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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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#26
tranj84cl

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SomeoneStoleMyName wrote...


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


Force Field isn't just for casting on Alistair you know...

Often, I'll cast FF on the Boss on a fight, kill everyone else, then regroup.  Then, you can face the boss somewhat fresh.  

Someone mentioned AW and BM combo.  That, with standard CC spells, will do the trick.  Stack critical chance to help with the shattering.

#27
DrekorSilverfang

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AW/Blood mage



Also make sure you abuse virulent walking bomb + Force field ^_^

#28
Nodrak

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The only issue with playing a mage solo is A) Melee trains, and B) CCs. All CC's can be negated by high Phys and Mental resistance as far as I know. These will be far more important then what spells you chose. A single dog will kill your mage regardless of what spells you if you fail a check.

Cone of Cold, blizzard, fireball, grease, stonefist. Those are the 5 main spells I would get, which would use 11 spells. Heal is optional since you are solo.

Once I had most of those, I would aim for Vuln Hex and Crushing Prison. Maximizing shattering is much better then maxing AoE like SotC, imo. The mana drain glyph is a wash, it can be resisted by the enemy/boss at which point you just gave them magic immunity for free, or it can drain all their mana and you still gave them magic immunity. The other glpyhs are meh, many spells offer the same effect with more contol or aoe size.

Things that will kill a solo mage that would not bother a normal group with a mage are Knockdowns, Bloodmages, and enemies with Grab/Overrun. My mage on hard can take on like 8 archers shooting him at a time and not worry about his health much, but if they unload stuns in a chain, you are humped.

Enemy mages are really low on phy resist usually, and you can almost always shatter any Yellow Name caster.

Modifié par Nodrak, 20 novembre 2009 - 06:49 .


#29
SomeoneStoleMyName

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Thanks for the feedback ;)

My spellbuild now looks like this:

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+ Combat magic (AW)

Will still be a caster using staff, combat magic is for opening a huge variety of available gear - especially physical resist pieces - to counter overwhelm and stuns.

29 spells.
22 spells by lvl 15 (thanks for this info kab) for taking the deal with desire demon and buying the 3 books. 27 spells by lvl 20. 32 spells at lvl25 but not factoring those in, since by then the game has progressed so far the last spells will hardly be used much before the game ends.

#30
Ultrazennn

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I'm doing a solo mage run right now.  I personally find waking nightmare to be one of the most useful spells in the game.  I'd hate to be without it.  It just pulls so much agro off of you.

The real trick to it, is being able to juggle your CCs, sleep, mass paralyze, waking nightmare, etc etc are all pretty essential.  You can do some pretty interesting things with glyph of repulsion and big AOEs as well.  Judicious use of bottlenecks and that kind of combo will get you through 95% of the game.

Arcane warrior is pretty hard to get around, as wearing top end heavy armor is really hard to pass up.  Even if you never use it for the other skills it's worth it for that alone.  My current build is a spirit healer/arcane warrior.   There are quite a few areas of the game where you can wade through the content solo in nightmare, just using melee with all your sustainable buffs up.

/shrug.  Wading into a fight with regen, haste, rock armor, combat magic, miasma, death magic all running makes for a pretty indestructible character.  The only thing you really get hosed by are the points in the game where there are multiple enemy casters that cast crushing prison, you are pretty much screwed in a couple spots, and need to get lucky or really cheese/exploit some game mechanics to get by.

As far as boss fights go, I find most of the boss fights to be easy solo, actually in some ways easier than a party lol.  Most boss encounters are *really* melee undfriendly, but not so much range unfriendly.  High dragon for example, there is a spot between melee and too far away where the dragon spends a lot of time sitting there looking at you trying to figure out what to do.

The real problems you run into, are the cut scene fights where you are surrounded at the start.  That's where insta cast CC spells become pretty much mandatory.  Sleep, followed by mass paralyze, followed by by a short run, a glyph of repulsion, a death cloud, inferno, blizzard etc.  Fun stuff.  The other problems of course are any CC that take you out of control.  Crushing prison and being knocked down are pretty much both a death sentance and a reload.

TLDR version.  I would take, for sure:

1.  Waking nightmare
2.  Mass paralyze
3.  Sleep
4.  AOE of your choice if not 2, blizzard, inferno, death cloud, blizzard being really hard to pass up because you are already on the road with cone of cold which is a lifesave solo.
5.  Cone of cold
6.  Glyph line.  Often overlooked and / or talked about, but amazingly useful, both in solo and party games.

And I love the combo of arcane warrior and spirit healer.  Regen is very valuable solo, at least I've found.  Of course AW/Bloodmage is another viable combo.

#31
Guest_Feraele_*

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I like using the glyphs, particularly the aoe knockback one. Fun to ambush with, pick a door, put it down watch enemies all get knocked back, pick targets, freeze them..kill.

Also fun to stand your mages/healer in the center of that glyph ..any physical attacks are repelled, and your spellcasters can do their work unharmed. :)

Modifié par Feraele, 20 novembre 2009 - 02:02 .


#32
SirValeq

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It seems that most agree on some core spells and one or two trees don't make much difference, it's only personal preference.

What about the leveling proces itself? Glitch/cheat for a higher lvl or not? Glitch/cheat for money to get the best possible equipement early on or not?

#33
SomeoneStoleMyName

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iLikeBWgames wrote...

It seems that most agree on some core spells and one or two trees don't make much difference, it's only personal preference.
What about the leveling proces itself? Glitch/cheat for a higher lvl or not? Glitch/cheat for money to get the best possible equipement early on or not?


That is very individual imo.

Id say no to glitch/cheat leveling and money. I wont use forcefield either on my walkthrough. If i use it on myself cause i have curse of mortality on me its ok, or if i have to use it to avoid dying where nothing else would save me. And also its ok to do Storm of century + forcefield yourself IF it is an easy pack of mob that you wouldve made easy anyway and you do it yourself just to save time.

Spamming storm of century + forcefield yourself to kill a dragon id never do thought, better to come back later and get a REAL sense of achievement.

#34
Jinadan

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I'm also attempting to solo nightmare w/ a mage. I chose to use the respec addon - to get rid of arcane bolt, but also to have the flexibility in trying different spell trees. I've just reached Lothering and am noticing mobs are resisting 20 - 30% of my spells; more-so if they are ranked higher than white (and this is with all points going into Magic). The hex line, at least the first two, seem like a 'must have.'

#35
Stebenator

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use force Luke!

#36
Lord Niah

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the_one_54321 wrote...

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


I started a mage solo run on nightmare just recently.  so far I have gotten to Lothering while soloing all encounters, including the ash wraith and tower ogre.    To get my compaions out of the way, I just zeroed out their tactics, set them to passive, and then left them at the start of each level on hold.  If there was a cut scene, I let my mage take aggro and moved my companions out of the way or just waited while they were killed.

The hardest part was running through the Tower of Ishal becaue I had used up all my lyrium potions in the Kocari wilds and outside the tower!    But I managed to get through by using minimal mana.

Then I reached the ogre.   I died 5-6 times trying to figure out how to fight him.  After watching a video of an archer rogue with pet soloing him by kiting with the wolf, I decided I would kite with my mage in order to recover mana.  When not kiting, I hit the ogre with a combo of winter's grasp, cone of cold, and walking bomb for the dots.   On my last succesfull attempt, I was able to kite well enough to do the entire battle with only getting hit once! 


My spells at level 6 were:

Winter's Grasp, Frost Weapons, Cone of Cold, Blizzard (great for clearing out rooms), glyph of paralysis, glyph of warding, and glyph of replusion.

Usual tactics included:

1. Hitting stuff with blizzard at range and then mopping up with staff bolts or a combo of winter's grasp, arcane bolt, and CoC for anything that got out of the blizzard.

2. Clearing rooms in the tower by placing a glyph of replusion at the door and then nuking the room with blizzard. 

3. If archers targeted me, I'd stand on a glyph of warding or try to use cover to my advantage. 

4. If  meele was bothering me, I'd  would either lay down a glyph of repulsion or use cone of cold and kiting.

5. Bosses and ambushes were soloed by using winter's grasp, cone of cold, and health potions.

6. Walking bomb was added to increase the damage of my blizzard and to put DoTs on bosses as I kited them.

7. Occasional use of glyph of paralysis + glyph or replusion to paralyze smaller groups of enemies.


Next up: killing the bridge bandits outside Lothering without drinking too many lyrium potions.