I will create a mage, but I can't decide between Primal, Creation, Spirit and Entropy. someone know a site that list the advantages and disadvantages about each tree? I liked Primal, but it seems to make to much damages to the allies and I didn't see big advantages in Spirit and Entropy.
what are the advantages and disadvantages of each tree?
Débuté par
Rex Lupus
, juin 13 2011 08:57
#1
Posté 13 juin 2011 - 08:57
#2
Posté 13 juin 2011 - 09:43
If you see no big advantages in Spirit and Entropy, you must have mistaken something.
For the Spirit, you will get some awesome skill, such as Mind Blast (Crowd Control), or Crushing Prison (excellent to eliminate the enemies without touching him!), or Waking Bomb spell (This is also good vs crowd). You can also equip your character with anti-mage spells such as Mana class (Kill the mages instantly!), Draining Mana, Dispel, Spell Shield (Although this is a little useless most of time
), or Anti Magic Ward and Anti Magic Burst. Wa-wee, one-by-one vs the mages, those skill are awesome.
For the Entropy, this is excellent vs Boss! Entropy Skills will allow you encounter the 1v1 combat far easier, because most of the spell reduce the efficiency in combat of the enemies, such as horror, sleep, weakness, disorient, Hex, Paralyze... Not much enemy can resist the entropy skill, even the High Dragon or Revenant. You'll see, apply all of the entropy spells to one enemy, he is already doomed.
About Primal, if you want to be a nuker or AoE effect, there you go. Of course carefulness should be your priority when you want to build this way since 3/4 primal spells have friendly fire effects. Most of the enemies in the game are vulnerable to at least 1 element of primal spells. So use your head with this tree.
If you want to be a supporter to your team rather than stay in the front line, Creation should be the best. This skill help you heal your allies (Free Poultice Potions), or make the combat easier for your allies (Heroic Offense, Heroic Defense, Haste, etc), or Crowd Control (Glyph of Paralyze, Warding, Repulsion or Stinging Warm). The wisp boosts your spellpower which is very useful if you associate it with the other offensive spells (Fireballs, Mana Clash, etc...)
For the Spirit, you will get some awesome skill, such as Mind Blast (Crowd Control), or Crushing Prison (excellent to eliminate the enemies without touching him!), or Waking Bomb spell (This is also good vs crowd). You can also equip your character with anti-mage spells such as Mana class (Kill the mages instantly!), Draining Mana, Dispel, Spell Shield (Although this is a little useless most of time
For the Entropy, this is excellent vs Boss! Entropy Skills will allow you encounter the 1v1 combat far easier, because most of the spell reduce the efficiency in combat of the enemies, such as horror, sleep, weakness, disorient, Hex, Paralyze... Not much enemy can resist the entropy skill, even the High Dragon or Revenant. You'll see, apply all of the entropy spells to one enemy, he is already doomed.
About Primal, if you want to be a nuker or AoE effect, there you go. Of course carefulness should be your priority when you want to build this way since 3/4 primal spells have friendly fire effects. Most of the enemies in the game are vulnerable to at least 1 element of primal spells. So use your head with this tree.
If you want to be a supporter to your team rather than stay in the front line, Creation should be the best. This skill help you heal your allies (Free Poultice Potions), or make the combat easier for your allies (Heroic Offense, Heroic Defense, Haste, etc), or Crowd Control (Glyph of Paralyze, Warding, Repulsion or Stinging Warm). The wisp boosts your spellpower which is very useful if you associate it with the other offensive spells (Fireballs, Mana Clash, etc...)
Modifié par lionalio87, 13 juin 2011 - 09:46 .
#3
Posté 13 juin 2011 - 10:43
thank very much. your explanation is very good.
just some more questions:
- mana clash and mana drain only work against mages?
- what is nuker and AoE?
- and one more question: that bar energy above it tree give something when I full it (when I get all skills of one tree) or it is just an ornament?
just some more questions:
- mana clash and mana drain only work against mages?
- what is nuker and AoE?
- and one more question: that bar energy above it tree give something when I full it (when I get all skills of one tree) or it is just an ornament?
#4
Posté 14 juin 2011 - 10:12
Mana clash and drain only work against mages yes.
Nuker = focuses solely on doing as much damage in as little a time as possible
AoE = Area of Effect. A spell that affects an area resulting in effects to multiple targets.
It is just an ornament.
Would just like to add that the Glyph of Repulsion and Paralysis are invaluable, I never used them and then decided to see what all the fuss is about. They are awesome. If you place them one on top of the other they combine into Paralysis Explosion that stuns anyone (yes even your team) within a massive area of effect for a long time (around 10 secs min) meaning you place them in the middle of a room and lay an inferno on them = everyone will die muhahahaha. Also, Sleep is a great CC (crowd control) spell, use Horror on a sleeping target for some awesome damage. Finally, even if you arent the healer, at least get the Heal spell, maybe Regeneration. If you have a healer but they are incapacitated at least you can do something about it then.
Hope some of this helps.
Nuker = focuses solely on doing as much damage in as little a time as possible
AoE = Area of Effect. A spell that affects an area resulting in effects to multiple targets.
It is just an ornament.
Would just like to add that the Glyph of Repulsion and Paralysis are invaluable, I never used them and then decided to see what all the fuss is about. They are awesome. If you place them one on top of the other they combine into Paralysis Explosion that stuns anyone (yes even your team) within a massive area of effect for a long time (around 10 secs min) meaning you place them in the middle of a room and lay an inferno on them = everyone will die muhahahaha. Also, Sleep is a great CC (crowd control) spell, use Horror on a sleeping target for some awesome damage. Finally, even if you arent the healer, at least get the Heal spell, maybe Regeneration. If you have a healer but they are incapacitated at least you can do something about it then.
Hope some of this helps.
#5
Posté 17 juin 2011 - 08:59
It's best if you first try to figure out what kind of mage you want to make and go from there.
For most people, mages are invaluable for their "crowd control" or monster-disabling spells. Most of these spells are in the Entropy tree. These type of mages specialize in stopping enemy monsters in their tracks while their allies finish them off.
If you want to play an aggressive, fire/ice/lightning-flinging mage, you'll want most of your spells to come from the Primal tree. In Dragon Age Origins, having more nukes(offensive spells) is more important than having high spellpower, from a damage perspective.
Spirit is a versatile tree, since its spells deal with the manipulation of magic itself. This spell tree features spells like Force Field, Mana Clash, Dispel Magic, etc. While Spirit-specialized mages are rare, all mages should have a few spells from this tree.
Creation is, of course, the defensive/support tree. It's actually very similar to Entropy results-wise, except you'll be casting most Creation spells on your allies.
The Arcane line is useful for any mage, rounding off any build quite nicely. Optional.
You can also choose to not tie yourself into any particular role - a generalist mage. A lot of people opt for this, which is why you'll find quite a few threads here regarding which spell lines (in any tree) are more useful than others. Thing is if you're only planning on taking 4 or so nukes from the Primal tree, for example, then you'll need to know which element will work best for your group. A specialized mage (like a nuker) wouldn't be concerned with this, since he'll be taking most of the Primal spell lines anyway.
For most people, mages are invaluable for their "crowd control" or monster-disabling spells. Most of these spells are in the Entropy tree. These type of mages specialize in stopping enemy monsters in their tracks while their allies finish them off.
If you want to play an aggressive, fire/ice/lightning-flinging mage, you'll want most of your spells to come from the Primal tree. In Dragon Age Origins, having more nukes(offensive spells) is more important than having high spellpower, from a damage perspective.
Spirit is a versatile tree, since its spells deal with the manipulation of magic itself. This spell tree features spells like Force Field, Mana Clash, Dispel Magic, etc. While Spirit-specialized mages are rare, all mages should have a few spells from this tree.
Creation is, of course, the defensive/support tree. It's actually very similar to Entropy results-wise, except you'll be casting most Creation spells on your allies.
The Arcane line is useful for any mage, rounding off any build quite nicely. Optional.
You can also choose to not tie yourself into any particular role - a generalist mage. A lot of people opt for this, which is why you'll find quite a few threads here regarding which spell lines (in any tree) are more useful than others. Thing is if you're only planning on taking 4 or so nukes from the Primal tree, for example, then you'll need to know which element will work best for your group. A specialized mage (like a nuker) wouldn't be concerned with this, since he'll be taking most of the Primal spell lines anyway.
Modifié par TBastian, 18 juin 2011 - 12:16 .





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