
-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?
Сообщение изменено: SuicidialBaby, 19 Сентябрь 2014 - 09:05 .





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