The Primal BloodForce Mage
A Guide for the Intrepid Nightmare Mage
Nightmare as a Mage in Dragon Age II is quite frankly a kick in the balls. This guide is intended to provide a general outline of the way that I found most conducive to not just surviving but excelling in Nightmare. The build focuses heavily on crowd control, while focusing on damage spells that are both potent and friendly fire friendly.
This guide is narrow in scope, based solely on my personal experience and assumes some basic knowledge doesn't need explaining. I highly recommend The Blood Mage Compendium for more extensive (both basic and technical) knowledge on Blood Mages, mechanics etc. Having said that, on with the guide.
ATTRIBUTES
I'll start with the easy stuff. Magic, Constitution and Willpower, that is your box. Never leave your box.
I wish I could give you some easy guide like 1 mag/1 con/1 wil per level but it doesn't really work like that. Early game you want to concentrate on magic, putting the minimum amount of points into will so you can wear armour (your will need never exceed 26 all game, I'll explain in the gear section), maybe put a few points in con or just rely on gear to get a few more hitpoints.
At 14 when you spec into Blood Mage things change, you will probably have to cut into your magic to beef up your con while keeping your will at 26 (curse you armour requirements!). For the rest of the game I would suggest trying to keep your con at about 10-20 points below your mag, whatever you are more comfortable with.
For reference, at lvl 24 I had:
(61)70 Magic
(26)32 Will
(40)45 Constitution
GEAR
This section is also somewhat simple, in a nut shell, gear for Blood Mages in Dragon Age II fills me with ambivalence.
All mage gear basically discriminates against Blood Mages by providing both mana and mana regen by the truck load, both of which are irrelevant to the Blood Mage, you just have to suck it up and wear it anyway. On the other hand Dragon Age II introduces a concept that effectively turns the Blood Mage into the energizer bunny of casting, it does this in the form of equipment that grants a "1 health provides 1 additional mana" bonus.
The Rune of Valiance is what allows you to keep your will at 26. At the beginning of Act III get the rune design and go fight the High Dragon (stack Fire Warding Runes). Put the rune in your 'Hands of Fate gloves' and your will requirements are now taken care of.
This is some notable gear:
Act 1 gear:
- Visit (and re-visit and re-visit etc. etc.) the Trinkets Emporium in Lowtown until you have purchased 2 'Ring of Minor Cantrips' with the Blood Mage bonus.
- Talisman of Saarebas from the Shepherding Wolves quest.
Act 2 gear:
- The Hands of Fate (1 rune slot, +1 willpower, 3% spirit damage, Blood Magic bonus) from the Black Emporium
- Belt of Vigor (22 health +2 health regeneration) from Huber in Hightown
- Ring of Ruin (+4% Spirit damage, Blood Magic bonus) from the Trinkets Emporium, Lowtown)
- Cold-Blooded from Mage vendor on Wounded Coast (Act II only)
Cold-Blooded is very expensive but great if you have the money.
- Robe of the Notorious Pirate from the Raiders on the Cliffs quest.
I include these because I wore them until I got the Champion Armor but it was purely for aesthetic reasons not stats.
Act 3 gear:
- Champion Armor
- Awakened's Might from Lirene's Fereldan Imports in Lowtown
- The Final Thought from the Black Emporium
In case you are curious:

TALENTS
Now to the meat and potatoes of the build. This is both leveling guide and general reasoning behind my choices.
1. Mind Blast
2. Chain Lightning
3. Heal
4. Rock Armor
At this point (or ASAP) you should have enough money to ditch Mind Blast. Do it.
1. Chain Lightning
2. Heal
3. Rock Armor
Helps reduce knockbacks until Unshakable, also just nice to have.
4. Chain Reaction
Stagger and Chain Lightning is your bread and butter damage spell (except against those damn Qunari) for Act 1, don't cast it unless it is at a Staggered enemy.
5. Horror
Assassins are a pain in the ass, even more so early game, use this then focus fire until they explode.
6. Stone Fist + Petrify (1st Extra Talent Point)
Stone Fist is handy for when enemies get in your face or just general damage and Petrify is great for locking down enemies for a while. Note that Petrify should be used only as a substitute for Horror when Horror is on cooldown and you're desperate for some CC while you focus fire, the +50% damage resistance makes it far more suited to simple mob lockdown for the moment.
7. Force Mage Spec + Fist of the Maker
Fist of the Maker kind of sucks, it is useful mainly for stopping a horde of humanoids from rushing you.
8. Unshakable
Unshakable is phenomenal, don't leave home without it.
9. Telekinetic Burst
Pre-requisite, I think I cast it twice...ever, it's for when every possible spell and companion skill is on cooldown.
10. Gravitic Ring
Along with Unshakable, Gravitic is the reason you want to be strong with the Force. You will control the battlefield from here on.
11. Dessicate
The reason you want this is Varric and Archer's Lance. When discussing a bow wielding Hawke, Archer's Lance is dismissed as a poor man's Assassinate, and rightly so, however Varric doesn't have Assassinate so we make do. I suggest respeccing Varric at 11 to something like this. Petrify should now be your go to Assassin/Mage spell, lock them down quick, move your party out of Varric's line of sight and let loose.
12. Hex of Torment
Mostly for the Rock Wraith at the moment but generally handy all round.
13. Golem's Fist + Despair (2nd Extra Talent Point)
If you handle your money well you get the second point well before now. Just upgrade Horror or Stone Fist (whichever you use most) whenever you get the second book and do the other at 13.
14. Blood Mage Spec + Blood Magic
Now it's Blood Mage time. You will need a repec to sort out your Attribute distribution so while you are doing that you can also move a few spell points around. I could list all the spells again but it's not that complicated a respec. Drop Golem's Fist, Hex of Torment and Despair. Pick up Sacrifice, Grim Sacrifice and Hemorrhage with those points. When All is said and done your skill tree will look a little something like this.
15. Paralyzing Hemorrhage + Bloodlust (3rd Extra Talent Point)
Again you could easily get the tome/potion point before now but you want it at 15 to get these two talents asap. Hemorrhage now replaces Chain Lightning as your bread and butter damage spell, always cast it on as many Staggered enemies as possible.
At this point the core of the build is done, from here on is more personal preference. You can get back the Spells you dropped for Blood Mage, go for Winter's Grasp etc., finish off the Primal tree, or if you have the patience for Walking Bomb on Nightmare go for that. At some point I recommend getting Gravitic Sphere, the larger diameter also increases the size of the inner ring that shuts enemies down completely.
In case you are interested this was my build at lvl 24 when I finished the game.
PARTY
This section will be short. I micro manage most of my parties abilities so I have no elaborate tactics to share. Basically I would suggest either Varric or Sebastian(I buy games on Steam so I got screwed out of Sig Ed. and consequently have no experience with this guy). The choice between Aveline and Fenris is pretty straight forward, Aveline is the better tank and has a guaranteed stagger in Shield Bash (good for bosses) while Fenris can more frequently stagger larger groups of enemies and generally tear **** up. Anders is a great healbot but can be replaced by items if you are so inclined and rich enough.
Modifié par Chazzwazza, 03 juin 2011 - 03:35 .





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