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Tips for Arcane Warriors/Mages


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#1
Jephery

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These are the things I picked up beating the game on Nightmare with an Arcane Warrior main (a lot apply to mages in general)

1. You don't have to use a melee weapon. In fact, the best thing you get out of being an Arcane Warrior is survivability, not melee damage. You can wear massive armor, and just use a staff and play like a normal mage would, except you're a hundred times more durable in every way, even more durable than a Sword/Shield Warrior. Leave Combat Magic off and blast away. Turn on Shimmering Armor (Massive armor bonus and max resists) if you're in danger of being overwhelmed (it doesn't turn off when you run out of mana, just chug lyrium potions while its up).

2. Don't worry about Armor fatigue. Lyrium potions are so easy to make and come by that its irrelevent - just buy 99 lyrium dust (~3g) from the Circle Tower and 99 flasks (~1.5g) from camp and make 99 lesser lyrium potions. This is almost enough to last you the whole game.

3. Don't worry about building your talents around Melee. In fact, just getting normal mage spells like Fireball, Cone of Cold, and Earth Quake gets you all the spells you need to melee well (Rock Armor and Fire/Ice weapons).

4. Don't bother with melee until later in the game. Melee single target damage eventually way outscales Mage staff/spell single target damage, but not by a lot until the mid teens. In fact, Staves are incredible against high armor/defense bosses like Revenants early in the game because they ignore armor and always hit (just don't use a nature or ice staff against them).

5. Fireball and Cone of Cold are amazing. Fireball can two shot most crowds of white level mobs consistently throughout the entire game, and Cone of Cold is amazing for freezing crowds, as the freeze length is the same as its cooldown timer.

6. Single target debuffs (like the Hex line) aren't very useful, as white mobs die too fast for them to matter much and Bosses resist them too often, and they have reduced duration against them

7. Force Field is insane, both for crowd control and defensively. Casting it on a friendly who is getting hit by a mob or boss will not cause the mob to stop attacking it, even though the party member is immune to damage. Just make sure the party member has enough hostility on the mob before doing it or you might peel it off.

8. Get Dispel around level 15. Casters start getting Curse of Mortality (unable to heal debuff for 30 seconds) around then, and getting hit by it is almost always certain death if you can't remove it.

9. The Glyph line is great. Glyph of Repulsion is great in any situation with a choke point (which is a lot) and the Spell Combo with Glyph of Paralysis is a Mass Paralysis. Glyph of Warding is nice because you're always running into mobs of archers, but its mostly filler for Repulsion.

Edit:
10. By the end of the game its definitely worth it to go Melee. In the late teens, with 70 magic points and 2-3 slot weapons, melee single target damage way outscales magic single target damage. You just need a few +attack buffs like Leliana's Song of Courage, Wynne's Heroic Offense, or some +attack/+str/+dex equipment to make sure you hit. Start fights by throwing out a Fireball, Cone of Cold, and maybe some crowd control and switch to melee.

11. Sometimes your Arcane Warrior just needs to sit back and be a healer/support caster. Don't be afraid to just let Alistair or Shale tank a boss and play heal bot when you need to.

12. Casting offensive spells and debuffs at a boss is seldom worth it - they don't do that much more damage than your regular staff attacks and way less than your melee ones, and they're usually resisted or have reduced durations. Just save your mana for heals, buffs, or sustained abilities.

Modifié par Jephery, 20 novembre 2009 - 04:31 .


#2
Spyndel

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If you're going to do #1, then theres no point in taking more than a single point in AW, or ever turning Combat magic on at all. This is perfectly viable, but you're essentially a moderately less squishy caster with slightly more expensive spells. If you ask me, there's little reason why every mage in the game not do this. The slight increase in cost isnt felt in most battles, and Lyrium pots are unlimited, as was mentioned.





If, however, you're going to take more than one point in AW and run toggles, youre missing out if you dont engage in melee more often than not. Theres little point to being invulnerable on the back lines, and staff attacks do not come close to equaling the kind of damage and mayhem you'll cause in melee with slotted weapons and running 6 different buff/debuff toggles.

#3
Jephery

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Not just moderately less squishy, you are insanely less squishy. My Arcane Warrior solo'd Loghain's captain (I forgot her name) at the end of the Anora rescue quest because everyone else was two-three shotted by her (even Alistair), but my Arcane Warrior (with Combat Magic, Shimmering Armor, and Rock Armor) was durable enough to tank her down chugging Lesser Health Poultices.

And later in the game its definitely worth it to go Melee. By the late teens, with 70 magic points and 2-3 slot weapons, melee single target damage way outscales magic single target damage. You just need a few +attack buffs like Leliana's Song of Courage, Wynne's Heroic Offense, or some +attack/+str/+dex equipment to make sure you hit. I'll add that to the list.

Modifié par Jephery, 20 novembre 2009 - 04:32 .


#4
Spyndel

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Jephery wrote...

Not just moderately less squishy, you are insanely less squishy. My Arcane Warrior solo'd Loghain's captain (I forgot her name) at the end of the Anora rescue quest because everyone else was two-three shotted by her, but my Arcane Warrior (with Combat Magic, Shimmering Armor, and Rock Armor) was durable enough to tank her down chugging Lesser Health Poultices.

And later in the game its definitely worth it to go Melee. By the late teens, with 70 magic points and 2-3 slot weapons, melee single target damage way outscales magic single target damage. You just need a few +attack buffs like Leliana's Song of Courage, Wynne's Heroic Offense, or some +attack/+str/+dex equipment to make sure you hit. I'll add that to the list.



No, of course not...with your full range of toggles, youre functionally invulnerable.  But you were talking about hanging back and just relying on armor and staff blasts.  At a certain point in the game foes will tear though even blood armor without toggles to augment .

My point was, if youre not going to engage in melee more often than not, it is probably more worthwhile to save those talent points and put them into backline casting spells.   If you are going to fill out the AW tree, its wasted if youre not meleeing more often than not.

Or if you dont want to choose, just take Blood Warrior as well, then you can be the single most unkillable class in the game, a very competent melee-er, run all the toggles you want, AND nuke  with offensive magic.

Modifié par Spyndel, 20 novembre 2009 - 04:47 .


#5
Jon Targaryen

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Spyndel, what do you mean by "Blood Warrior"? Arcane Warrior + Blood Mage, or am I missing something? Thanks