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


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#101
SuicidalBaby

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I think solo brings that unique kiting element of piling everyone behind you as you run. Perfect for walking bomb.

HA! 100th post, didn't even do that on purpose.

Modifié par SuicidialBaby, 26 mars 2011 - 12:59 .


#102
Colma

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bumpage

#103
HippeusOmega

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So has anyone found a good build yet for Blood Mage? Besides the equipment which is obivious

#104
SuicidalBaby

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working on the builds section now, act 2 is forcing a bit of a divergence depending on if you choose to dual the arishok or group fight.

#105
Graunt

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Panznerr wrote...

So has anyone found a good build yet for Blood Mage? Besides the equipment which is obivious


As far as the Blood tree itself, pretty much  everything other than Blood Slave and One Foot In are mandatory -- you don't need Grave Robber either, but it's useful sometimes.  It's also extremely useful to get at least the 40% heal so you can heal whoever you sacrificed for virtually nothing and give back more than you took.  This also helps immensely on the Rock Wraith fight, especially if you don't feel like "wasting" two points with Anders for the group heal.  This of course assumes you're using Anders at all.

Modifié par Graunt, 27 mars 2011 - 05:05 .


#106
Grumpy Old Wizard

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Hurry up with the guide, my new mage may want to be a blood-force mage. :devil:

Oh, what are all the enemies not affected by Hemorrhage?

Oh, I copyrighted "Blood Force Mage" as my build title already. :wizard:


Edit: Another question. If you cast Blood Slave on an enemy and then run away, does he stay and fight, like Dog does? If so, that enables an interesting strategy coupled with walking bomb.

Modifié par Grumpy Old Wizard, 27 mars 2011 - 05:40 .


#107
Graunt

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Grumpy Old Wizard wrote...
Oh, what are all the enemies not affected by Hemorrhage?


Honestly, everything that you would think it shouldn't work on (Golems, Undead, Revenants, Horrors) it's worked on. I have yet to see a single IMMUNE while using it that I can remember, and it seems like a bug.  I'm also not sure it's even possible to hit level 13 by the time you hit the Rock Wraith, and I don't remember any Profanes after that area, so I can't say whether or not it works on them -- it shouldn't, but that doesn't mean anything.

Edit: Another question. If you cast Blood Slave on an enemy and then
run away, does he stay and fight, like Dog does? If so, that enables an
interesting strategy coupled with walking bomb.


The tooltip says some garbage about the slave dying after the spell expires unless it was a "strong" unit, yet it seems like on anything worthwhile (normal level at least), the timer just wears off in under the advertised ten seconds and they don't die.  Also, if you enslave an already low life unit, often it refills their health bar.  I've also never seen Blood Spatter work once on Nightmare, and the whole Walking Bomb + Blood Slave strat is funny when it actually works, but you're gambling on the Blood Slave actually landing, and that too is false advertising, becuase it's nowhere near a 100% success rate on standard units.

Modifié par Graunt, 27 mars 2011 - 05:56 .


#108
DamnThoseDisplayNames

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I have yet to see a single IMMUNE while using it that I can remember

Slave Statues in Meredith fight are.

#109
SuicidalBaby

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Grumpy Old Wizard wrote...
Edit: Another question. If you cast Blood Slave on an enemy and then run away, does he stay and fight, like Dog does? If so, that enables an interesting strategy coupled with walking bomb.



I've used Blood Slave during the Qunari attack.  It took control of everything except the mages.  The slave instantly went for the nearest enemy and began attacking, I did not notice any special attacks though.  Blood Slave was upgraded and yes the bomb portion worked on grunts and about 50% of the time on normals.   I did have a lovely experience of still having my normal slave after combat.   When the spell finished, the slave died.  It obliterated my entire group.

Walking bomb, then slave on the same target is so cheese when followed by a pull of the abyss then goad the slave.  everything stands up and starts hitting the slave, BOOM!  I had an assasin hit the slave with that Twin fangs, I was laughing so hard.

Modifié par SuicidialBaby, 27 mars 2011 - 10:17 .


#110
SuicidalBaby

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I should mention that the Primal base build will be complete by tomarrow with a scandalious apostatelicious Blood Mage @ lvl 7 build in the works right after it. 

Future builds include: in no paticular order
Elemental + Force Base
Pure Control + Walking Bomb
Nuke + Blood base

Suggested companion builds included.

Modifié par SuicidialBaby, 27 mars 2011 - 10:19 .


#111
Colma

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I have also found blood slave to be pretty garbage on nightmare. When it works, yeah its pretty sweet, but it doesn't work often enough to be worth 2 skill points in my eyes. Put those points into unlocking spirit mastery to make walking bomb more awesome.

#112
Colma

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from a question about Void's Hammer:

Colma wrote...

It affects mage spells' damage just like a staff of the same power as far as I can tell. I've tested it with the visual add item mod. So end game you will be doing less damage per spell, but you will be a f-ing machine gun of doom.

Tested it with Merril:
As soon as she swings the hammer, the spell is cast, and as soon as she resets (as in the hammer attack animation is over) she can immediately cast the same spell again.



edit:
And yes, if tactics are set to Enemy:Nearest Visible->Chain Lightning Merril will spam it like theres to tomorrow. With her blood mage near infinite mana, this is really gamebreaking in terms of damage...and oh so very funny to watch.:blink:

edit 2: Primeval Lyrium Rune increases the attack speed 31%, so yeah, spell spamming increases with that rune on.

I tested this in Act 1 on lvl 9 Merril with 25 magic (again I used visual additem mod to do all this) and she was hitting 250 dmg per chain lightning on average (not conisdering CCC), casting it about every 2 seconds. Works with fireball, sprit bolt, winter's grasp and stone fist as well.

Modifié par Colma, 27 mars 2011 - 03:59 .


#113
Graunt

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SuicidialBaby wrote...

Grumpy Old Wizard wrote...
Edit: Another question. If you cast Blood Slave on an enemy and then run away, does he stay and fight, like Dog does? If so, that enables an interesting strategy coupled with walking bomb.



I've used Blood Slave during the Qunari attack.  It took control of everything except the mages.  The slave instantly went for the nearest enemy and began attacking, I did not notice any special attacks though.  Blood Slave was upgraded and yes the bomb portion worked on grunts and about 50% of the time on normals.   I did have a lovely experience of still having my normal slave after combat.   When the spell finished, the slave died.  It obliterated my entire group.

Walking bomb, then slave on the same target is so cheese when followed by a pull of the abyss then goad the slave.  everything stands up and starts hitting the slave, BOOM!  I had an assasin hit the slave with that Twin fangs, I was laughing so hard.


How do you goad a slave when you can't goad your dog?

#114
SuicidalBaby

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or maybe i used armistice on my mage.... i think that was what it was. varric fired one of the 2 off. it must have triggered from the targeting of the mage initially.

#115
tonnactus

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To bad only merill has the freedom to completly ignore willpower.
It should be like in the first game with the arcane warrior.Constitution should substitute willpower for equipment requirements.For pc players,a simple mod could do this.As a console player,i dont have that freedom.

#116
SuicidalBaby

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Rune of Valiance can reduce the need for so much willpower if planned out well. I use 25 willpower in my build. Recently discovered a bug with it where you will lose stats permanently if you're not careful. Look in the OP for the link to the data.

#117
SuicidalBaby

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Primal base guide finished.

/sighs relief

Modifié par SuicidialBaby, 28 mars 2011 - 06:27 .


#118
AKOdin

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This is looking better and better!

SB, the link to the "Money Guide" in your OP redirects to the initial summary in an older thread, and not the actual guide linked in your signature.

#119
SuicidalBaby

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ahh i forgot to change that
thanks
fixed that

should note:
Added Blood Conversion Math section which includes the golden number of blood conversion. for both lvls 7-14 and 14+.

Im working on companions now before another build is going up.  I think I just wrote the Anders guide in another thread a while ago tonight, I may just copy it to a section here.

Added Anders section: still need to work on attribute distribution while leveling
Condensed the loot section to 1 post.

Modifié par SuicidialBaby, 28 mars 2011 - 09:57 .


#120
WelshWarden

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Some extra info on Trinketmonger items from act 1

lvl11 - Staff of the Magi -1g79 (<5% chance of it showing up at any given time)
random element - 35 DPS at lvl 11
possible blood magic (around 35% chance)
1-2 other stats from +elemental damage/+mana (Fire most common, ranging from +4% to +12%)

Managed to get this with +8% cold damage while being cold element which made the profanes really easy and went very well with winter's grasp/cone of cold that i'd specced into for the deep roads. I also believe this staff's damage is set when you first load up the shop with it in and then doesn't change but i'll do some more testing on that later today

Ring of minor cantrips start showing up with blood magic from level 6 and cost around 30 silver at that time so it's more cost effective to reload until you get them to show up early to save some cash.

#121
SuicidalBaby

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I stopped buying cantrips. Ring of Tranisitional power carry +4% fire damage in addition to the blood stat. lower rate but worth every silver. lowest 2 stat version Ive seen was 1.4 g

What was the base damage on that staff?

Edit:  Ring of Transitional Power has been confirmed as bugged.  It will make  you pay full price for any spell in health while wearing it.

Modifié par SuicidialBaby, 02 avril 2011 - 08:40 .


#122
WelshWarden

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I'll check now. The rings with +% to damage also come in more than just fire damage. I've seen cold and spirit on my playthroughs during act 2.

#123
SuicidalBaby

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ring of ruin is standard for her shop: not random. havent seen a ring with +cold & Blood stat yet.
act 1 alone can net +37 ish % fire damage from armor & trinkets alone.

#124
WelshWarden

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got the name slightly wrong
Staff of the Adept
26 cold damage (35dps)
+8% cold damage
blood magic

The only rings i've seen with blood magic+ another stat have had either spirit or cold ont hem and then only in act 2 lol. I've yet to see a fire one

#125
WelshWarden

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News on sustainables that makes them even more stupidly powerful.

They work multiplicatively meaning that you are not in fact limited to how many sustainables you are running. Tested on both Merril and myself by giving us all the sustainable abilities at the same time and having them all active at the same time. This ups Merril's powerlevel considerably since she can run her unique sustainables plus all the others instead of having to choose. This also means that Spirit healer becomes a little better looking as you don't have to wonder where the mana is gonna come from for healing aura so you don't have to choose to weaken yourself if you need to throw out a quick revive if things go to pot.

This means that the sustainables list for Merril looks like this
Blood of the first
Wrath of the Ehlvayn
Elemental weapons
Arcane Shield with upgrade for elemental resist boost
Rock Armour

For Hawke you get all the ones listed + Healing aura if you go Spirit healer as your second spec.

This effectively turns your Merril into an extreme tank as you can goad enemies onto her while using ensnare to inflict large damage and keep aggro.