Dexterity on a Nuker Mage is pretty strong.
#26
Posté 31 mars 2011 - 05:26
#27
Guest_m14567_*
Posté 31 mars 2011 - 05:27
Guest_m14567_*
Grumpy Old Wizard wrote...
Rylor Tormtor wrote...
Xewaka wrote...
Then you cannot equip armor as you lack willpower.Ruben Thomas wrote...
I wonder what happens if you go magic, dexterity, cunning, 1:1:1?
Or you equip rogue armour with more +crit and + crit damage stats.
But what do you do for mana in that case?
That's an interesting idea, you could always wear +mana jewelry and rely on a warrior for rally/unite, if you pick up spirit healer that gets you +25 mana as well. I found that having 250 mana + warrior with rally/unite never really ran into too much mana issues. You could pick up death syphon, not sure how great that is.
#28
Posté 31 mars 2011 - 05:30
Grumpy Old Wizard wrote...
Rylor Tormtor wrote...
Xewaka wrote...
Then you cannot equip armor as you lack willpower.Ruben Thomas wrote...
I wonder what happens if you go magic, dexterity, cunning, 1:1:1?
Or you equip rogue armour with more +crit and + crit damage stats.
But what do you do for mana in that case?
Interesting question. I have yet to run into anything resembling mana problems, and alot of items can up your mana. Also, the warrior stamina/mana regen shouts help, and passive regen boni can fix things as well.
Just a thought though.
#29
Posté 31 mars 2011 - 05:33
More importantly on nightmare where you are fighting elite mobs like rogues / casters you need to quickly spike them to death. Disorient / Stagger combos that crit are going to obliterate things since you have +XXX% from the combo then multiplied / boosted by your crit damge. I have had fenris run in with the sunder/giants reach passive and cause a group of high hp enemies all become staggered, when that happens I will let lose a chain lightning which will mostly crit for damage in excess of 3-4k.
Spike damage is a big big deal in DA2 Nightmare, it is certainly used to full effect on the player.
Spirit Bolt crits are absurd when you combo them with disorient as they also bypass armor.
Stone fist crits are equally impressive since the crit appears to also effect the force damage sending the enemy hurtling backwards much further then normal.
#30
Posté 31 mars 2011 - 05:41
Rings
Etched Ring of Twins
+2 strength
+4% critical chance
+9% critical damage
+15% healing to this character
Immunity to knockback
Puzzle Ring of the Black Fox
+2 dexterity
+2 cunning
+9% critical chance
Bonus to lockpicking
Enemies drop better equipment
Modifié par Grumpy Old Wizard, 31 mars 2011 - 05:44 .
#31
Guest_m14567_*
Posté 31 mars 2011 - 05:45
Guest_m14567_*
I guess criting on the CCC is pretty valuable.
#32
Posté 31 mars 2011 - 05:51
Four fingered Eddie's Lucky Tailisman
+2 dexterity
+2 cunning
+8% critical chance
+4% attack speed
Enemies drop better equipment
Enemies drop more coin
So for a crit build you might focus on getting one of the above rings and this necklace rather than the Final Thought staff. Maybe take Magic to 42 and Willpower to 32 and dump everything else in dex and cunning.
#33
Guest_m14567_*
Posté 31 mars 2011 - 05:54
Guest_m14567_*
#34
Posté 31 mars 2011 - 06:00

The Templar in that screenshot has over 2k health, and Winter's Grasp just one-shotted him without any outside help. Didn't even land an Arcane Poison on him either.
I also had 320 health, so I wasn't pushing for extreme damage when allocating attribute points.
#35
Guest_m14567_*
Posté 31 mars 2011 - 06:05
Guest_m14567_*
#36
Posté 31 mars 2011 - 06:19
Ring of the Archmage
+4% critical chance
+3% physical damage
+3% magic resistance
Warden's Promise is identical and is a quest reqard for Demands of the Qun.
Modifié par Grumpy Old Wizard, 31 mars 2011 - 06:20 .
#37
Posté 31 mars 2011 - 06:28
#38
Posté 31 mars 2011 - 06:32
Grumpy Old Wizard wrote...
My current mage who is almost ready to switch over to a blood mage got Ring of the Archmage as loot. I don't remember where it dropped. I wonder if it is possible to shop for rings with critical chance on them?
Ring of the Archmage
+4% critical chance
+3% physical damage
+3% magic resistance
Warden's Promise is identical and is a quest reqard for Demands of the Qun.
Whats kind of cool about those rings is if you are using a staff that does physical damage, those rings will increase your mages auto attacks as well.
#40
Posté 31 mars 2011 - 06:35
m14567 wrote...
@Rumination888 What are your stats overall for most of your testing?
19 str, 33 dex, 66 mag, 31 cun, 34 will, 49 con
I'm using gear that you won't normally have enough money to buy:
Cold-Blooded, Regret, Robes of Cleanliness, Gauntlets(from the High Dragon), Four-Fingered Eddie's Lucky Talisman, Ring of the Ferryman, and Puzzle Ring of the Black Fox
I was testing what kind of damage a mage could do with the right build and equipment. Half of my auto-attack damage against enemies weak to cold hit for 400-600 damage, btw.
And now for something offtopic, but relevant to mage damage:
Staffs are seriously underleveled(not underpowered, but underleveled) compared to other weapons. The item level on unique Act 1 staffs are on par with other unique weapons, but it seems BioWare screwed the balance during the later acts.
The best staff you can find tops out at level 20, whereas you can find level 25 1hers, 2hers, daggers, and bows. I'd be doing over 3k damage with Winter's Grasp if Cold-Blooded was a level 25 staff instead of level 17-18.
Modifié par rumination888, 31 mars 2011 - 06:36 .
#41
Posté 31 mars 2011 - 06:36
Diego Vargas wrote...
Whats kind of cool about those rings is if you are using a staff that does physical damage, those rings will increase your mages auto attacks as well.
Elemental staff attacks can crit too. Keep staffs of different elements and use whichever one your enemy is weak to.
#42
Posté 31 mars 2011 - 06:39
Pyromancer +25% fire damage on reg and crit hits for spells and elemental staff hits.
Elemental Mastery: a fourth +25% damge on fire reg/crit hits and +25% cold damage on reg/crit spell and staff hits.
Galvanism: +25% damage on stone fist reg/crits, +25% damage on electric spells / staff hits.
So yeah if you think about it this way mages have some very powerful passives for stacking up hits.
#43
Posté 31 mars 2011 - 06:50
#44
Posté 31 mars 2011 - 06:55
Diego Vargas wrote...
Some things to note regarding mages and the lack of crit damage passives.. mages actually get passives that are better then crit damage boosters because they affect regular hits too:
Pyromancer +25% fire damage on reg and crit hits for spells and elemental staff hits.
Elemental Mastery: a fourth +25% damge on fire reg/crit hits and +25% cold damage on reg/crit spell and staff hits.
Galvanism: +25% damage on stone fist reg/crits, +25% damage on electric spells / staff hits.
So yeah if you think about it this way mages have some very powerful passives for stacking up hits.
The downside to those is that they require you to pretty much invest almost fully in the tree (except for Pyromancer) so you may have to take spells you don't want. I would like to see the masteries selectable without taking evrything in the tree. Make them a middle branch instead so you could be an ice mage without taking fire and still have your ice spells be as powerful as possible.
#45
Posté 31 mars 2011 - 07:00
Grumpy Old Wizard wrote...
Diego Vargas wrote...
Some things to note regarding mages and the lack of crit damage passives.. mages actually get passives that are better then crit damage boosters because they affect regular hits too:
Pyromancer +25% fire damage on reg and crit hits for spells and elemental staff hits.
Elemental Mastery: a fourth +25% damge on fire reg/crit hits and +25% cold damage on reg/crit spell and staff hits.
Galvanism: +25% damage on stone fist reg/crits, +25% damage on electric spells / staff hits.
So yeah if you think about it this way mages have some very powerful passives for stacking up hits.
The downside to those is that they require you to pretty much invest almost fully in the tree (except for Pyromancer) so you may have to take spells you don't want. I would like to see the masteries selectable without taking evrything in the tree. Make them a middle branch instead so you could be an ice mage without taking fire and still have your ice spells be as powerful as possible.
Well I know a lot of people dont initially like the elemental tree because untweaked it appears to be low damage / hard to use on nightmare. I think if you shift your character to a crit spike build the tree becomes very strong as evidenced in some of the earlier screenshots.
Seems there are 3 solid ways to lean your mage.
Healer/Buffer
Control/Disable
Spike/Nuker
#46
Posté 31 mars 2011 - 07:20
I was gonna start boosting con for blood mage, but I'd test out some dex and cunning. I'm around lvl 7 palying on nightmare so if I'm gonna go a dex/cunnign route I'll start doing it now.
#47
Posté 31 mars 2011 - 10:50
Modifié par SuicidialBaby, 31 mars 2011 - 10:56 .
#48
Posté 01 avril 2011 - 02:44
SuicidialBaby wrote...
suggesting the use of a physical staff is quickly proven to be lacking when compared to the proper use of elemental damage applied to enemy vulnerabilities
No actually physical is the only thing that no one resists if you look at the resists charts so Physical Pwns all. Plus base damage is added to spell damages. Higher base damage = bigger crits. Nuff said.
#49
Posté 01 avril 2011 - 02:53
maegi46 wrote...
SuicidialBaby wrote...
suggesting the use of a physical staff is quickly proven to be lacking when compared to the proper use of elemental damage applied to enemy vulnerabilities
No actually physical is the only thing that no one resists if you look at the resists charts so Physical Pwns all. Plus base damage is added to spell damages. Higher base damage = bigger crits. Nuff said.
Base staff dps affects spells regardless of if it is physical or elemental. By carrying staffs of different elements you can take advantage of the elemental weakness of enemies, doing a lot more damage with your staff attacks.
Resistances
If you are not going to switch out your staff for different weaknesses you are going to lose out on a lot of damage. But in that case, yeah, a physical staff would let you damage whatever enemy you encountered, just less than if you used a staff of the element the enemy is weak to.
For example, templars are weak to cold and to spirit. So you would want to use cold or spirit against them. If you used your physical staff their armor would mitigate part of the damage.
#50
Posté 01 avril 2011 - 02:59





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