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


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#301
SuperSuarezBros

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


I've only got Elixir of acane thech, physical thech and elixir of mortal vessel on BE's shop. Is there a special condition to make the tome of the mortal vessel appear?

#302
SuicidalBaby

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typo

#303
mr_afk

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SuperSuarezBros wrote...

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


I've only got Elixir of acane thech, physical thech and elixir of mortal vessel on BE's shop. Is there a special condition to make the tome of the mortal vessel appear?


I think it only appears in Act II if you missed the tome from that hightown store.
That information is hell confusing and makes it seem like it should be there...very frustrating because I spent ages trying to find if that tome exists

edit: I think that it's how it appears in the official game guide right?

Modifié par mr_afk, 25 avril 2011 - 04:12 .


#304
SuicidalBaby

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I just copy pasted from Arelex's guide for that listing.

#305
mr_afk

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SuicidialBaby wrote...

I just copy pasted from Arelex's guide for that listing.


Haha yeah, but i mean if you search on google for the list of available tomes etc. under black emporium they always have that list of tomes. I'm pretty sure it's because people just cut and pasted it from the official game guide.

And while in theory that guide is still correct, it's pretty misleading because that tome will only be there if you missed the tome earlier (and since a tome junkie like me would never miss a tome, it's pretty much useless information that makes you feel like you've missed something.) 

Modifié par mr_afk, 25 avril 2011 - 04:21 .


#306
SuicidalBaby

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removed it since i suggest grabbing the other tome in every build anyway.

#307
SuicidalBaby

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Sebastion Vael build and tactics added to Companions Section

Offically version .30

equipment and suggested gearsets for ea act are next.

Modifié par SuicidialBaby, 25 avril 2011 - 05:24 .


#308
Infinity83

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Am I missing something or is this a typo?

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: Bellow
13: Indomitable
14: Control
15: Might
16: Cleave
17: Destroyer
18: Claymore
19: Massacre
20: Second Wind
+21: all you


Number 12 lists Bellow as the talent upgrade to select but Warmonger requires 2 points to unlock Bellow and only 1 has been suggested in the list. Should I take Pommel Stirke or Bravery in order to aquire Bellow? Hopefully this info will help update your guide as well. :)

#309
SuicidalBaby

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knew i missed something last edit. fixing

went with disperse, i would suggest manual trigger or on disoriented via tactics

Modifié par SuicidialBaby, 02 mai 2011 - 02:41 .


#310
atheelogos

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Hey guys for taking hp potions should I have it set to self health<25 or 10?

#311
atheelogos

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:mellow::blink: I don't see why they're using potions at the end of the battle... you know once its over! damn AIs lol

#312
SuicidalBaby

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25% is safe, once anders gets rolling you wont have the issue of post battle drinking.
besides the game feeds you potions if youre lower than 3.

#313
atheelogos

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thanks : )

#314
SuicidalBaby

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.

#315
tristax78

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I didn't get a chance to read all the replies but I'm a bit confused on your Anders builds. I'm rolling as my party's SH but am using your guide for most of my companion builds since they are some of the most in-depth and informative I've seen.

You mention taking Elemental Weapons and Crushing Prison + prior to the builds.  With your first build though,  starting at lvl 6 you have Ander's taking Mind Blast and then at lvl 10 you have him taking Crushing Prision. In between, there are no other Arcane abilites leaving you missing 1 to meet the requirment for CP (2 points in Arcane).

Since you mention Elemenal Weapons and it's not anywhere on the list, I'm assuming it's taken somewhere between lvl 7 and 10? What ability between 7 and 10 (Valiant Aura, Haste or Barrier) should I pass on in order to fit Elemental Weapons in before Crushing Prision at lvl 10?

Also in refernce to Crushing Prision + , you write "Having this hit elite+ targets is really worth the extra point for 100% paralysis on ANY target" but the in-game tooltip says it's only a 40% chance vs. Normal enemies.  I'm not trying to point out any mistakes in your guide, I'm just trying to figure out which is correct.

Thanks for guide and in advance for your reply!

#316
SuicidalBaby

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tristax78 wrote...


I didn't get a chance to read all the replies but I'm a bit confused on your Anders builds. I'm rolling as my party's SH but am using your guide for most of my companion builds since they are some of the most in-depth and informative I've seen.

You mention taking Elemental Weapons and Crushing Prison + prior to the builds.  With your first build though,  starting at lvl 6 you have Ander's taking Mind Blast and then at lvl 10 you have him taking Crushing Prision. In between, there are no other Arcane abilites leaving you missing 1 to meet the requirment for CP (2 points in Arcane).

Since you mention Elemenal Weapons and it's not anywhere on the list, I'm assuming it's taken somewhere between lvl 7 and 10? What ability between 7 and 10 (Valiant Aura, Haste or Barrier) should I pass on in order to fit Elemental Weapons in before Crushing Prision at lvl 10?

Also in refernce to Crushing Prision + , you write "Having this hit elite+ targets is really worth the extra point for 100% paralysis on ANY target" but the in-game tooltip says it's only a 40% chance vs. Normal enemies.  I'm not trying to point out any mistakes in your guide, I'm just trying to figure out which is correct.

Thanks for guide and in advance for your reply!

Thank you for the kind words.

Barrier @ 9 is your second point for the prerequisite requirement in the first build. The reason for the absence of EW is the level of sustains taken in the build. At this point it is recommended to have your residing blood mage take EW as they do not need the mana.

Paralyzing Prison:
When a target is Staggered the chance is 100% regardless of rank.

Paralyze chance: 100% vs. STAGGERED targets - wiki

#317
tristax78

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I even typed Barrier! Ugh...haha I was looking at the tree and didn't even see the branched path from mind blast....

Understood with Elemental Weapons, I'll have Merrill run that. I'm not sure I'll be able to run all the sustainables I'd like though between myself and Merrill. I had thought about going BM/SH but for my first playthrough I'd like to use the mage armor sets and I'd have to waste a lot of points on willpower for staff / armor. I'd also end up splitting gear between myself and Merrill. I plan for my core group to be Aveline, Merrill, Varric or Seb (haven't decided yet since I haven't met Seb) with the occasional switch up to gain just enough rivalry / friendship points with the others.

Most of Merrills sustainables only benefit her, as opposed to party buffs. I'll run Rock Armor and Valiant Aura but not sure about sustaining a 3rd (Healing Aura only when needed). And I don't plan on using Anders much given that I'm the group healer (for greater party flexibility).

With Paralyzing Prison - Make sure to precede with a stagger before casting. Got it.

Thanks for the quick reply and motivating me to go BM on my second NM play through.

Modifié par tristax78, 12 mai 2011 - 04:39 .


#318
rpg1

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hey how can i get free maker sigh potions on ps3 or am i screwed

#319
SuicidalBaby

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if you did not have the black emporium dlc prior to the hack of psn, you are certainly boned

plan your builds well

Modifié par SuicidialBaby, 12 mai 2011 - 07:18 .


#320
rpg1

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i had the dlc down load before the hack

#321
SuicidalBaby

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so whats the issue? Im not understanding the question

#322
SuicidalBaby

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tristax78 wrote...
Understood with Elemental Weapons, I'll have Merrill run that. I'm not sure I'll be able to run all the sustainables I'd like though between myself and Merrill. I had thought about going BM/SH but for my first playthrough I'd like to use the mage armor sets and I'd have to waste a lot of points on willpower for staff / armor. I'd also end up splitting gear between myself and Merrill. I plan for my core group to be Aveline, Merrill, Varric or Seb (haven't decided yet since I haven't met Seb) with the occasional switch up to gain just enough rivalry / friendship points with the others.

Most of Merrills sustainables only benefit her, as opposed to party buffs. I'll run Rock Armor and Valiant Aura but not sure about sustaining a 3rd (Healing Aura only when needed). And I don't plan on using Anders much given that I'm the group healer (for greater party flexibility).

Be aware that with Blood Magic active you are able to surpass 100% sustained abilities. (its cheating, but possible.)
Check the advanced tactics link in my signature to learn how to conserve mana with Healing Aura.

#323
rpg1

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sorry i want to no if theres a free way to get them without paying for them

#324
SuicidalBaby

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no

#325
rpg1

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o well thanks for the info