Elemental Mages on Nightmare
#226
Posté 20 avril 2011 - 07:23
#227
Posté 20 avril 2011 - 07:42
#228
Posté 20 avril 2011 - 08:02
Jack-Nader wrote...
FannonCodder wrote...
@jack-Nader
What does your end game ability trees look like? I am wonder about specializations and your reasons for taking the skills you do.
Thanks
Hard to say as I "technically" have not played past level 26
Well iwhat is your plan at 26 looking like? t
Thanks!!
Oh and also I dont know if you talked about this earlier but how do you setup your companions? skills/spells tactics.
I really like your approach, and I have been trying to design a three mage party for a while.
#229
Posté 20 avril 2011 - 08:32
well walking bomb is hardly used due to its limitations.
I got fency plan in my head now . fight starts - tank grabs all mobs Brittle xeben - walking bomb assasinate - dead room >< one problem that kills it - stonewall doesnt protect against walking bomb ;/
Ok a screenie :] dont walking bomb me!
Modifié par Att3r0, 20 avril 2011 - 08:41 .
#230
Posté 20 avril 2011 - 08:45
Stats- Magic, Magic, Magic!
I'm not a big fan of any of the specializations.
Spirit healer has only 1 talent I find useful, Vitality. Problem is that it costs 6 talents to get it! I ended up ditching it from my build. It's something I will get late game if I have the points spare. Healing aura is pretty useless as it disables combat abilities. Hell I won't even use pancea for anders. Horrible implimentation by bioware here. Also try getting your AI to stay close enough to allies to passively heal them. Not blood likely!
Blood Mage
Works well with vitality. Infact Bloodmagic + vitality = unlimited casting. It's not so bad if you have a tank in your party where you can steal HP's. Life ward potions + No injuries talent also works well. I don't use revival/ lifeward potions tho. It is one of my silly self imposed gaming restrictions
The most useful aspect of bloodmagic is the specialization itself. +25HP = win.
Force mage
Unshakeable is a great talent. Gravity is also a good talent if your party is all ranged. Not so good if you have a melee party mix. Pull of the Abyss is nice. I just wish that it would pull everything to a central point a little better than in does. Would make walking bomb combo's brilliant
As for spells
*Entire elemental line except the fireball upgrade.
*Rock armor/ chainlightning. Rockfist if I have free talents
*spirit bolt + upgrade, walking bomb + corrisve upgrade
*elemental weapons
*Fully upgraded haste---- best spell in the mage arsenal--- bugged tho, see haste thread for temporary fix.
That's the meat of it... Nothing else really stands out.
I like hexes. Problem is that they don't last very long. Only a few seconds on Xebenkeck. I ended up removing the upgraded hex line from merrill. I only took horror + upgrade and hex of torment. The rest of the hex line is meh.
Anders
His biggest problem is mana. Not a problem if you have a warrior tho. I set him up as a disabler. Give him the entire creation line except for glyph of repulsion. Make sure you pick up "swift justice". Remember that this increases your mana consumption by 1/4. I gave him the entire primal line. The only offensive spell I let him cast is winters grasp. Things like chainlightning and rockfist reduce his mana pool fast. Don't give him more than 2 sustains. Heroic Aura + rock armor should be it.
Merrill
Turn her into a nuke. Her Aura effect is "ok" but it really lacks functionality because you have to set her tactics as "ranged." Give her as many single target offensive spells as possible. Giver her horror + petrify. That should lock down everything.
In terms of merrills attributes. You might need to pump con in the early levels. Her armor has a health upgrade that improves with level up. You can safely respec her in act III and put every single point into magic.
Modifié par Jack-Nader, 20 avril 2011 - 09:28 .
#231
Posté 20 avril 2011 - 08:54
Effects are 50% on nightmare and then reduced again by 50% on elites and even more on bosses.
However they are enver immune to "special" effects so you can slow things with frost spells even when they are immune to cold damage.
So you can apply walking bomb on her ><
EDIT : ..you said spirit damage ..doh! we dont care for that! we make her boom not damage her with boom
also what i didnt say clearly good job with it ! expecially the gravity ring blowup ;]
Modifié par Att3r0, 20 avril 2011 - 09:16 .
#232
Posté 20 avril 2011 - 09:14
This does not mean that sometimes an ally dies because of friendly fire, but hey, such is war. >
#233
Posté 21 avril 2011 - 12:27
Thanks so much for the post, it helps a ton!!
Couple more questions though... Pretty much all about Merill
So I know what you mean when you say nukes, but if she is only using spells like Winter Grasp, cone of Cold and Fireball... so is it worth going all the way to Elemental Mastery?
OR
Do I just grab the prime nukes which I include (correct me if I wrong)
- Winters Grasp
- Cone of Cold
- Fireball
- Chain Lighting
- Stone Fist
- Spirit Bolt
- Walking Bomb ( I include it because I like having another person with it)
1. Do you use Blood of the First for Merill? IF so, is wounds of the past any good?
2. So just your character uses hexs?
Thanks so much again
#234
Posté 21 avril 2011 - 12:46
If you watch his video you can actually see the abilities chosen.
#235
Posté 21 avril 2011 - 03:12
#236
Posté 21 avril 2011 - 05:34
I don't give the full elemental line to my party members. The only reason is that I play with friendly fire on. The elemental line has a tendency to shred my party if cast wrong.
ie. Upgraded winters grasp is an AOE spell that is instant death if cast on an enemy standing right next to party memebers. Fire storm does massive damage and will kill your party memebers in 1 hit.
I have a hard enough time babysitting Hawke's talents let alone Merrill's too. That is why I giver her single target damage spells like first tier winters grasp, spirit bolt, chain lightning, rock fist.
There are 2 reasons to take elementary mastery. +10 Stamaina regen and +25% fire and cold damage. The later is boss. +25% applies to all cold and fire staves and spells. The fire line also has an additional +25% through pyromancy.
Blood of the first is a must. It gives Merrill infinite spell casting. You don't need to pump her constitution. Pick it up in act II once you have Merrill's two armor upgrades and make sure you get full friendship!. Blood magic rings are very usefull atleast untill you locate high health / health regeneration items. The goal is to set her up so that she regenerates more HP than she loses through casting.
I haven't bothered with hexes for Hawke. As I said earlier, it's duration is dismal for a lot of bosses. Fully upgraded hex of torment will double damage output for a few seconds. It costs 6 talents to acquire tho. 6 talents which could have been put into offensive spells or shooting for mastery to add a passive +25% bonus. Passive bonus > hex.
It is well worth understanding health/mana regeneration rules. In an ideal situation, you want to regenerate all your mana before spells have cooled down.
mages = 0.003 * total mana pool. Every +2 mana regeneration ring adds 0.0002 to that number.
eg. Say Hawke has 300 mana and no items. She will regenerate 300 * 0.003 = 0.9 mana regenration per second. The most expensive spells to cast have a 2:1 ratio. This means that you need atleast 2 mana regeneration per second to infinitely cast. 2 /0.003 = 666.66 mana pool required. That's a ridiculous amount of mana. Hawke doesn't really have a problem here as he/she can become a blood mage. All the best robes have mana regeneration/mana added as well as a bonus to %damage.
Anders is where this is a problem. You must sacrifice offensive power to maintain his mana pool. This is the reason why I decided to make him a healer/disabler. All these spells have less than 1:1 mana requirement. Swift justice will add +25% mana requirement. Swift Justice is well worth it tho.
Modifié par Jack-Nader, 21 avril 2011 - 05:47 .
#237
Posté 22 avril 2011 - 01:09
#238
Posté 22 avril 2011 - 02:00
They suggest that your pure magic build may not actually be the optimum, damage-wise
(Actually, since you use a mostly elemental setup(?) maybe you would be better off with +%elemental robes)
Modifié par mr_afk, 22 avril 2011 - 02:06 .
#239
Posté 22 avril 2011 - 02:52
I Just finnished the game. I ended up with a level 25 fire build. +147% Fire damage +10% devestation rune damage and +35% attack speed. I ended up keeping vitality in my build, and blood magic first talent only. I had full elemental, upgraded haste, rock armour, upgraded walking bomb. Easliy hit the 100 magic cap. I started throwing points into dexterity for extra crit chance.
#240
Guest_iOnlySignIn_*
Posté 22 avril 2011 - 08:39
Guest_iOnlySignIn_*
Because I get the sense that BioWare is telling me that an Elemental Mage should stick with Fire and Cold damage staves (use Fire mostly, switch to cold occasionally), since:
(1) You start with Dura's Blue Flame, which helps both Fire and Cold damage;
(2) You start with Staff of Parthalan and Apostate's Courage, great Act I staves from either element, while there are no good staves in any other element in Act I (no good Electricity, Nature, or Spirit staves until you enter the Deep Roads);
(3) All enemies immune to Fire are weak to Cold;
(4) The lore seem to suggest that the Hawke family has an affinity to Fire magic (Parthalan, Bethany both seem to specialize in Fire magic).
In fact, against something like Mercenaries (normal against Fire, weak to Nature), switching from a Fire staff to a Nature staff of equal base damage value may actually decrease your DPS due to the lack of +Nature damage multipliers. The case for Electricity is similar.
Modifié par iOnlySignIn, 22 avril 2011 - 08:52 .
#241
Posté 22 avril 2011 - 09:01
Actually, I don't even bother switching to an electric staff most of the time(not until I pick up Eye of the Storm anyways, and by then the game is just about to end, so it doesn't even matter) because unique electric staffs are garbage compared to the fire and cold staffs in the game.
#242
Guest_iOnlySignIn_*
Posté 22 avril 2011 - 10:26
Guest_iOnlySignIn_*
There are no unique Nature staff whatsoever (unless you count Merrill's default staff).
Compare this to the abundance of excellent unique Fire, Cold, and Spirit staves in game (which are all furthered by the existence of DLCs). I really get the sense of inequality between the Elements.
Modifié par iOnlySignIn, 22 avril 2011 - 10:30 .
#243
Posté 22 avril 2011 - 11:12
Bohdan sells corrupted rings which have +%electric
Master Ilen sells 1 +4% ring
The chest at the first Profane encounter and ARW both drop corrupted gear which carry +%electric.
Ive had a rare Ornate Corrupted ring drop from ARW and a Corrupted Amulet neck with +5% elec drop from the chest.
Modifié par SuicidialBaby, 22 avril 2011 - 11:13 .
#244
Guest_iOnlySignIn_*
Posté 23 avril 2011 - 12:06
Guest_iOnlySignIn_*
I also noticed that human enemies tend to scream more when you use Fire staff. That's a very good reason to use Fire for me.
Modifié par iOnlySignIn, 23 avril 2011 - 12:07 .
#245
Posté 23 avril 2011 - 01:32
#246
Guest_iOnlySignIn_*
Posté 23 avril 2011 - 01:47
Guest_iOnlySignIn_*
What do you think of Might vs. Control for Rally? Perhaps Control is better for Fenris while Might is better for Aveline? Aveline has an Act I upgrade to improve her Attack which makes Control redundant for her anyway. Fenris is different.
Modifié par iOnlySignIn, 23 avril 2011 - 01:52 .
#247
Posté 23 avril 2011 - 03:13
#248
Posté 23 avril 2011 - 07:41
#249
Guest_iOnlySignIn_*
Posté 23 avril 2011 - 08:26
Guest_iOnlySignIn_*
But I feel sorry for Aveline when she has 0% crit rate. She's so selfless.brazen_nl wrote...
Upgraded Might and upgraded Rally. +25% crit, yum!
#250
Posté 23 avril 2011 - 09:04





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