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Someone puts a gun to your head and says "solo the game with a mage on nightmare" What spells do you take?


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#1
SomeoneStoleMyName

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 Since you get very little spells in the game (i think 17 spells @ lvl 15 by default?) the spell selection in DA:O is EXTREMELY limited. So what spells would you take to best counter anything from mindless zergs of enemies to mighty dragons?

Since you cant cheat with forcefield when you are alone, one spell over another could be fatal! So what spells would YOU take if your life was on the line? :P

#2
Taleroth

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I wrestle him for the gun. He's going to kill me anyway, he's obviously completely bonkers.

#3
SomeoneStoleMyName

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Taleroth wrote...

I wrestle him for the gun.


I said no forcefield >.<

#4
Ethreallol

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Arcane warrior/Blood Mage



Nuff said

#5
BomimoDK

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i'd just do it. spec arcane warrior, get some CC and AOE spells, set the difficulty to easy to be sure he doesn't shoot me. (otherwise i'd do a nightmare run to honor the spirit of the Baldur's Gate Solo threads) once i'm done and he lowers the gun i'll stuff his head up his arse and shoot him in the ass. that'll teach him.

#6
Guest_Budoshi_*

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i prefer the bullet thank you very much.

#7
kab

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Since you get very little spells in the game (i think 17 spells @ lvl 15 by default?)




You start with 3 at level 1. There's 3 books, all of which can be acquired by 12 if not sooner. The Desire Demon gives you another point if you bargain with her. The Joining gives you another point as well. That's 22 by 15 if you care to get them.



Since you cant cheat with forcefield when you are alone, one spell over another could be fatal! So what spells would




Yes you can. Tempest, Inferno, Blizzard, Death Cloud, etc. can be setup before many if not most fights and you can stand in the middle with Force Field watching them die. Storm of the Century in particular could win almost any fight that doesn't start off of dialogue or an ambush doing this. Really I think the most important two spells would be Combat Magic and Shimmering Shield. Getting up to Shimmering Shield would be the difficult part.



Glyph of Neutralization would be important for any encounter involving another Mage. Glyph of Warding would provide you some additional defense while Glyph of Paralysis and Glyph of Repulsion give you excellent CC. The Hex line and the Sleep line are also two I would consider, the first being important for boss fights and the second another CC along with using Nightmare to quickly finish off a dangerous target and Waking Nightmare for CC and help from them attacking each other.



What would you do about the prologue? You're forced into a group for that and frankly I wouldn't want to try it on Nightmare without using them, you don't have enough spells or mana for that and you can't specialize yet. Maybe if you abused Duncan's quest in Ostagar but if you're going to exploit you might as well just use the console, same difference.

#8
the_one_54321

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i'd take the gun and put the guy in the hospital.

#9
JosieJ

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kab wrote...



Since you cant cheat with forcefield when you are alone, one spell over another could be fatal! So what spells would


Yes you can. Tempest, Inferno, Blizzard, Death Cloud, etc. can be setup before many if not most fights and you can stand in the middle with Force Field watching them die.


Force Field would also be extremely useful in single-boss fights to buy yourself some time to recover with potions, wait for your abilities to recharge, and maybe seek better tactical ground.

#10
hexaligned

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Ethreallol wrote...

Arcane warrior/Blood Mage

Nuff said


It is a powerful build, it isn't anymore powerful than a well built caster mage though (and much more boring imo) People need to get off that bandwagon

#11
Vysirez

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relhart wrote...

Ethreallol wrote...

Arcane warrior/Blood Mage

Nuff said


It is a powerful build, it isn't anymore powerful than a well built caster mage though (and much more boring imo) People need to get off that bandwagon


If you are playing as a solo mage you are going to need the armor arcane warrior provides. You might not have to go for a full-on arcane warrior build, but the extra armor, and the ability to burn through all your mana, and then switch to weapons would be invaluable for a solo mage.

#12
SomeoneStoleMyName

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kab wrote...

Since you get very little spells in the game (i think 17 spells @ lvl 15 by default?)


You
start with 3 at level 1. There's 3 books, all of which can be acquired
by 12 if not sooner. The Desire Demon gives you another point if you
bargain with her. The Joining gives you another point as well. That's
22 by 15 if you care to get them.

Since you cant cheat with forcefield when you are alone, one spell over another could be fatal! So what spells would


Yes
you can. Tempest, Inferno, Blizzard, Death Cloud, etc. can be setup
before many if not most fights and you can stand in the middle with
Force Field watching them die. Storm of the Century in particular could
win almost any fight that doesn't start off of dialogue or an ambush
doing this. Really I think the most important two spells would be
Combat Magic and Shimmering Shield. Getting up to Shimmering Shield
would be the difficult part.

Glyph of Neutralization would be
important for any encounter involving another Mage. Glyph of Warding
would provide you some additional defense while Glyph of Paralysis and
Glyph of Repulsion give you excellent CC. The Hex line and the Sleep
line are also two I would consider, the first being important for boss
fights and the second another CC along with using Nightmare to quickly
finish off a dangerous target and Waking Nightmare for CC and help from
them attacking each other.

What would you do about the prologue?
You're forced into a group for that and frankly I wouldn't want to try
it on Nightmare without using them, you don't have enough spells or
mana for that and you can't specialize yet. Maybe if you abused
Duncan's quest in Ostagar but if you're going to exploit you might as
well just use the console, same difference.


Thanks for comming with a constructive answer instead of the other lame generic "what id do to the guy with a gun" fail@humor crew.

So the glyphs are great in this regard? Do you mean putting the neutralization glyph at yourself to make you immune to magic to not be disabled? I agree that the sleep tree would be essential. This is my current build. And when it comes to the soloing itself i wont start before lothering, simply because soloing up to that point isnt really as challenging as it would be tedious and the game forces companions on you aswell. Taking the ogre down would just be CoC kiting so not really hard tbh, and same on trash there.


Posted ImagePosted ImagePosted ImagePosted Image
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+ Arcane warriors combat magic, for wearing any armor.

The question is to take: Posted ImagePosted ImagePosted Image  VS Posted ImagePosted ImagePosted ImagePosted Image. Either you get storm of the century, or improved reanimation for a strong minion and lots of DOTs+AOE.

Im thinking of maybe sacrifising waking nightmare, thoughts about that? And also im thinking of removing heal as with high magic score your potions will heal for tonns.

Pictures taken from http://dragonage.wik...r_Spellcasting. I feel its easier to give readers a spell overview this way.

#13
SirValeq

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Would massive armor be enough to survive some of the hard-hitting bosses? What about a misdirection hex? I tried it on my regular hard playthrough and it basically nullified any damage my tank would take otherwise. I could imagine that a circulation of this and a self-forcefield could prove useful, no?

Bosses are the only thing I'm concerned about before starting my solo game...

#14
SomeoneStoleMyName

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iLikeBWgames wrote...

Would massive armor be enough to survive some of the hard-hitting bosses? What about a misdirection hex? I tried it on my regular hard playthrough and it basically nullified any damage my tank would take otherwise. I could imagine that a circulation of this and a self-forcefield could prove useful, no?
Bosses are the only thing I'm concerned about before starting my solo game...


Good question. If misdirection works on Dragons ill definatly pick it up.

Im really thinking heal is not needed when soloing atm, if you make anti-magic rune with repulsion only archers should hit you. THis theory crafting drives me crazy trying to minimize spells >.<

#15
Sean0883

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You can't say an unmodified came-with-the-game ability is cheating and rule it out.

#16
Guest_Syncrosonix_*

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cone of ice and force field! {=oD

#17
hexaligned

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Vysirez wrote...

relhart wrote...

Ethreallol wrote...

Arcane warrior/Blood Mage

Nuff said


It is a powerful build, it isn't anymore powerful than a well built caster mage though (and much more boring imo) People need to get off that bandwagon


If you are playing as a solo mage you are going to need the armor arcane warrior provides. You might not have to go for a full-on arcane warrior build, but the extra armor, and the ability to burn through all your mana, and then switch to weapons would be invaluable for a solo mage.


I agree it's handy, and if spell casting was limited in some way I would agree it would be invaluable, however mana is an infinite resource with herblism.   To answer the orginal question though, I would go full glyph line, full frost line, full fire line, and at least sleep, and that still leaves you some points to play around with, Heal if you want it, but you shouldn't be getting hit all that much, chain chugging potions would be better anyways.

#18
hexaligned

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double post*

Modifié par relhart, 19 novembre 2009 - 07:36 .


#19
hexaligned

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Sean0883 wrote...

You can't say an unmodified came-with-the-game ability is cheating and rule it out.


I can say it takes all the challenge out of the game and makes it completely pointless to play (for me) though, and not reccomend anyone use it who wants to have some fun playing.

#20
Forumtroll

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Technically you could solo the Tower in the beginning... It'll involve a lot of running. The one thing to remember is Drain Health and Wintergrasp are instant, have seemingly infintie range, and can be cast through a wall. All you need is an infinite stack of lyrium potions, patience, and at least those two skills..

#21
Love-Buzz

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If you're going Arcane warrior and can take it, Miasma is really, really, really, really good.

#22
LacrimaImber

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I've been playing a mage since I got the game (spellcasters are among my favorite classes, along with psionics and engineers/artificers) but I've had to reroll quite a few times in an attempt to find a set of spells that suits me and is still useful.  This is made more complicated due to a lack of an explicit spell manual.  Now, I normally work in a group, I don't solo like you do, but hopefully the underlying principles and theories provided herein will be helpful:

Glyphs are truly invaluable.  Their utility/versatility is almost unmatched.  You can use Paralysis on its own to deal with bosses/leaders, or combine it with Repulsion to deal with groups, backline archers, and mages.   They are cheap and long lasting with a relatively short cooldown.  I've also used Repulsion on its own, both as general crowd control/field manipulation and as a shield against melee hordes (cast on self and it will fend of most any attacker).  You can also use it to keep enemies in your AoE spells by setting it on the border closest to you.  The enemy AI will eventually get around it, but even if they are only hit with it once, that's an extra couple of seconds they have to stay within the AoE.  I haven't used Neutralization yet, but I think I it suffers from freindly fire, so I wouldn't cast it on yourself as it would leave you defenseless.

The Heal line is really only useful for Mass Rejuvenation which is a mass party buff (which includes you, unlike Rejuvenation which can only affect other party memebers and not the caster) that helps regenerate stamina and, more importantly, mana.  The problem with Heal is that it requires mana, and the last thing you want is to get stuck in a Heal/lyrium potion loop when facing a mass group, especially if that group has mages.  I would honestly go with potions if soloing since they require no mana, work faster than Heal (I've been interrupted using Heal, but not when drinking potions ), and you can make a lot of them, and with various quality in order to fit the situation and get around the short cooldown.

I only really use one summon so far, Wisp, and it's worked really well.  I don't know exactly how much of a boost it gives to damage, but if you have the free spell slot it might be worth a shot.  Since you don't have to worry about freindly fire, using grease + fire might be fairly useful for you as well, but I can't say for sure compared to other AoE spells.  I don't know what kind of equipment you have, but you could get away without any summons if you had the right amount of +spellpower gear.

I haven't had a lot of experience with the Mana line of spells; my impression of them is that they are very situational (only useful against mages as mana and stamina are not interchangeable when it comes to the draining power of this spell line) and you end up spending mana to negate an enemy's mana, which is good and all when its one on one, but again, the one versus many dynamic ends up putting you at a disadvantage.

Mind Blast is fairly useful as a panic button, giving you time to run or set up a more powerful set of spells if you get overwhelmed.  Forcefield is a single target neutralizer, but since you're mostly dealing with groups, its usefulness is somewhat debatable when there are other single target spells that might have a better synergy with the rest of your spell choices (Horror for instance).  I've used the Crushing Prison/Forcefield combo and in all honesty, it didn't seem all that great to me.  Small AoE knockdown and moderate damage, but it's long recharge and high cost don't make it very efficient in a solo effort, and wasting a spell (Telekinetic Weapon) just to get Crushing Prison, which does do decent DoT but the stasis effect can be resisted, doesn't seem worthwhile.

The Entropy line of spells is going to be your best spell set.  Horror, Sleep, Waking Nightmare are devastating against almost any mob(s).  Waking Nightmare is especially useful if you can hit an enemy mage with it (this makes it a plus over the Mana Drain tree since you're not just neutralizing them, but making them work for you).  Affliction Hex boosts the damage to your AoE spells, and proper use of Death Hex, even if it is single target, can turn a losing battle into an escapable one.

As far as choosing between the Lightning and Walking Bomb trees, something to remember is that Walking Bomb and its Virulent version are only useful when you kill the enemy while its effect is in play; if you don't have the damage potential to make use of that fact then those two spells are fairly worthless (their damage isn't that great, and certainly not enough to kill some of the tougher creatures on their own).  Plus, if you ever cast that on a charging creature, or one accidentally gets infected by it (Virulent version), you're going to need to either run, or waste another spell to keep it away from you.  Going down the Lightning tree offers you straight damage, and in different forms (single, cone, AoE, targeted AoE), so you usually have something for most situations.  The biggest trouble I've had is against backline archers that spread themselves out, but Chain Lightning does wonders in those situations.  When it comes to Animate Dead, I haven't used it (I'm cool with crafting golems, summoning spirits, building robots, etc. but for some reason raising corpses doesn't sit well with me), but I have heard that it's usefulness is limited similar to skeletons in Diablo II (decent early on, but somewhat less so later in the game when they get wiped out in a single hit).

So, to sum up:

Glyphs - Paralysis, Repulsion
Ice - At least up to Cone of Cold
Lightning - All
Entropy - Horror, Sleep, Waking Nightmare, Hexes (all)

Those are the ones I would take with me if possible.  Some of the other spells seem to have potential and might be worth using (Lifeward, Death Cloud, Earthquake) but I'm not sure if you have enough spell slots to get those or if they are truly as effective as I hope they are (haven't had a chance to try them yet).

Anyway, I hope this helps and the info is useful to you, sorry it was such a long post.  If anything I've put up is incorrect, let me know.  Also, this is all based on my experiences, other people have different views than mine based on their own experiences; I just figured my views might give you a different perspective and hopefully offer a little more insight into some of the spell trees.

#23
Jinadan

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In my short experience using Death Cloud, I noticed that even though the spell seems to radiate an area effect centered on your character, death cloud won't trigger unless you're very close to any of them (nearly on top of or right next to the corpse for the spell's effect to trigger).

#24
Spyndel

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Ethreallol wrote...

Arcane warrior/Blood Mage

Nuff said


This. 

#25
Sword For Hire

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Taleroth wrote...

I wrestle him for the gun. He's going to kill me anyway, he's obviously completely bonkers.


lol same here ;)

but to humor you, i would go with dots like walking bomb and virulent walking bomb and run from my enemies
dot and kite, dot and kite....dot.... kite.... run.... booom ... boom... (more booms sounding off in the distance like a domino effect)


BOOM!