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Can you have enough money in Act 3 to...


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#1
DW2511

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...buy both the RoUC and The Final Thought?

I'm planning a mage build as follows:

1. Heal
2. Chain Lightning
3. Spirit Bolt
4. Rock Armor
5. Fireball
6. Chain Reaction
7. Fist of the Maker
8. Telekinetic Burst, Unshakeable (Tome 1)
9. Pull of the Abyss
10. Gravitic Ring
11. Firestorm
12. Walking Bomb
13. Maker's Hammer, Edge of the Abyss (Tome 2)
14. Healing Aura, Group Heal (Tome 3)
15. Winter's Grasp
16. Apocalyptic Firestorm
17. Tempest
18. Cone of Cold
19. Deep Freeze
20. Pyromancer
21. Elemental Mastery
22. Spirit Strike
23. Horror
24. Hex of Torment
25. Despair
26. Strikes Twice

As you see, I'm planning on all types of spell damage so both those items will prove handy.

#2
mr_afk

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don't get final thought. it's a rip off :(
get the ferryman's ring instead maybe.

edit: and yeah, you should be able to afford two 100+g easily

Modifié par mr_afk, 27 avril 2011 - 01:25 .


#3
DW2511

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For this build, that +104 mana and +33% Spirit damage are great, IMO. If going the BM route, I would agree.

#4
mr_afk

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It's not so much the item properties that are the problem, it's the base damage.
48 physical damage without ignore armour properties means that your basic attacks (which will probably make up the majority of your general dps) will be much lower than random drop elemental staves which you get for free. Physical damage first of all will be reduced by the enemies armour and secondly will have much less +% gear available for it (compared to say fire).

It's completely up to you of course, if you want to see big numbers from your spirit bolts and horrors then I suppose that 33% spirit damage will be useful (walking bomb isn't affected by +%). But from your build it seems like you have a more elemental focus (e.g. fire and electricity) in which case the ring of the ferry man might be better:
+2 magic
+9 mana regen
+24% fire
+24% electricity
immunity to stun

Added to the way that the torch of falon'din (which you get for free) will fit into your build better... I dunno, up to you. that was just my 2 cents.

#5
DW2511

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mr_afk wrote...

It's not so much the item properties that are the problem, it's the base damage.
48 physical damage without ignore armour properties means that your basic attacks (which will probably make up the majority of your general dps) will be much lower than random drop elemental staves which you get for free. Physical damage first of all will be reduced by the enemies armour and secondly will have much less +% gear available for it (compared to say fire).

It's completely up to you of course, if you want to see big numbers from your spirit bolts and horrors then I suppose that 33% spirit damage will be useful (walking bomb isn't affected by +%). But from your build it seems like you have a more elemental focus (e.g. fire and electricity) in which case the ring of the ferry man might be better:
+2 magic
+9 mana regen
+24% fire
+24% electricity
immunity to stun

Added to the way that the torch of falon'din (which you get for free) will fit into your build better... I dunno, up to you. that was just my 2 cents.


Good points, thank you for taking the time to assist. I'll think about it some more, but the original question remains: Are there enough money for two elite items if you are stingy enough in Acts 1 and 2?

#6
mr_afk

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No problem, and yes you should definitely have enough money for two 100+g items.
Most elemental mages get all the tomes, the ring of the ferryman and the robe of unblemished cleanliness. As the ring costs 109g, i'm pretty sure you'll be able to afford the staff (if you decide to get it) as it's only 126g.

In addition to been stingy you probably want to equip your companions with runes of fortune (and maybe farm potions). My current playthrough I am not even buying my companions armour upgrades (unless I use them) or their gifts. Feels so...miserly. :(



DW2511 wrote...
...and deciding to maximum offense/CC with enough healing to make Anders non-essential


Btw, Does that mean you're not planning on using Anders in your party?
What are you doing for healing (besides heal) and haste?

 

Modifié par mr_afk, 27 avril 2011 - 02:13 .


#7
DW2511

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Hehe, from the 4th playthrough and on it's all about maximising good ole Hawke, isn't it?

BTW, I was experimenting with a late game armoured mage, respeccing one of my mages at the start of Act 3 and playing through most of that Act. 80% Armor, 14%(I think) dmg res from the Helm of 1000 battles, 60% magic resistance, 350 hp, Haste, Cone of Cold and other goodies. Aveline was getting killed and I was barely scratched. I'll see if I can dig up Tank Hawke and post him in your thread.


EDIT: As far as healing, my mage has both heal and Group Heal. No Unity, but with the RoUC and maybe another healing item(Bassrath Kata if I don't get TFT, I'll be healing upwards of 50% anyway. Haste might be an issue, although if I deem it necessary I can ditch the 3 entropy spells to get it. The thing is, I've already done a healer/CC/support/buffer so I'd like to go a different route, even if some key spells are left out.

Modifié par DW2511, 27 avril 2011 - 02:33 .


#8
mr_afk

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Haha sure thanks. I didn't know that armoured mage build would be still viable late-game! I'll update the OP with it once you post it. 

I normally tend towards glass-cannon builds, so tanking in any class is an oddity for me. It's just that I hate getting knocked down even more than I hate not maximising damage. haha
And yeah, pretty much I've played the game way too many times (still haven't managed to get myself to side with the templars though). In the past I was all about the interactions with companions etc. but now that I know it off by heart (which isn't that strange given how limited it was) i'm starting to focus more on the mechanics of how to make the best glass cannon - i like big numbers, I cannot lie. 

edit: You could just bring anders you know... he is pretty irritating but he does free you up to concentrate on more important things, like blowing people up etc. :)

Modifié par mr_afk, 27 avril 2011 - 02:35 .


#9
Khrondorr

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You might check out the new items from The Item pack DLC, the Helm looks good. The Apostates Mask:
123 armor
2 rune slots
+42 mana/stam
+3 mana/stam regen
+10% of each elemental (fire, cold, nature, spirt, lightning)
requires mage and level 17

#10
DW2511

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I'm quite the opposite, I value survivability above all else. None of my Hawkes or companions has less than 250 hp by the end. (Anders caps at 200-225) . In one playthrough I had Isabela at 275 hp and 80% def vs Bosses, with enough STR and fortitude items to keep her on her feet. Precision is a great talent for all rogues as it allows you to drop DEX to Weapon Requirements max only. I like small numbers and the glancing blow '1', no need to lie.

#11
mr_afk

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Glancing blows...'1'... *shudder*. Please, stop - your graphic descriptions are going to give me nightmares!!

#12
Tomark

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Final thought really isn't worth it. by the end of act III, you should be able to get a 'basic' 51 base damage spirit staff with 16% spirit damage and 8 spirit damage added to it at the shop in the gallows iirc. While this would still be a bit expensive, it won't be the rip off that is final thought.

#13
ezrafetch

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Honestly, you don't even need to buy staves. Random drops will have just as good of base damage as (if not better than) your uniques. The only unique staves that can eclipse their randomly generated counterparts are Torch of Falon'Din (+8 Fire Damage, +16% Fire Damage mods AND two rune slots) and Malcolm's Honor (the crit chance mod helps out, but no slots for roonz). Spending more than 1g on a staff is pretty much wasteful. Even then, I don't ever really do that.

Honestly, with mage builds there are some trees that can be dipped into and some that must be heavily invested in, and some that just need to be left to companions. Elemental is an all or nothing prospect. Primal can be "splashed" (to use the MtG term, not that I've played it in years...) with Rock Armor, Chain Lightning + Chain Reaction, though that leaves out the magnificent Petrify. Spirit, Entropy, and Arcane just need to be left to companions. For Hawke, Creation is probably best left as a splash for Heal, Glyph of Paralysis + Glyph of Binding unless you want to spend your time as a buffboy. I know everyone, their brother and their mother absolutely loves Haste, but it's largely superfluous in the grand scheme of things, and Hawke has better things to do with his mana and time than just cast Heals (also, Anders is a better Haste-r thanks to Martyr).

#14
DW2511

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ezrafetch wrote...

Honestly, you don't even need to buy staves. Random drops will have just as good of base damage as (if not better than) your uniques. The only unique staves that can eclipse their randomly generated counterparts are Torch of Falon'Din (+8 Fire Damage, +16% Fire Damage mods AND two rune slots) and Malcolm's Honor (the crit chance mod helps out, but no slots for roonz). Spending more than 1g on a staff is pretty much wasteful. Even then, I don't ever really do that.

Honestly, with mage builds there are some trees that can be dipped into and some that must be heavily invested in, and some that just need to be left to companions. Elemental is an all or nothing prospect. Primal can be "splashed" (to use the MtG term, not that I've played it in years...) with Rock Armor, Chain Lightning + Chain Reaction, though that leaves out the magnificent Petrify. Spirit, Entropy, and Arcane just need to be left to companions. For Hawke, Creation is probably best left as a splash for Heal, Glyph of Paralysis + Glyph of Binding unless you want to spend your time as a buffboy. I know everyone, their brother and their mother absolutely loves Haste, but it's largely superfluous in the grand scheme of things, and Hawke has better things to do with his mana and time than just cast Heals (also, Anders is a better Haste-r thanks to Martyr).


I agree on the staves, but for a build such as mine, with 12-15 castables and no blood magic, TFT's +104 mana and +100 dmg / 10 sec via Spirit Strike, + 1000 dmg / Horror with that +33% Spirit dmg modifier is anything but useless.

As for Hawke and healing, it's not build defining in any way. 3 talents for 2 50-60% heals is a value for money contingency plan.

#15
Shep309

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I read somewhere (I think one of IN1's threads) that on a fairly optimized playthrough you net a total of around 430g. Dunno if that's an exact number, but as long as you don't go crazy buying things you should be able to grab a few 100g+ items.

#16
tonnactus

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Yes,it sucks that physical staffs didnt ignore enemy armor like they did in the first game(and like the magister scythe).And i dont know any good reason for that.
Elemental staffs get enough advantages if used against enemies weak to certain elements.But in mixxed enemy groups(mercs and dwarf lyrium smugglers) a physical staff would be worth it if enemy armor would be ignored.