 con for the remainder

Build :

1: Shield Defense (default)
2: Taunt (default)
3: Shield Bash (default)
4: Perception
5: Save ability point for Scatter @ lvl 6
6: Pummel & Scatter
7: Safeguard
8: Bolster**
9: Rally
10: Immovable
11: Thick Skin
12: Disperse
13: Indomitable
14: Control
15: Might
16: Cleave
17: Destroyer
18: Claymore
19: Massacre
20: Second Wind
+21: all you

**Any point after Bolster buy Elixir of Physical Ability (Black Emporium) and pick up any Vanguard ability if you feel you want to gain Cleave earlier in Act 2.

Tactics :

self: hp <25%: use Health Poultice
self: stamina <10%: Second Wind
ally: mana/stamina <25%: Rally
self: hp <75%: activate Shield Defense
enemy: target at short range: Cleave
self: surrounded by 3 enemies: Taunt
enemy: DISORIENTED: Scatter
enemy: rank: Elite or higher: Shield Bash
self: surrounded by 3 enemies: use current condition for next tactic
enemy: rank: Normal or higher: Shield Bash
enemy: Boss or higher: Taunt
self: stamina <25%: Bolster
self: stamina <50%: activate Might/Control
enemy: Boss or higher: skip tactics
self: hp: >90%: deactivate: Shield Defense
self: at least 1 enemy is alive: skip tactics
self: any: deactivate: Shield Defense
self: any: deactivate: Might/Control

------------------------------------------------------------------

Fenris :
Be Aware: He can wipe the whole party with just one Cleave boosted ability.

Synopsis:
For the most part, this set up allows Fenris to play hands free for general killing. When it comes to bosses or specific encounters, and combat tactics, it would be best to take control. i.e. clogging doorways and avoiding dragon slashes/fire breathing. I had no real issue just letting him roam around, at a slower pace than if I took control of him, attacking what he wished and peeling attackers off Anders and Hawke. The use of BRITTLE as a control feature works very well. Desiccate or Winter's Blast any target you want him to go after and off he goes with a Shattering Blow soon after. Damage and efficiency suffer in this build, but so does his ability to kill your team. It's still effective when it needs to be, applying STAGGER and pretty much tearing up elite and lower targets.

Attributes :
60% str 40% con (25 con minimum from Act 2 on), willpower +175 stamina before lvl 19.
note: 30 str before Deep Roads

Suggested Equipment :

Act 1

Hayder's Razor
18 physical dmg(30ps)
1 rune slot
+24 health
+24 mana/stamina
+5% chance to knock back
(Provided a connection to a BioWare Social Network account is established,)
(completion of the Dragon Age II demo unlocks this special weapon for that account.)
(It is no longer available since May 31, 2011.)

The Ream Ward (23 STR Req.)
17 Physical damage
+55 Attack
+9% Physical damage
Chest (Tal-Vashoth Cavern, Blackpowder Promise)

Red Grace (24 STR Req.)
18 Physical damage
+59 Attack
+4 Fire damage
Tevinter Hunter Captain (Lowtown - Night, Bait and Switch)

Oath Breaker
26 physical dmg(43ps)
+82 attack
+23% healing to this character
(Chest, Deep Roads)

Act 2

Any random drop/shop item that beats Oath Breaker

Act 3

Sundering (41 STR Req.)
38 Electricity damage
+6% Critical chance
+16% Critical damage
+10% Physical damage
+5 Mana/Stamina regeneration rate
Nexus Golem's Wares (Recently Opened Passage, Sundermount)

The Celebrant (41 STR Req.)
38 Spirit damage
1 Rune slot
+3 Strength
+3 Willpower
+21% Threat generation
Beacon (The Awiergan Scrolls, Sundermount)

Bloom (41 STR Req.)
38 Cold damage
2 Rune slots
+16% Cold damage
+5% Chance to regenerate 4% Health
Arcane Horror (The Awiergan Scrolls, Sundermount)

Build :

1: Pommel Strike (default)
2: Mighty Blow
3: Control
4: Sunder (CCC asap)
5: Might + Bolster by using Maker's Sigh potion, replacing Pommel Strike
6: Cleave + Rally using Elixir of Physical Technique (Black Emporium)
7: Destroyer
8: Lyrium Ghost
9: Veneer of Calm
10: Claymore
11: Shattering Blow
12: Taunt**
13: Lyrium Spectre
Act 1 Ends

14: Massacre
15: Deflect
16: Battle Tempo
17: Inner Reserves
18: Killer Blow
19: Bravery
20: Bellow
21: Bravura
+22: all you

**1 taunt on Rock Wraith will keep him after Fenris the entire time. 
w/o this you will lack control of the boss before the first energy burst.

Tactics :

self: hp <10% : use Health Poultice
enemy: status: BRITTLE: Mighty Blow
ally: mana/stamina <25%: Rally
enemy: target at short range: Cleave
self: surrounded by 3 enemies: Taunt
self: surrounded by 3 enemies: activate: Lyrium Ghost
self: stamina <50%: activate: Bravery
self: stamina <25%: Bolster
enemy: attacking Anders: Attack
enemy: attacking Hawke: Attack
self: at least 1 enemy is alive: skip tactics
self: any: deactivate: Bravery
self: any: deactivate: Lyrium Ghost

------------------------------------------------------------------

Isabella :

Suggested Equipment :
Act 1
Arm of Adruil (Shadow Warrior, Sundermount)
Cruel Dagger (Shady Merchant, Docks, Day)
Tarnished Dagger (Ferelden Imports, Lowtown, Day)

Act 2
Coterie Shiv (Weapon Merchant, Lowtown, Day)
more pending

Act 3
pending

Stats :
Respec immediately so you can deal with locks and traps.
20 cunning - first thing
24 dex - req for Arm of Adruil & Cruel Dagger
28 dex - to keep attack % proper
30 cunning - req for complex traps in Deep Roads
40 cunning asap into act 2
dex should be high enough for 70% crit before Valiant Aura & Unforgiving Chain
Then pump cunning and con 2:1 till 20ish con after items.
then 2:1 dex/cunning till end

Build :

1. Backstab (default)
2. Stealth (default) - Respec to Back-to-Back
3. Evade (default) - Respec to Blindside
4. Unforgiving Chain
5. Explosive Strike
6. Perforate
7. Twin Fangs
8. Invisible Friend
9. Precision
10. Reverse Grip
11/12. Respec just before Deep Roads

Respec:
1. Unforgiving Chain
2. Explosive Strike
3. Backstab
4. Merciless Strike
5. Twin Fangs
6. Reverse Grip
7. Blindside
8. Back-to-back
9. Across the Bow
10. Savvy
11. Experienced Hand
12. Invisible Friend
13. Sea Legs
End Act 1

14. Follow-Through
15. All Hands on Deck
16. Brand
17. Shore Leave
18. Murder
19. Perforate
20. Armistice
21. Goad
+22. all you

Tactics :

self: hp <25%: Health Poultice
enemy: attacking Isabela: use current condition for next tactic
Avaline: any: Back-to-back
enemy: STAGGERED: use current condition for next tactic
enemy: elite or higher: Explosive Strike
enemy: elite or higher: Twin Fangs
enemy: normal or higher: Twin Fangs
enemy: attacking Hawke: Backstab
enemy: attacking Anders: Backstab
Isabela: being attacked by melee or ranged: use current condition for next tactic
Aveline: any: Goad
self: surrounded by 4 enemies: All Hands on Deck
Anders: being attacked by melee: Armistice
Hawke: being attacked by melee: Armistice
self: stamina: <10%: Stamina Draught
enemy: attacking Anders: Attack
enemy: attacking Hawke: Attack
enemy: attacking Avaline: Attack
self: at least one enemy is alive: skip tactics
self: any: deactivate Savvy*

*simply encase I turn it on

------------------------------------------------------------------

Sebastian Vael :
Synopsis:
Varric is better.

Suggested Equipment :
Act 2
Random drop/shop bow

Act 3
Jackel's Longbow
Random drop/shop bow

Attributes :
respec asap
34 cunning, 3 con, 3 will, rest dex
2 cunning, 1 dex for 3 levels
2 dex, 1 con with 1 will every other 2 levels till end

Build :
Sebastion has 2 extra ability points, undocumented

1. Rush - Miasmic Flask
2. Improved Formula - Fatiguing Fog
3. Impenetrable Fog
4. Overpowering Fog
5. Guardian Angel
6. Holy Precision
7. Mefarath's Advance
8. Righteous Chain
9. Wounding Arrow
10. Debilitating Arrow
11. Blindside
12. Back-to-Back
13. Invisible Friend
14. Armistice
15. Goad
16. Truce
17. Follow-Through
18. Corral
19. Speed
20. Precision
21. Power
22. Harmony
23. Lightning Speed
24. Energizing Speed

Tactics :

1. self: hp: <25%: use Health Poultice
2. enemy: attacking Sebastion: Guardian Angel
3. enemy: attacking Sebastion: use current condition for next tactic
4. Anders: any: Back-to-Back
5. Aveline: being attacked by melee: Fatiguing Fog
6. Anders: being attacked by melee: Armistice
7. Hawke: being attacked by melee: Armistice
8. Enemy: elite or higher: Wounding Arrow
9. Aveline: being attacked by melee: Miasmic Flask
10. self: stamina: <90%: activate: Speed
11. Anders: being attacked by melee or ranged: jump to tactic 14
12. Hawke: being attacked by melee or ranged: use current condition for next tactic
13. Aveline: any: Goad - *actual jump destination*
14. self: stamina: <10%: use: Stamina Draught
15. self: at least 1 enemy is alive: skip tactics
16. self: any: deactivate: Speed

Modificata da SuicidialBaby, 20 agosto 2011 - 05:56 .

  • insilenttears piace questo

#7
AreleX

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Good thread idea, I might play a mage soon, so this will be helpful. Here's a list of the Blood Magic additional mana accessories to help get your guide started.

Act I

Talisman of Saarebas (Amulet)
+2 Health regeneration rate
Blood Magic: Each point of health provides 1 additional mana
(Reward, Shepherding Wolves)

Act II

Ring of Ruin (Ring)
+4% Spirit damage
Blood Magic: Each point of health provides 1 additional mana
(Trinkets Emporium, Lowtown)

Act III

Mark of the Fallen (Ring)
+38 Attack
+2% Critical chance
Blood Magic: Each point of health provides 1 additional mana
(Chest, Templar Hall, The Last Straw)

:wizard:

Modificata da AreleX, 22 marzo 2011 - 09:48 .


#8
Vukodlak

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Any one recall the location you pick up the hands of fate?

#9
AreleX

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The Black Emporium.

:wizard:

#10
Graunt

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I know this is a work in progress, but this:

-Do not go Blood Mage till you receive your second specialisation point. Why? At lower levels you do not have enough health in order to properly make use of Blood Magic's potential. You also do not have access to the spells and upgrades in the tree to do any amount of considerable damage. Thus wasting precious ability points that could be better utilized in upgraded damage & control spells


Is the best advice period.  I have to keep repeating this as well whenever someone mentions taking Blood as their first specialization.  Blood is a second, and only a second specialization. Also notice that most of the good Blood Mage items don't even start to appear until ACT 2.

Here are some other useful Blood Mage items:


The Fallen Star (ring) - Emporium ACT 1
+1 attributes, 23 health, 7% damage resistance

The Hands of Fate (gloves) - Emporium ACT 2
+1 WIL, 3% Spirit damage, Blood Magic 1:1

Belt of Vigor (belt) - Huber's Fine Goods, ACT 2
23 health +2 health regeneration

Cold-Blooded (staff) - Wounded Coast vendor, ACT 2
37 Cold, +6 MAG, +40 Mana, +10 Mana regen, +30% Cold damage, Blood Magic 1:1

Jewel of the Ether (neck) - I *think* it was the ACT 3 Faith Quest (Sebastian)
1 WIL, 42 health, 9% Magic resistance

Corrupted Acolyte's Staff (staff) - Apparel Shop, ACT 3
46 Physical, 46 Mana, +16% electricity damage, Blood Magic 1:1

Voracity (staff) - Forbidden Knowledge reward, ACT 3
41 Fire, 117 Attack, 4 fire damage across 2m, Blood Magic 1:1



I did not realize the vendors kept changing their stock either depending on level/reloading the area.  I thought it was mostly just an ACT thing.  That's good to know though, and also explains why one run I found a generic Blood 1:1 ring very early in Lowtown, but then on my next playthrough it never showed up.

Modificata da Graunt, 22 marzo 2011 - 10:04 .


#11
SuicidalBaby

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reserved

Modificata da SuicidialBaby, 28 marzo 2011 - 09:17 .


#12
Grumpy Old Wizard

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SuicidialBaby wrote...

I need the hard code for hyperlinks on these forums. Im typing from a ps3 and dont get to use the fancy little toolbar over the text entry box. please & thank you in adv. need need need




(reserved)


Eh, can't figure out how to dispaly it since it thinks I'm trying to type in a link. Give me a couple of minutes and I'll message you with it.

Modificata da Grumpy Old Wizard, 22 marzo 2011 - 10:26 .


#13
SuicidalBaby

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reserved

Modificata da SuicidialBaby, 28 marzo 2011 - 09:17 .


#14
Grumpy Old Wizard

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Finally sent it. The send button is not there in Firefox for messages for some reason so I had to start up internet explorer.

Modificata da Grumpy Old Wizard, 22 marzo 2011 - 10:36 .


#15
AKOdin

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Will be interesting to see how this comes out. You may know this, but you can obtain the Voracity staff in Act 2. Are you planing on discussing sustains also?

#16
SuicidalBaby

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Sustained Spell Discussion: Discussion Thread

Blood Magic
Sustained Activation: 50% reserved
Cooldown: 20s
Requires: Level 7
Description: While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions.
Upgraded by:
Bloodlust
Requires: Level 11; 5 points in Blood Mage
Description: 1 health provides 1 additional mana.

It's why you're here, turn it on. We will show you how to keep it on forever.

Rock Armor
Upkeep: 10% of mana
Cooldown: 5s
Requires: Level 3
Description: Armor: +25%
Note that this ability is more powerful than it might appear at first glance, as it does not actually change the armor value provided by the mage's equipment, but instead adds 25 to the damage reduction percentage number. E.g.: A mage with an armor value of 76 and a damage reduction value of 7%, who then activates rock armor, will still have an armor value of 76 but an increased damage reduction of 32%.

Turn it on. Leave it on. /discussion

Heroic Aura
Type: Creation
Upkeep: 20% of mana
Cooldown: 5s
Requires: Level 3
Description: Attack: +15% for all party members Defense: +8% for all party members
Upgraded by:
Valiant Aura
Type: Creation
Type: Upgrade
Requires: Level 7; 2 points in Creation
Description: Heroic Aura gains: Damage: +10% for all party membersCritical chance: +10% for all party members.

One of the best buffs, if not the best of group sustained abilities. Turn it on.

Elemental Weapons
Type: Arcane
Upkeep: 10% of mana
Cooldown: 5s
Requires: Level 4
Description: While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members. Bows are affected. Talents that use weapons to deal damage trigger the damage bonus as well.

I doubt the need for discussion on the merits of this ability. However, conversation on the type of damage put forth should be encouraged.

Arcane Shield
Type: Arcane
Upkeep: 20% of mana
Cooldown: 5s
Description: Defense: +20% The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.
Upgraded by:
Elemental Shield
Requires: Level 7; 2 points in Arcane
Description: Arcane Shield now absorbs a portion of elemental attacks as well.
Fire resistance: +20%
Cold resistance: +20%
Electricity resistance: +20%
Nature resistance: +20%
Spirit resistance: +20%
Upgraded by:
Arcane Wall
Requires: Level 9; 4 points in Arcane
Description: Upgrades Arcane Shield Arcane Shield's protection now evelops all party members. (note: Party members only receive 5% from buff.)

As this is one of the most powerful personal buffs there is, I can not dismiss it. However, the percentage of what is actually received by party members deters one from fully upgrading this shield.

Death Syphon
Type: Spirit
Size: 10m
Upkeep: 20% of mana
Cooldown: 5s
Requires: Level 5
Description: Mana regeneration: 5% per corpse. The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active.
Upgraded by:
Death Vortex
Requires: Level 9; 3 points in Spirit
Description: Health regeneration: 5% per corpse, Mana regeneration: +5% per corpse. Death syphon becomes a vortex that wrings nearby corpses dry, renewing the mage's healtha nd restoring even more mana.
note: Death siphon still counts as a "traditional healing" so it doesn't work with blood magic abilities.

Useless.

Modificata da SuicidialBaby, 25 marzo 2011 - 10:14 .


#17
SuicidalBaby

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gratuitous self-rightious bump

#18
Gennojo Ryuga

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Which staff do you think is better for Blood Mage, Voracity or Cold-Blooded?

#19
Tomark

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Cold-blooded is useless unless you take cold magic. It may do 65 damages second on auto attack, but that doesn't mean much.

Voracity however is free, gives a nice attack bonus, attacks in an area (careful on nightmare), and still does decent damage.

I honestly also found some very decent staves in apparel for blood mages iirc (or maybe in the docks).

Also, they aren't expensive.

#20
SuicidalBaby

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walking bomb, horror, spirit bolt, grave robber, Entropic cloud, dispel vs cone & winters grasp.
free vs all the gold
Lucky Charms vs Captain Crunch

come on............heeeeeeyyy

Modificata da SuicidialBaby, 22 marzo 2011 - 05:18 .


#21
Graunt

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Gennojo Ryuga wrote...

Which staff do you think is better for Blood Mage, Voracity or Cold-Blooded?


Cold-Blooded, except that it has an insanely high price tag and it depends on if you make liberal use of the cold spells.

Olaf's Armory Item examples - Hightown-Day

The Best Shop, Period!

(best I've found in act 1)
@lvl 10
Enchanted Plate Armor -Rare- 5ish gold
84 Armor
+20 Health
+51 Attack
+9% Physical Damage
Requirements: 18 str/con

@lvl 11
Superior Helm -2.94 gold
42 Armor
+23 Attack
+4% physical damage
Requirements: 19 str/con

@lvl 11
Enchanted Helm -Non,rare-2.93g
42 Armor
+23 Attack
+10 Health
Requirements: 18 str/con

@lvl 10
Superior Gauntlets
+9 health
+12 attack
Requirements: 18 str/con


Could someone please explain to the me the desperate need to wear plate?  I'm not going to act like I don't understand damage resistance or health and fortitude, yet you aren't actually gaining that much more in the way of damage resistance, and you're losing out on quite a large amount of mana (which you will need until level 14+) as well as Magic if you focus more on Str/Con early on.  You won't actually be able to do much in the way of "damage" this way, but if all you care about is CC/debuffs/Healing/buffs, then it should be "ok".  

You won't even be using Blood Magic until level 14 at the earliest anyway, and by then cloth items that beat these will have appeared and your strength would have been a waste unless you're going Spirit Healer (which I truly believe to be a waste of a specialization).

You can also get similar, or exactly the same armor on cloth items trading health for mana.  As long as you're putting 1 into CON every other level and have at least ONE +health ring or amulet, it's the superior setup.  The only reasons to take Blood in the first place is for the +25 health, the health to mana, and the upgraded Hemorrhage.  Before you can get Hemorrhage, there's absolutely zero reason to spend health before you burn through all of your mana.

Modificata da Graunt, 22 marzo 2011 - 08:01 .


#22
ezrafetch

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Graunt wrote...

Could someone please explain to the me the desperate need to wear plate?  I'm not going to act like I don't understand damage resistance or health and fortitude, yet you aren't actually gaining that much more in the way of damage resistance, and you're losing out on quite a large amount of mana (which you will need until level 14+) as well as Magic if you focus more on Str/Con early on.  You won't actually be able to do much in the way of "damage" this way, but if all you care about is CC/debuffs/Healing/buffs, then it should be "ok".  

You won't even be using Blood Magic until level 14 at the earliest anyway, and by then cloth items that beat these will have appeared and your strength would have been a waste unless you're going Spirit Healer (which I truly believe to be a waste of a specialization).

You can also get similar, or exactly the same armor on cloth items trading health for mana.  As long as you're putting 1 into CON every other level and have at least ONE +health ring or amulet, it's the superior setup.  The only reasons to take Blood in the first place is for the +25 health, the health to mana, and the upgraded Hemorrhage.  Before you can get Hemorrhage, there's absolutely zero reason to spend health before you burn through all of your mana.


I think it's because Hawke looks like a fool wearing robes.  Or something like that.  I don't mind robes either way.  You can get through Act 1 with trash robes that you find (until you get the set in the Deep Roads).

#23
Graunt

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ezrafetch wrote...
I think it's because Hawke looks like a fool wearing robes.  Or something like that.  I don't mind robes either way.  You can get through Act 1 with trash robes that you find (until you get the set in the Deep Roads).


Exactly, and on top of that, the Spiral Eye gear -- while not anything awesome -- is relatively good, has good armor and mana and is free.  Free as in you'll actually be able to buy decent rings/trinkets for your group as well as an outstanding weapon for Aveline (if you use her) very early on, a tome of technique, 1-4 respec potions and easily exceed the 50g requirement for the end of ACT 1.  This will also let you go into ACT 2 with more money to buy much better gear than the mostly throwaway gear from ACT 1.

#24
SuicidalBaby

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Modificata da SuicidialBaby, 24 marzo 2011 - 07:18 .


#25
SuicidalBaby

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Modificata da SuicidialBaby, 25 marzo 2011 - 10:05 .