Hi there,
I just finished my second playthrough of DA2 yesterday, this time with a rogue. First time was a warrior.
Now I'm looking into a mage, and my question is; how should I distribute stats? Is it really just "Plug equal amounts into magic and willpower and leave the rest"? Or is there another way to do it...is there any benefits putting points into Constitution or Dexterity?
I'm not a great player, so I'm only going to be playing on Normal mode.
Thanks
Stat Distribution for Mage?
Débuté par
Lord Valentai
, avril 24 2011 11:52
#1
Posté 24 avril 2011 - 11:52
#2
Posté 24 avril 2011 - 11:58
Lord Valentai wrote...
Hi there,
I just finished my second playthrough of DA2 yesterday, this time with a rogue. First time was a warrior.
Now I'm looking into a mage, and my question is; how should I distribute stats? Is it really just "Plug equal amounts into magic and willpower and leave the rest"? Or is there another way to do it...is there any benefits putting points into Constitution or Dexterity?
I'm not a great player, so I'm only going to be playing on Normal mode.
Thanks
At least 42 magic and 31 willpower if u wanna use the best gear or the champion set. Constition if u wanna do blood mage or give ureself some hps.
#3
Posté 25 avril 2011 - 12:26
OK, so I should basically be doing 2 magic and 1 WP each level up, with an occasional added willpower to balance them up?
Thanks!
Thanks!
#4
Posté 25 avril 2011 - 02:17
26 willpower is all that is required. you can slip a Rune of Valiance into a set of gloves at that point and get +5/6 out of the stats. Put another RoV in your Champ Gloves and switch em out.
#5
Posté 25 avril 2011 - 04:03
You actually can get by with 20 willpower if you do enough prebuffing.
Anyway as someone said above, for a bloodmage all you really need to do is pump your magic and get your constitution to an amount you're happy with (so you're not too fragile and have enough blood/mana to cast). This doesn't need to be too high as all those improved bloodmagic items will make the health cost pretty minimal.
If you're playing normal there isn't that much need for optimising damage and what might be easiest is to just pump magic to as high as you can. This setup is pretty good for elemental damages etc as while equipped with the robes of cleanliness and the ferryman's ring there aren't a lot of slots left for crit-damage and crit-chance (and plus you'll have like no money).
In terms of critical chance/damage, in my thread (sig) we had a discussion about the possibility of a dex-build and I found that with the seven deadly cinch and the etched ring (which both increase crit chance and damage) and some dex you can get a dps that is even higher than a pure magic build - but at the sacrifice of some +%fire damage. This is end-game though, but for early to middle game equipping rogue armour can convey +%critical damage/chance benefits such that the general dps (once again not including +%elemental) is higher. If you're planning on exploding people via bloodmagic or spirit damages a nonelemental setup like the one i'm making a guide for might be better damagewise (just to advertise and all haha).
So it boils down to what types of spells you use and whether or not you're a bloodmage.
Anyway as someone said above, for a bloodmage all you really need to do is pump your magic and get your constitution to an amount you're happy with (so you're not too fragile and have enough blood/mana to cast). This doesn't need to be too high as all those improved bloodmagic items will make the health cost pretty minimal.
If you're playing normal there isn't that much need for optimising damage and what might be easiest is to just pump magic to as high as you can. This setup is pretty good for elemental damages etc as while equipped with the robes of cleanliness and the ferryman's ring there aren't a lot of slots left for crit-damage and crit-chance (and plus you'll have like no money).
In terms of critical chance/damage, in my thread (sig) we had a discussion about the possibility of a dex-build and I found that with the seven deadly cinch and the etched ring (which both increase crit chance and damage) and some dex you can get a dps that is even higher than a pure magic build - but at the sacrifice of some +%fire damage. This is end-game though, but for early to middle game equipping rogue armour can convey +%critical damage/chance benefits such that the general dps (once again not including +%elemental) is higher. If you're planning on exploding people via bloodmagic or spirit damages a nonelemental setup like the one i'm making a guide for might be better damagewise (just to advertise and all haha).
So it boils down to what types of spells you use and whether or not you're a bloodmage.
Modifié par mr_afk, 25 avril 2011 - 04:05 .





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