Aller au contenu

Photo

AoE Cross-class Combo Abuse


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
PsychicHammer

PsychicHammer
  • Members
  • 276 messages
I've come up with a mage build that worked suprisingly well for me. I tried to balance it as much as possible, and it turned out pretty well, so I thought I could share my experience with my fellow gamers. This build will might seem a bit week against more powerful foes, but hey - read the title! Yes, we will be abusing CCC (Cross-class Combos). 

A few tips before I get into the build itself:
1) Be careful with your aim. This build is meant for Nightmare, and FF (Friendly Fire) can be a HUGE issue.
2) Try to focus fire with your entire party (I will include companion suggestions and build as well later) on single enemies to take them out quickly. It really is a better option than to let many opponents wander around as you will not  have a tank in your party. This build is about damage, not endurance.
3) Always watch out for your companions. They can die really fast if you're not paying attention. Also, out of personal experience, Anders has a very irritating habit of charging enemies even if set to ranged.

NOTE: This was played on PC. If you're a console player and don't like switching between characters much, this is not meant for you. Sorry.

OK, let's get down to business.

Hawke:   

Hawke will be a master of AoE in your party and you will focus on three trees: Elemental, Force Mage and Primal.  I will disscus all the spells individually.

With skills, follow the pattern (NOTE: it only makes sense if you respec with Maker's Sigh potion as soon soon as you can. I did it on level 5):

Lvl 1. Winter's Grasp
Lvl 2. Fireball
Lvl 3. Pyromancer
Lvl 4. Cone of Cold
Lvl 5. Firestorm
Lvl 6. Winter's Blast
Lvl 7. Force Mage specialization - Fist of the Maker
Lvl 8. Unshakable + Telekinetic Burst (Tome of Technique purchased from Hubert's Fine Goods in Hightown.)
Lvl 9. Deep Freeze
Lvl 10. Elemental Mastery
Lvl 11. Heal + Greater Heal (Elixir of Arcane Technique purchased from Black Emporium. If you didn't get to lvl 11 before venturing into the Deep Roads, get the Elixir on lvl 10 and get Heal along with Elemental Mastery. It's up to you.)
Lvl 12. Gravitic Ring
Lvl 13. Pull of the Abbys
Lvl 14. Chain Lightning (Put a specialization point depending on what you want. Need more mana? Get Spirit Healer. Lacking health points? Go Blood Mage. Up to you, since we will not be putting any points into any of these trees. I chose +25 to mana.)
Lvl 15. Stonefist
Lvl 16. Chain Reaction
Lvl 17. Petrify
Lvl 18. Rock Armor + Dessicate (You will certainly have gathered enough money for another Tome of Technique - purchased from Ilen's Crafts - way earlier, however, there's a good reason why I used my Tome here. I was saving up money to buy one of the most powerful staves in the game - Cold-Blooded. It may seem not as powerful because it "only" does 50 cold damage per second, but the buffs you get are priceless. Plus 40 to mana, plus 10 to mana regen, plus 30% to cold damage and the blood mage thing - spells cost less health, you know what I mean. Simply put, this will be your main weapon, although you will encounter enemies immune to cold damage. When that happens I suggest using a fire staff, since your skills will buff its damage. If you prefer to skip on the staff and buy a Tome earlier, just follow the pattern.) 
Lvl 19. Tempest
Lvl 20. Galvanism 

This build is finished on lvl 20. I managed to get to lvl 19 before meeting Arishok, so I was lvl 20 right at the beginning of Act 3. From now on, you do whatever you want. I chose to max out my damage, so I invested my skill points as follows:

Lvl 21. Apocalyptic Firestorm
Lvl 22. Strikes Twice
Lvl 23. Golem's Fist
Lvl 24. Hex of Torment
Lvl 25. Spirit Bolt

As for attributes, I put quite a few points into CON in Act 1. In Act 2 I mainly build up my MAG and WIL and I put a few more into CON towards the end of Act 2. In Act 3 I went pure damge - a few into WIL, rest into MAG. I suggest putting any extra points (Night Terrors quest, Tomes and such) into MAG. It's all up to you. I ended up having the same amount of CON and WIL, and lots of MAG. 

Spells - how to:

Lvl 1. Winter's Grasp - this spell will be one of your best friends throughout the whole game. It is a great debuff, deals huge amount of damage to enemies weak to cold and upgraded lets you set up brittles for your warrior companion. Mana cost is pretty low and it has a decent cooldown. 
Lvl 2. Fireball - you will find yourself use this spell less and less with time, since it is pretty weak, but it might come in handy early in the game as an interrupt ability. Works fine against archers or spellcasters - the weaker ones. That's why it becomes useless so fast. Necessary evil.
Lvl 3. Pyromancer - Staff of Parlathan is easy obtainable, and this skill will buff it. It will also help with your Firestorm later on. Anyways, it's a better choice than Searing Fireball, and you need to invest 7 points into                 Elemental tree to get Elemental Mastery. 
Lvl 4. Cone of Cold - one of your best spells. Don't think. Just get it. Enough to say it helps to lock down rogues. 
Lvl 5. Firestorm - true, you will not use it as much until you get to higher levels. But it's necessary for this build, and who knows, maybe you CAN actually put it to use so early? I did. And it was fun.
Lvl 6. Winter's Blast - now we're talkin. You can turn you enemy into a ice statue. Do I need to say more? Yeah, I do. Watch out for FF. DON'T cast it when the target is close to one of your companions -  it will kill them instantly, no matter what. And if you're not careful, you can kill yourself. That would be embarassing. 
Lvl 7. Fist of the Maker - better than Fireball, but it also gets weak later. Still, good for CC (Crowd Control). If Anders is getting destroyed by archers, now's the time to use it. 
Lvl 8. Unshakable - If you don't know why you're getting this, you should quit playing this game right now. Telekinetic Burst - great for protecting Anders and interrupting spellcasters. Also, if your aim is good and your will is strong, it will put rogues out of stealth. Yeah, you got that right.
Lvl 9. Deep Freeze - Less freeze chance than Winter's Blast, but it's an AoE spell. Belive me, you want it. 
Lvl 10. Elemental Mastery - at this point your warrior companion should have either Reaper or Shattering Blow. Or both. LET CCC MADNESS BEGIN!
Lvl 11. Greater Heal - having two heals ready for the Ancient Rock Wraith will be handy, I'm tellin ya. The other one will come from Anders of course. Or you bring along 20 health potions. Or it's just me, not being able to deal with the Rock Wraith properly. I dunno. Whatever. Heal will come in handy later as well. Or you can change it. Your Choice. 
Lvl 12. Gravitic Ring - it won't really be of use against the Rock Wraith, but against anything else, hell yeah. Imagine a situation - a bunch of thugs is coming for you. Put this in a chokepoint and lay down Firestorm. Not good enough for you? It locks down any elite enemy. Some filthy rogue is all over you? Trap him. You have just got him of your back. For 20 seconds. Enought time to think and plan.
Lvl 13. Pull of the Abbys - sets enemies up for Gravitic Ring + Firestorm. Pulls rogues out of stealth. It's fun. This spell has no flaws.
Lvl 14. You get a boost to mana or health. And then... Chain Lightning - great for CC. Can be used offensively or defensively. No need to say more. 
Lvl 15. Stonefist - knockback that deals damage. Pisses off rogues and mages. It's just so good.
Lvl 16. Chain Reaction - oh my sweet staggers... I stroke Beacon for over 4500 damage with this when he was staggered. I took out a staggered rogue instantly when he had half of his health. Your warrior companion will make staggers all the time. Cast it on a grup of staggered foes. You'll see. And you'll love this spell right away. 
Lvl 17. Petrify - another lockdown spell. Rogues can hump a lyrium pillar.
Lvl 18. Dessicate - brittle is all you need. And enemy's damege resistance is lowered by 30%. Get it. Rock armor - one of the best buffs for a mage. Increases your survivability and it only locks 10% of your mana. You want it. If you don't... WHAT?
Lvl 19. Tempest - now you don't have Gravitic Ring + Firestorm combo. Now you have Gravitic Ring + Firestorm + Tempest combo! How cool is that?
Lvl 20. Galvanism - Primal equivalent of Elemental Mastery. More damage, more mana regen, more fun! 
Lvl 21. Apocalyptic Firestorm - your AoE combo gets even more powerful.
Lvl 22. Strikes Twice - Twice the frequency means twice the damage. Result? Your AoE combo gets EVEN MORE POWERFUL!
Lvl 23. Golem's Fist - at this point i gave Varric Disorienting Shot. Another CCC.
Lvl 24. Hex of Torment - less damage resistance means more pain to the enemy. You really can't go wrong with that. 
Lvl 25. Spirit Bolt - hell, why not? Another damage spell. Doesn't even matter. I'm so powerful... Zeus and his buddies can kiss my... staff. And beg for mercy.

Companion guide for this build is coming soon. 

Modifié par Scott_Press, 17 mai 2011 - 10:37 .


#2
Rolenka

Rolenka
  • Members
  • 2 257 messages
I "fixed" this article to make it a bit more readable. Actually I made it all one big table and someone else split it into several smaller tables, but there you go. At least it isn't just a long list anymore.

http://dragonage.wik...ss-class_combos

It should help a great deal for anyone who wants to use CCCs. I'm a little disappointed however that doing so pigeon-holes your build, to a point. There just aren't that many abilities that are part of a combo., and they aren't really spread out very much (Primal for Mages is the best example of this).

Modifié par Rolenka, 17 mai 2011 - 10:37 .


#3
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
Disorienting Shot is broken

#4
Darchon_

Darchon_
  • Members
  • 61 messages
btw, your best option to take advantage of a stagger is Hemorrhage in the blood mage specialization.

You really only need Fenris to provide stagger, (fodder for the above spell and chain lightning) and give him mightly blow to wreck from any brittle.

Alternately, use an Archer's Lance to kill the Brittle enemies

#5
mr_afk

mr_afk
  • Members
  • 1 605 messages

Rolenka wrote...

I "fixed" this article to make it a bit more readable. Actually I made it all one big table and someone else split it into several smaller tables, but there you go. At least it isn't just a long list anymore.

http://dragonage.wik...ss-class_combos

It should help a great deal for anyone who wants to use CCCs. I'm a little disappointed however that doing so pigeon-holes your build, to a point. There just aren't that many abilities that are part of a combo., and they aren't really spread out very much (Primal for Mages is the best example of this).


That was you? Good work! It made things a lot easier for me :lol:
Here's the culmination of my/your efforts:

Posted Image


Anyhow, @Scott_Press, I'm not too sure what you're suggesting. Do you mean a party-wide aoe damage setup? E.g. 3 mages dropping firestorms&tempests while a rogue archer hails arrows (and archer's lances any Brittles)? Because your build simply looks like an elemental/primal forcemage.

And the only problem with what you are suggesting is that you lack complex CCC interactions..unless you make your melee companions immune to fire, if you focus too much on aoe abilities things like a firestorm/gravitic ring strategy will block them from providing any staggers. Also, the lack of a 2nd spec (not even blood magic for mana?) will limit the potential for awesome (read: haemorrhage/infinite casting supply/+10con/been invincible which the second spec can provide). There are additional issues with your spell order (e.g. getting chain reaction so late) but I won't go into that as I suppose you may be able to get by solely on fire spells against the Kirkwall type

If you were after aoe CCC's, the walking bomb setup will probably be the best. Primal and the cold line can have good synergy with this but some sacrifices will have to be made (less if you spec your mage companions right). 


But I'll be interested to see how you specced your companions and what strategies/tactics you used for them. Spell orders are nice, but seeing how it interacts in the overall scheme of things is probably more useful. :)

Modifié par mr_afk, 18 mai 2011 - 02:11 .


#6
Rolenka

Rolenka
  • Members
  • 2 257 messages

mr_afk wrote...


That was you? Good work! It made things a lot easier for me :lol:
Here's the culmination of my/your efforts:




Right-click, save as.... :wizard:

#7
atheelogos

atheelogos
  • Members
  • 4 554 messages

mr_afk wrote...

Rolenka wrote...

I "fixed" this article to make it a bit more readable. Actually I made it all one big table and someone else split it into several smaller tables, but there you go. At least it isn't just a long list anymore.

http://dragonage.wik...ss-class_combos

It should help a great deal for anyone who wants to use CCCs. I'm a little disappointed however that doing so pigeon-holes your build, to a point. There just aren't that many abilities that are part of a combo., and they aren't really spread out very much (Primal for Mages is the best example of this).


That was you? Good work! It made things a lot easier for me :lol:
Here's the culmination of my/your efforts:

Posted Image


Anyhow, @Scott_Press, I'm not too sure what you're suggesting. Do you mean a party-wide aoe damage setup? E.g. 3 mages dropping firestorms&tempests while a rogue archer hails arrows (and archer's lances any Brittles)? Because your build simply looks like an elemental/primal forcemage.

And the only problem with what you are suggesting is that you lack complex CCC interactions..unless you make your melee companions immune to fire, if you focus too much on aoe abilities things like a firestorm/gravitic ring strategy will block them from providing any staggers. Also, the lack of a 2nd spec (not even blood magic for mana?) will limit the potential for awesome (read: haemorrhage/infinite casting supply/+10con/been invincible which the second spec can provide). There are additional issues with your spell order (e.g. getting chain reaction so late) but I won't go into that as I suppose you may be able to get by solely on fire spells against the Kirkwall type

If you were after aoe CCC's, the walking bomb setup will probably be the best. Primal and the cold line can have good synergy with this but some sacrifices will have to be made (less if you spec your mage companions right). 


But I'll be interested to see how you specced your companions and what strategies/tactics you used for them. Spell orders are nice, but seeing how it interacts in the overall scheme of things is probably more useful. :)

very nice. I'll need to save tha pic ^_^