LOL don't we all struggle with the stupid "sticky" AOE attack circle and eventually give up saying "FINE, I'll cast it right on top of my squad, OKAY?"Grumpy Old Wizard wrote...
Illume encounters a really big spider in th Deep Roads.
Click
Elemental Mages on Nightmare
#151
Guest_iOnlySignIn_*
Posté 12 avril 2011 - 02:59
Guest_iOnlySignIn_*
#152
Posté 12 avril 2011 - 03:39
Yeah, the targeting is really annoying sometimes, even how you try, can't allways seem to fine ground to target behind some enemies.
Modifié par Lumikki, 12 avril 2011 - 03:40 .
#153
Posté 12 avril 2011 - 03:51
Illume fights darkspawn in the Deep Roads. Just when the battle appears to be over Illume hears the clicking of Varrics
Click
I like to control my mage most of the time, except when I need to give specific directions to the other party members. Yeah, Aveline is the least used becasue to the unfriendly AOE spells.
Modifié par Grumpy Old Wizard, 12 avril 2011 - 03:55 .
#154
Posté 12 avril 2011 - 04:27
Att3r0 wrote...
kamikaze build ! do you travel around like that or its just for the fight ? must be a lot of reloads lol
yet good movie looking forward for Xebenkeck version. Inside job might also be interesting with this setup.
I've used the same party members for the entire game up to this point. It is the strongest party setup I have tested to date. The reason for this is simple. All characters, being ranged, can attack any target on the battlefield instantly. If one of my party members is under attack then all can assist with the click of a button. Also, any damage I take tends to be distributed over all party members. In a typical melee party the damage is going to be concentrated on only one character. This is actually not a good thing. It is pot and heal spell intensive and tends to tax the rest of the party. ie. The healing mage is going to need to dump a lot of mana into keeping the warrior alive. Mana better spent on offensive spells. This has to be offset somewhere, either through pots (expensive) or through a combination of talents, talents such as rally and second wind (also expensive.)
A party geared towards warrior "support" will also likely be wiped out if the warrior is taken down.
Another thing people need to realize is that warriors do not have greater DPS than mages. Sure, they are capeable of pulling sustained big numbers but they also have to spend valuable seconds buffing themselves and then chasing down their targets. On top of this they have to capitalized on very strange party setups to achieve this. ie. using aveline to offset damage so that the warrior can run around almost dead for a while. Unfortunately this means that you now have a second warrior and warriors just don't get along in nightmare. Ontop of that they require all the enemy units near them to capitalize and this can sometimes be hard to achieve.
Hawke mage doesn't require any points in constitution. Vitality adds +10 constitution +100 health regeneration, Blood magic adds + 25 health. I could have taken the unshakeable line but decided against it as it would have weakened her build. In act III their is also a rune that add + 7 attribute points.
Modifié par Jack-Nader, 12 avril 2011 - 04:30 .
#156
Posté 12 avril 2011 - 05:05
#157
Posté 12 avril 2011 - 05:19
Also without a warrior to set up CCC for Chain Reaction how important is the +2 jumps on Chain Lightning?
#158
Posté 12 avril 2011 - 05:34
iLogic wrote...
Nice thread. Nice gameplay Jack-Nader. Question though, in this spec http://biowarefans.c...MYoSiht1aVPwQrf I'm guessing that you don't get the skills in that actual order?
Also without a warrior to set up CCC for Chain Reaction how important is the +2 jumps on Chain Lightning?
This is how I spec my build
Every single point into magic - As soon as I am able I respec to get rid of mind blast.
chain lightning -> winters grasp -> rock armor -> cone of cold -> Fireball -> fire storm & chain reaction -> Pyromancer -> winter's blast -> Appocolyptic firestorm -> Elemental mastery.-> From this point on I save all my talent points and buy up all the tomes etc. I choose blood magic spec first but I do not invest a single point in the talent line. Once i'm out of the deep roads I am usually almost level 14 so I do the night terrors quest for the + 10 attribute points. Then I dump all 6 saved talents into the spirit healer line to get vitality.
Chain reaction's + 2 jumps is worth it.
#159
Posté 12 avril 2011 - 05:56
Chain lightning -> Heal -> Stonefist -> Stunning blast -> Crushing prison, then I go fun elemental.
Why?
First, heal is allways usefull, when you get assassin elites. In early mission like you heritage quest, enemies have cold resistance. I use crushing prison deal with elites and annoying enemies. After that I go more like full elemental.
Modifié par Lumikki, 12 avril 2011 - 05:58 .
#160
Posté 12 avril 2011 - 06:47
Comparing everything to warrior like single target damage its quite unfair. Warriors are strong overally not that they just do damage but includes constant straggering /knocking back targets having biggest health pool and innatly resistand to knockback. then we throw in their aoe damage and fact the more damage they take the harder they hit and it turns out.
As for damage distribution you dont want to compare aveline that goes up to 70% damage reduction at top of 60% armor reduction with mage do you ? not to mention being totaly immune to knokback and stuns.
Pots expensive ? lol ...i do not use potions (what i consider stupidity actually they are worth selling whole 4s and stack only up to 3 on nightmare you would have to kill a pack and go back everytime - just not worth the effort). stacked 100 on act 1 and just said myself no im not gonna work my ass for just 4g.
Mana for heals - martyr is all you need.
closing thoughts i found rogue more fun then warrior - no need to worry about FF. From damage spells i only used CL on straggered via tactics...well WG but i use it to proc brittle.and even through Merrill had a full elemental i did not care to use firestorm once.
Modifié par Att3r0, 12 avril 2011 - 06:49 .
#162
Posté 12 avril 2011 - 09:50
#163
Posté 12 avril 2011 - 09:52
#164
Posté 12 avril 2011 - 09:52
How do I fix the crappy video quality? I followed that guide you posted which said to set the compression to 720 fixed. What are the settings you are using for Auto Gordian?
#165
Posté 12 avril 2011 - 09:55
iLogic wrote...
I was thinking about the all ranged party specifically. With no way to stagger at level 6 you could save the Chain Reaction talent point for something else.
I don't take it for the stagger. I take it because its AOE is much larger.
#166
Posté 12 avril 2011 - 12:33
What could increase the damage as skill/spell choosing?
Modifié par Lumikki, 12 avril 2011 - 12:35 .
#167
Posté 12 avril 2011 - 02:01
Jack-Nader wrote...
Once i'm out of the deep roads I am usually almost level 14 so I do the night terrors quest for the + 10 attribute points.
Every game you let that poor kid get possessed
#168
Posté 12 avril 2011 - 02:30
Lumikki wrote...
I start little different ways, not sure if it's bad or good, meaning even when I go elemental, I don't start with it.
Chain lightning -> Heal -> Stonefist -> Stunning blast -> Crushing prison, then I go fun elemental.
Why?
First, heal is allways usefull, when you get assassin elites. In early mission like you heritage quest, enemies have cold resistance. I use crushing prison deal with elites and annoying enemies. After that I go more like full elemental.
Actually, starting off with Fire isn't a bad idea. The Staff of Parthalan is an excellent starter fire staff, and you can usually get a bunch of extra +fire damage stuff on top since they're easy to find (Dura's Flame helps). This concentrates your early path into a single element that doesn't have annoyingly common resists in the early goings, allowing you to stay with boosted SoP for autoattack.
Stacking Fireball + Firestorm creates a high-damage killzone assuming you actually hit things with the AoEs. Add Chain Lightnings on that for boosted killing power.
Going heavy on Cold pays off as you head into Act 2. Having the fire prereqs allows you to take Elemental Mastery easily without having to respec, gaining the powerful 100% Brittle Winter's Blast + Archer's Lance Elite killer combo, and the high damage Cone of Cold + Scythe/Reaper combo (with possible Chain Reaction followup).
All that said, my most common reaction to assassin elites going stealth in NM combats is to run until they reappear.
#169
Posté 12 avril 2011 - 04:50
Jack-Nader wrote...
Grumpy
How do I fix the crappy video quality? I followed that guide you posted which said to set the compression to 720 fixed. What are the settings you are using for Auto Gordian?
1) Under "Select Output size" chose "Custom" and pump it up as high as it will go. The video won't actually be that large, but it will allow it the program to make it as large as needed for the desired results.
2) Step 4: Anvanced Settings--->Fixed Width 1280; Codec Xvid
#170
Guest_iOnlySignIn_*
Posté 12 avril 2011 - 09:28
Guest_iOnlySignIn_*
Yeah, it seems pure Magic is the dominant truth for DPS Mages this time around. The health bonus you get from Blood Mage and/or Vitality is more than enough so that no point in Constitution is needed. Willpower is only needed for gear.Jack-Nader wrote...
This is how I spec my build
Every single point into magic - As soon as I am able I respec to get rid of mind blast.
chain lightning -> winters grasp -> rock armor -> cone of cold -> Fireball -> fire storm & chain reaction -> Pyromancer -> winter's blast -> Appocolyptic firestorm -> Elemental mastery.-> From this point on I save all my talent points and buy up all the tomes etc. I choose blood magic spec first but I do not invest a single point in the talent line. Once i'm out of the deep roads I am usually almost level 14 so I do the night terrors quest for the + 10 attribute points. Then I dump all 6 saved talents into the spirit healer line to get vitality.
It's a bit saddening really since you can build a successful CCC 2H Warrior who heavily invests into Dex/Cun, and of course Berserker who likes Willpower. It seems that in terms of attribute point distribution, Mage is the most single-minded class: Magic, Magic, Magic.
Magic is Might.
Modifié par iOnlySignIn, 12 avril 2011 - 09:29 .
#171
Posté 12 avril 2011 - 09:37
iOnlySignIn wrote...
Yeah, it seems pure Magic is the dominant truth for DPS Mages this time around. The health bonus you get from Blood Mage and/or Vitality is more than enough so that no point in Constitution is needed. Willpower is only needed for gear.Jack-Nader wrote...
This is how I spec my build
Every single point into magic - As soon as I am able I respec to get rid of mind blast.
chain lightning -> winters grasp -> rock armor -> cone of cold -> Fireball -> fire storm & chain reaction -> Pyromancer -> winter's blast -> Appocolyptic firestorm -> Elemental mastery.-> From this point on I save all my talent points and buy up all the tomes etc. I choose blood magic spec first but I do not invest a single point in the talent line. Once i'm out of the deep roads I am usually almost level 14 so I do the night terrors quest for the + 10 attribute points. Then I dump all 6 saved talents into the spirit healer line to get vitality.
It's a bit saddening really since you can build a successful CCC 2H Warrior who heavily invests into Dex/Cun, and of course Berserker who likes Willpower. It seems that in terms of attribute point distribution, Mage is the most single-minded class: Magic, Magic, Magic.
Magic is Might.
Mhm, but that's just one build of mage, with most of the CC abilities having a % based success rate you could play around with stat distribution.
There was that thread about crit' heavy nukers, but I didn't pay much attention.
#172
Guest_iOnlySignIn_*
Posté 12 avril 2011 - 10:19
Guest_iOnlySignIn_*
And CC success rate seems to be only decided by Magic.
#173
Posté 12 avril 2011 - 10:31
Has it been tested or does it just seem that high magic leads to higher success rate? Because if higher magic does help, than thats one horrifically important undocumented piece of information.
#174
Posté 12 avril 2011 - 10:35
iOnlySignIn wrote...
^ Yeah it seems the conclusion people reached in that thread is that a Dex/Cun Mage Nuke is not worth it because Mage doesn't have any power to increase crits (besides Spirit Mastery's 5% crit rates) and merely relying on gears/attributes is not enough/not worth it.
And CC success rate seems to be only decided by Magic.
That's a shame about the crit build it sounded interesting.
As for CCs', the tool tips seem to imply there's just a flat percentage chance, 100% against normal enemies, 50% against normal enemies. I had assumed that it was just the enemies rank and magic resistance that altered it.
Sure it makes sense if all spells are dependant on magic, but I'd have liked the excuse to arse around with different builds.
#175
Posté 12 avril 2011 - 11:28





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