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Dragon Age 2 Mage Build Tips


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#26
Altima Darkspells

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JFarr74 wrote...

So...what would you guys recommend to go with a Force Mage: Blood Mage or Spirit Healer?


Which do you prefer, 25 extra mana or 25 extra health?  Because that's basically what the decision boils down to.

#27
JFarr74

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Altima Darkspells wrote...

JFarr74 wrote...

So...what would you guys recommend to go with a Force Mage: Blood Mage or Spirit Healer?


Which do you prefer, 25 extra mana or 25 extra health?  Because that's basically what the decision boils down to.


My mage is more of a damager than a healer, so which do you recommend?

#28
Soilborn88

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You know I think the Primal Tree is much more versatile for an offensive mage than the Elemental tree. Stone Fist does decent damage, but knocks things back. Rock Armor provides a decent armor boost, and with Chain Reaction you can do a lot of damage with cross combos and hit a lot of enemies if you plan it right. With a 15 second cool down you can do more damage with Chain Lightning than you can with Fireball IMO,

Combine that with the Force Mage and a little Blood Mage you can have a lot of physical force and AoE damage if you can cast glyphs and paralyze stuff as well.

With Merril I focused on her special tree which is basically like a stronger Blood Mage, with Primal and some Entropy and she was dishing out TONS of dps on hard and the high dragon was pathetically easy.

I damn near killed the dragon while it was spitting fireballs at my group on that cliff thing by constantly casting Tempest, and Wounds of the Past which does TONS of damage which is similiar to Hemorrage for Blood Mage I think.

If I ever play again I think I will try a Force Mage with Primal and a splash of Blood Mage to have tons of damage and tons of force behind my attacks.

Сообщение изменено: Soilborn88, 29 Март 2011 - 11:47 .


#29
Dominator24

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My end game Mage
Stats: lv21 Magic:48 Wilpower:31(only for items to wear) Con:33(Blood mage)
Spec:
Force mage: Fist of.. >Unshakable(only for this passive)
Blood Mage :Blood Magic upgraded, Sacrafice, Grave robber upgraded(10% hp of dead or alive mob very usefull if you cluster mobs) , Hemorrhage upgraded(best DMG spell in game for mage, AOE that with staggered mobs tick 2 times for 1800+ and can stun at the same time) combine with Hex of torment and you can tic more then 2300x2
Elemental: All minus fireball upgrade -very useful aoe cc and big aoe dmg form firestorm (can unstealth sins)
Creation: heal upgraded and hearoic aura upgraded
Primal: Stone armor and lighting upgraded(very nice stagger dmg ~1600 and aoe)
Arcane: Mind Blast upgraded(can unstealth sins), C Prison upgraded (can stun nice dmg on stagger)
Sustained ability always take % from mana so you can have stone armor,blood magic,heroic aura on all the time and use HP for spell with upgraded Blood magic and items your 230 hp will be like 600 and more of normal mana.
When low on HP use sacrafice on Tank (you have heal for him if he gets to low) and grave robber that can heal 100% HP if used right.

I suggest using Merill the same way just dump all in con except for Magic for staff use
Max her special tree take elemental weapon and fully upgraded arcane shield and stone armor
Hex of torment and horror + lightning upgraded
Run with all sustained abilitys ON (just click on "Blood of the First" first or it will say you don't have enough mana) make here stay close to tank for constant use of her aoe sustained spell)

Сообщение изменено: Dominator24, 29 Март 2011 - 12:53 .


#30
JFarr74

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So, I'm thing Force Mage and Blood Mage.

#31
Dark83

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Apparently, Force Mage and Blood Mage is the optimal combo.

It seems Hawke makes a better Blood Mage than Merrill simply because he has more slots for equipment, and therefore more "+1 MP/HP" items.

#32
Demonhoopa

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i love lamp x3 wrote...

that sounds good. if you're on consoles.. well it's just so much flipping through menus when you toss in specializations. that said, i recommend the following:

i map these spells to the x,y,b and slots (no order)

spirit bolt
stone fist
fireball
winters breath
cone of cold
crushing prison


and then for AoE spells go with:
pull of the abyss
gravitic ring
firestorm
and tempest if you level up enough

save the specialization spells for later on. by act 3, basic mage attacks are useless so you'll need need the upgraded single-target spells to do any real damage. when you're surrounded, use cone of cold and remember stonefist has a chance to shatter frozen enemies.


also.. if you want to be a complete monster.. i literally discovered this 5 minutes ago.

you will need:
at least one maker's sigh
28 gold sovereigns

there's a merchant in the top left corner of the map at the wounded coast. there's a hammer there called the void's hammer and it does not require two handed or any other weapon skill tree (the only one i've seen)

buy it and use the maker's sigh. put your strength attribute up to 33 so you can equip it, and fill in willpower and magic as you normally would with the remaining points.

the special thing about this hammer is you can swing it and beat enemies mercilessly like a warrior, and most powers don't have cooldowns while using this.

also note: if you get the spirit healer specialization and upgrade to the skill that gives you +10 constitution, you can equip pretty decent armor, such as the blood dragon armor.


Would a mage be able to swing Void's Hammer indefinitely without tiring since that would require stamina instead of mana?

Сообщение изменено: Demonhoopa, 29 Март 2011 - 06:02 .


#33
AngelrageVII

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if you build your mage to do damage on its own, you will be less than halfway effective.

read the talent trees and look at the bonuses for cross class combos. now read the talent trees for other classes and look at their bonuses. most bonuses, even for aoe abilities, are 300-600%.

300-600%.

spec anyway you want, but do so in a way that you can combo it up with your teammates.

heavy elementalist lets you freeze entire packs with cone of cold and varric one shots them with the brittle bonus he gets to the exploding arrow shot. for single target damage, winters touch/petrify someone and hit them with varrics single target piercing arrow. Have your warrior slam a pack and hit them with chain lightning and watch them all drop, or slam just one big guy and hit them with crushing prison for a huge dot. varric has disorient bombs that can boost the damage of many mage spells. a mage with coma can make a field of enemies 100% critable to isabelle and varric.

spec to set up your team mates for kill shots, and spec them to set you up in return.

for the people bashing blood mage and spirit healer: spirit healer passively gets you injury immunity for your whole squad, and a huge health and health regen bonus without even needing to be in the mode. speccing 1 point in blood mage ontop of that means you have a huge health pool to cast from and amazing regen, and all your "upkeep" abilities are freely diverted to your mana bar. you can even use the group heal while in blood-magic mode (just dont expect it to help your specific character much).

while lacking the survivability of bloodmage/spirit healer, forcemage offers a lot too, since points in willpower wont be considered "wasted" (like they are with blood mage), but like the other trees it requires teammate status effects to show its true damage.

tip: you can use tactics so that your teammates automatically fire their attacks on targets that have the proper status effect to amplify that spell.

#34
JFarr74

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I have my spells and tactics planned out. I just want to know I I should be a Blood Mage or a Spirit Healer with my Force Mage.

#35
Baaleos

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Mage Tip #1 - Borrow that spell that Anders uses at the end of the game, and bobs your uncle, one hit kill on any mob.

#36
JFarr74

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Baaleos wrote...

Mage Tip #1 - Borrow that spell that Anders uses at the end of the game, and bobs your uncle, one hit kill on any mob.


Not a bad idea....^_^

#37
elmie

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I dont know about you all, but I really liked Spirit heals, I switch that on and off when I need to heal.. the mana isnt a prob for me.. so when I need to heal, I go sustain spirit and heal, revive etc. after I healed, turn off spirit heal and back to dps.. this way I can carry anders as another cast, things dies really really fast with Merril, anders and hawke (mage), aveline as tank.. easy stuff. almost god mode.

#38
JFarr74

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Hey! The thread's still alive :)!!!

#39
Warghost23

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My first time playing mage. Looking for a good build/guide to use to be a well profound mage. I scrolled through the posts in this thread and found mostly bloodmage was meantion a lot through out. What would be best?

-Full primal
-Full Entropy
-Blood/ Healing Mage
- Or any other specs not meantioned

Not sure what to go, but I'm more down for DPS than anything else.

#40
SuicidalBaby

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Warghost23 wrote...

What would be best?



What would be best would be to look in the Dragon Age II Characters, classes and Builds (Spoilers) forum instead of resurecting dead threads.

List of most rated class + companions guides

#41
Warghost23

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eww what a bady

#42
Blessed Silence

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When I made my first character (mind you this was way before they did the patch that changed some skills) I had her Force/Primal.

Nothing cooler than pulling everyone in from a Gravity Well(?) then dropping Chain Lighning and Firestorm on their butts!

#43
SuicidalBaby

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Warghost23 wrote...

Thank you.


Fixed.

and youre welcome.


ingrate
...

Сообщение изменено: SuicidialBaby, 24 Июль 2011 - 03:11 .


#44
JFarr74

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What's more powerful-Primal or Elemental?

#45
SuicidalBaby

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In latest builds for damage, elemental, for cc and ff considerations, primal. Proper builds will make use of both trees as the utility spells in primal will allow you to take the time to cast Firestorm and Tempest as they both have 3 second cast times. Force would be the #1 spec as its manipulation of the battlefield is unrivaled.

follow the link i posted above to the rated builds and click on Arelex's elemental mage build.

#46
TheAwesomologist

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I've found on anything other than Nightmare difficulty Spirit Healer is 90% worthless. Besides the CON bump you can get from it, healing, reviving, and removal of injuries can be handled by potions/Anders. If you're like me and despise Anders (even before the ending of the game) potions will get you safely through the game on Hardcore.

Force Mage is nice for crowd control, but on lower difficulties (Casual and Normal) you'll be killing most enemies before your crowd control can be used to full potential. I usually only pick up Fist of the Maker and the bonus to Fortitude then leave the rest of the tree empty until late in the game choosing instead to focus on Elemental, Primal, Spirit or Arcane and then just let Merrill pick up the hexes and other spells to fill in the gaps.

Blood Magic in DA2 has NO CONSEQUENCES WHATSOEVER to the story. Unlike DA:O where you're potentially sacrificing two lives to get Blood Magic, DA2 just glosses over it. Everyone else who is a Blood Mage is evil and crazy. Hawke and Merrill are not. That tree is strong even after the nerf.

My Mages usually pick up Elemental and Primal spells early as well as a few from the creation tree. At level 7 I tend to pick up Force Mage (too early in the game for Blood Magic) and Fist of the Maker then I leave that tree alone until I get into the 20's (on higher difficulties you may want to pick up a few more of the control spells, but that's up to you). Finally I always put 6 points into the creation tree for Heal + upgrade, Heroic Aura +upgrade, and Haste +upgrade. Haste is quite possibly the best spell in the game, and Heroic Aura is probably a close second. Heal will give the spot spell you may need when potions are on cool down.

DA2 was way easier for me than DA:O across all classes. Rogues got the required bump and I always found playing the Warrior was almost like playing on god mode. DA2 is an easy game (outside of Nightmare).

So in brief:
*Blood Magic is the best specialization
*Force Magic is nice but doesn't need to be expanded on too much if you find yourself with enough control.
*Spirit Healer is mostly useless outside of a few outliers or wanting to play one for RP reasons.
*6 Talent Points in Creation will give your party plenty of support and power.

#47
sympathy4saren

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This thread got necro'ed

#48
JFarr74

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SuicidialBaby wrote...

In latest builds for damage, elemental, for cc and ff considerations, primal. Proper builds will make use of both trees as the utility spells in primal will allow you to take the time to cast Firestorm and Tempest as they both have 3 second cast times. Force would be the #1 spec as its manipulation of the battlefield is unrivaled.

follow the link i posted above to the rated builds and click on Arelex's elemental mage build.


Okay...but what is cc and ff?

#49
pt_ee

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And what about the attributes of a blood magic?

-- And how do I get the Champion Armor? :P

Сообщение изменено: pt_ee, 23 Сентябрь 2011 - 09:26 .


#50
JFarr74

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You get pieces of it during Act 3.