Aller au contenu

Photo

Entropy mages and mages in general


  • Veuillez vous connecter pour répondre
43 réponses à ce sujet

#1
ExiledTyrant

ExiledTyrant
  • Members
  • 41 messages
has anyone had any success with entropy mages in general? I never played a mage and i wanted to make a mage focused around debuffs and dak magic. 2  play through into the deeps roads ( up to ancient rock wraith) and I'm having a horrible time of it. I beat the game on normal as a rogue and had a fantastic time now i wanted to try a mage on hard mode.  Blood magic turned out to be a real let down to me ( and pretty suicidal it seems on hard mode) and most of the trees seem to not fit the mage I wanted to become or just plain ineffective. my debuffs seem to be to long on cooldown or extremely crappy against bosses especially against rock wraith. I think he's crit immune stun immune etc he shurgs off everything, I've stubbornly pushed my full dps team to him both time's but we can't seem to make it.

are my stats messing me up? is the team I want( full dps  hawke,varic, carver, merril/isabella) so impposible to complete the story with vs the team i should have ( aveline tank anders healer etc)?


I'm n my 3rd attempt now and I'm going ice / spirit mage and hopefully entropy skills halfway intp the 2nd chapter.

my stat build so far is just enough will power for spiral eye set( 18 i think )  while going  magic per level and  dex ( till static 5-10% crit) with the rest going into 2 magic 1 cunning.



I'm going to skip dex and go 3 magic each levle after willpower maybe that will make a bigger difference. maybe my debuffs etc were so weak vs elite +++ because my attack wa sonly around 85-90%?

help / info much appreciated

Modifié par ExiledTyrant, 14 juin 2011 - 02:39 .


#2
mosesofwar

mosesofwar
  • Members
  • 115 messages
(See below, this post wasn't showing up so I made the bottom one Image IPB)

Modifié par mosesofwar, 14 juin 2011 - 03:52 .


#3
ExiledTyrant

ExiledTyrant
  • Members
  • 41 messages
ok I'll try to work that stuff in. the last play through I tried all entropy and like 3 arcane for crushing prison + mind blast with stun blast with stun but it felt like i lacked a ton of damage next to my primal + elemental merril. does hex stack with another hex. does it stack with entropic cloud?

ice spirirt seems to be doing well so far I'm pretty much wiping stuff out waves at a time in fights that gave me a lot more trouble when i was nothing but a debuffer.

also is fire magic the love child of this game? I find few itesm that boost other magic damages, but fire seems like you can get 80% + in fire damage before even stepping into the deep roads through items and talents

do all bosses stagger, brittle etc? rock wraith surprized the hell out of me when he didnt stun from horror it said 100% vs anything I guess he was immune

Modifié par ExiledTyrant, 14 juin 2011 - 03:19 .


#4
mosesofwar

mosesofwar
  • Members
  • 115 messages
For the Ancient Rock Wraith on higher difficulties, you are forced to micro; you have to have a tank distract and corral the ARW while you move your party out of the direction of the boss. It's tedious, but its the way you really have to beat it.

Anyway I'll break down the schools for you and give you some tips based on what you described you wanted to do. But first I'd like to speak about Mages and their great CCC abilities.

For the most part, operating with CCCs offers the most damage, as Mages easily cause pain to STAGGERED and DISORIENTED foes.

-STAGGER can be exploited by Chain Lighting (Chain Reaction), Crushing Prison (Paralyzing Prison), Fist of the Maker (Maker's Hammer) and Hemmorage (Paralyzing Hemmorage)
-DISORIENT can be exploited by Spirit Bolt (Spirit Strike), Stonefist (Golem's Fist) and Walking Bomb (Virulent Walking Bomb/Corrosive Walking Bomb)

Mages can also setup BRITTLE.
-BRITTLE is setup with Winter's Grasp (Winter's Blast) and Petrify (Dessicate)

Using Entropy with CCC's can quickly foes, here's a few examples.
-Elite Single Target Example:
1. Hex of Torment (Death Hex) to drop the foes defenses.
2. Warrior companion STAGGERS target for increased damage due to target being Hexed using Pommel Strike (Pommel Blow) for example.
3. Crushing Prison (Paralyzing Prison) for CCC damage, in addition to causing a critical hit due to Death Hex and also Paralyzes the target momentarily.
3. Archer Rogue companion DISORIENTS with Pinning Shot (Disorienting Shot).
4. Stonefist (Golem's Fist) for CCC damage, in addition to causing a critical hit due to Death Hex and also sends the target flying backward.
5. Winter's Grasp (Winter's Blast) to setup BRITTLE.
6. Archer Rogue companion uses Archer's Lance (Punishing Lance) for CCC damage.

-Multiple Normal Targets Example:
1. Rogue uses Fatiguing Fog (Disorienting Fog) on a group of enemies to setup DISORIENT.
2. Walking Bomb (Virulent/Corrosive Bomb) to exploit DISORIENT for CCC damage/effect.
3. Sleep (Coma) to Crowd Control enemies to stay in place.
4. Warrior uses Tremor (Aftershock) or Shield Bash (Pummel) to setup AOE STAGGER.
5. Entropic Cloud (Death Cloud) to add extra damage.
5. Chain Lightning (Chain Reaction), Hemorhage (Paralyzing Hemorhage) or Fist of the Maker (Maker's Hammer) to exploit AOE STAGGER for CCC damage.

Just a couple uses for Mage CCC's; they are pretty dang powerful.

-Rundown of Basic Magi Builds-
These are just a couple of basic builds and build ideas.

-Basic Builds-
Primevalist Archmage: Cookie cutter mage build a.k.a. Powerful Nukes. Heavily invested in the Elemental and Primal Schools, Lightly invested in the Force School.

Priest/Sage/Healer: Your dedicated healer and buffer. Heavily invested in the Creation and Spirit Healer Schools, Lightly invested in the Arcane School.

Warlock: Damage over time, debilitation and control. Heavily invested in the Entropy and Blood Schools, Lightly invested in the Spirit School.

-Theorycraft Builds-
Little thoughts of what seems like it may be fun to play as.

Debilitator: Debuffing ****; weakens, dispels, slows. Medium investment in the Elemental, Primal, Spirit, Entropy, Force and Blood Schools (Ice, Petrify, Dispel, All of Entropy except Entropic Cloud, All of Force except Fist of the Maker, Hemorhage and Blood Slave).

The Druid: Healing and Damage over time. Heavily invested in the Primal and Creation Schools, lightly invested in Entropy or Blood Magic Schools.

The Buffer: Your only as strong as those around you. Heavily invested in the Arcane and Creation Schools, Lightly invested in the Spirit Healer School.

The Jedi: Do or do not, there is no try; throw people around like rag dolls, use lightning and strengthen those around you. Heavily invested in the Force School, Lightning Magic, Dispel, Arcane Shield (Arcane Wall), Elemental Weapons, Mind Blast, Heal, Heroic Aura and Haste.

Manipulator of Life: He can give life, or he can take it away. Scary, isn't it? Heavily invested in the Spirit Healer and Blood Schools, lightly invested in Entropy and Creation Schools.

The Atomic Bomb: See Arelex's Nuclear Warfare guide. Elemental, Force and Blood.

Just some advice/help with a couple things and a few ideas to get you started. Hope it helped. 

#5
Otaking_EA

Otaking_EA
  • Members
  • 17 messages
Hey there. I just completed my mage/hard playthrough. You are right to only put points in magic (unless you're going blood mage, in which case you want a good con split esp. with con helping damage for Grave Robber since 1.03) I never had a problem with willpower for the entire game as an sh/force though.

Yes fire is a lot easier to get +fire equipment on, however in nightmare you're find a lot of common enemies immune to fire (such as mercs).

I personally focused on +allstat equipment in every slot for Hard, and I had both Ave and Fenris in my build with upgraded Rally so your willpower mileage may vary.

I went with mosly spirit for act 1, mostly creation/sh for act 2 and added enough primal for upgraded tempest/chain lightning by end game. 1 pt in arcane weapon. I wanted a White Mage/Gandalf type and I was pretty happy with the results putting down most battles smoothly and quickly. The versatility of SH is fun and spirit does great damage esp. if your rogue is built for disorients. Malcom's Honor makes the 25% spirit bonus a big plus.

My reasoning for this is really all you need is 1 good single target bolt (spirit bolt has the fastest cool down) and perhaps 2 aoes (tempest lockdowns with stun + walking bomb finisher is plenty, truly I only had 1 for most of the game-walking bomb which is enough since my three melee brought plenty of AoE between them).

Also I wanted to use all melee including Isabella to keep them under a battle synergy field.

This party is a lot of fun on hard and added bonuses: it's optimized for Isabella use (one of the weaker companions but most fun for banter/sexytimes) and you don't have to use Anders (I can't stand Anders).

This party is totally unviable in NM due to it being a small concentrated melee iron wrecking ball ball of AoE/walking bomb that is healed by mage Hawke, but it is very entertaining in action on Hard. I might try to make it work with armor runes and a gold cheat but I don't get that much free time to screw around. (Anyone know if Battle Synergy stacks?)

#6
mosesofwar

mosesofwar
  • Members
  • 115 messages

ExiledTyrant wrote...

ok I'll try to work that stuff in. the last play through I tried all entropy and like 3 arcane for crushing prison + mind blast with stun blast with stun but it felt like i lacked a ton of damage next to my primal + elemental merril. does hex stack with another hex. does it stack with entropic cloud?

ice spirirt seems to be doing well so far I'm pretty much wiping stuff out waves at a time in fights that gave me a lot more trouble when i was nothing but a debuffer.

also is fire magic the love child of this game? I find few itesm that boost other magic damages, but fire seems like you can get 80% + in fire damage before even stepping into the deep roads through items and talents

do all bosses stagger, brittle etc? rock wraith surprized the hell out of me when he didnt stun from horror it said 100% vs anything I guess he was immune


Fire has definately been improved; when I played my Mage on Nightmare, I had a Maxed out Elemental Tree, Maxed out Primal Tree, Force Magic and Arcane Bolt. Fire was so weak, I never found myself using it. Even with the force amplifier, I found Tempest to be more useful. Now, they managed to make Fire a plausible spell choice (I know some people liked to put +fire resist gear on companions and nuke them at higher levels, but I always felt fire was somewhat gimped before the patch compared to other Magic)

All the Hexes stack. You can load up Hexes on an enemy; I do this all the time when fighting rogues. I'll usually Hex them for increased damage and decreased action time, then horror them when they are about to go stealth (after a couple playtimes, I feel like you can somewhat develop a sense of when they are going to stealth - almost like an attacking window). Entropic cloud is also amplifed by Hex of Torment.

All Bosses can be CCC setup, if I'm not mistake. All bosses are also affected by 100% chance spells. the ARW has A LOT of HP (I think around 200k on Nightmare) so it may not seem like it. Sometimes, if the CCC indicator shows up in difficult to see places. I've noticed this happen a couple times on High Dragons for instance.

#7
Otaking_EA

Otaking_EA
  • Members
  • 17 messages
Oh forgot to mention I took just the single target debuff and horror + spirit dot in act 2 from Entropy.  This is a great return for only 3 points and helps non-blood mages with their biggest weakness: lack of single target damage. (You want this for the act 2 end boss esp if you duel it.)

Regarding horror on bosses - yes it does work but can get resisted a lot and their resistance also shortens the stun duration. Some of the game documentation floating around says some enemy types are completely immune to stuns but I have found few bosses that are immune to horror stun (if any?) The docs mentioned ogres but I'm sure I have stunned them...

Modifié par Otaking_EA, 14 juin 2011 - 04:10 .


#8
ExiledTyrant

ExiledTyrant
  • Members
  • 41 messages
thanks for all the help I try to build my characters more towards cross class combos this time around and mess around with debuff stacking. if i lower a bosses defenses with their resistance to my debuffs decrease?

#9
ezrafetch

ezrafetch
  • Members
  • 535 messages
Hate to say it, but Entropy just won't work. As a mage, your points should be going into more trees, especially since in DA2 damage is king and Hawke has a lot of better uses for points. Elemental and Primal are two trees to look to spend some points in, as are the spec trees. Companion points are fine in the Entropy tree, however. Hex of Torment is good and if you really want points into Entropy, Hex of Torment is just about the only point Hawke should really put into it.

If you run three mages + Varric, most encounters can be finished within a couple minutes if not seconds with double-Haste, triple Firestorms, Cones of Colds, Chain Lightnings, auto-attacks, etc etc etc.

Modifié par ezrafetch, 14 juin 2011 - 05:06 .


#10
mr_afk

mr_afk
  • Members
  • 1 605 messages
Don't discourage them ezra! Maybe they'll discover something new and exciting (though I have my doubts). :)

@ExiledTyrant - defences won't help debuff duration. the only thing that will help is decreasing their magic resistance; and the only thing that will do that is arcane poison.
Your attack score does nothing to duration as well- it solely determines the accuracy of auto-attacks as your spells will automatically hit.

I've been meaning to test out the changes to the entropy tree but as far as I can see (theory-wise) there isn't that much point wasting hawkes points on it. Maybe leave merrill as the primary debuffer while you focus more on damage?


Good luck


edit: I just noticed you are pumping cunning. Don't. Ever. You're wasting damage potential no matter how nice that crit damage% may look.

Go pure magic until either your critical damage% (via items) reaches..very high or until you hit the 100magic cap. Once you've reached the appropriate spot you'll want to pump dex, not cunning.
The only class where it's worth pumping cunning is for an assassin.

Modifié par mr_afk, 14 juin 2011 - 05:52 .


#11
andraip

andraip
  • Members
  • 452 messages

mr_afk wrote...

edit: I just noticed you are pumping cunning. Don't. Ever. You're wasting damage potential no matter how nice that crit damage% may look.

Go pure magic until either your critical damage% (via items) reaches..very high or until you hit the 100magic cap. Once you've reached the appropriate spot you'll want to pump dex, not cunning.
The only class where it's worth pumping cunning is for an assassin.


Just to nitpick, it's better to go CUN instead of DEX if your critical damage is lower then your critical chance.

@ExiledTyrant You know the appropraite spot after this equation:

0.5 + 0.5 * crit_chance * crit_damage/10000 - base_damage * crit_damage /10000

If the result is positive (over 0) you should spent the attribute point into MAG (or STR for non-berserker warriors), if the result is negative (under 0) you should spent it into DEX.

If your critical damage is higher then your critical chance you swap critical damage with critical chance, like this:

0.5 + 0.5 * crit_chance * crit_damage/10000 - base_damage * crit_chance /10000

and go for CUN if the result is negative.

#12
mosesofwar

mosesofwar
  • Members
  • 115 messages

ezrafetch wrote...

Hate to say it, but Entropy just won't work. As a mage, your points should be going into more trees, especially since in DA2 damage is king and Hawke has a lot of better uses for points. Elemental and Primal are two trees to look to spend some points in, as are the spec trees. Companion points are fine in the Entropy tree, however. Hex of Torment is good and if you really want points into Entropy, Hex of Torment is just about the only point Hawke should really put into it.

If you run three mages + Varric, most encounters can be finished within a couple minutes if not seconds with double-Haste, triple Firestorms, Cones of Colds, Chain Lightnings, auto-attacks, etc etc etc.


He kinda said he wanted a Mage based off Debuffs and Dark Magic. If he wants to be the debuffer, I see nothing wrong with that. It's not like he can't put a party around him that has companions that won't allow him to be successful in the role.

#13
ezrafetch

ezrafetch
  • Members
  • 535 messages

mosesofwar wrote...
He kinda said he wanted a Mage based off Debuffs and Dark Magic. If he wants to be the debuffer, I see nothing wrong with that. It's not like he can't put a party around him that has companions that won't allow him to be successful in the role.


Well, debuffing is not effective outside of Hex of Torment. That's pretty much a fact. The whole Entropy tree got served a healthy dose of nerf-stick from DA:O to DA2.  Blood Magic is pretty much as "dark" as you can get and still be effective (hopefully no "lore" enthusiasts hijack this thread...Blood Magic is shown to be, at least in Kirkwallian terms, to be evil).

Not saying you can't use Entropy and get by, but overall it's an underpowered tree compared to the spec trees, Primal, and Elemental (and Haste). You can make it with Entropy, but it's virtually going to be as unoptimized as possible. Basically, you're buying a dead parrot when you thought you were buying a Hawke.

Modifié par ezrafetch, 14 juin 2011 - 10:46 .


#14
mosesofwar

mosesofwar
  • Members
  • 115 messages
Magic in general has taken a huge nerf since DA: Origins, but they've added a generalized bonus to CCC's and Mages have the ability to exploit two types of CCCs at once, while Warriors and Rogues are more limited to their abilities to finish CCCs (Rogues and Warriors are better at setting up CCCs, Mages are better at finishing them). So in DA:2, Mages who want to deal damage should focus on CCCs; Stagger + Chain Lightning vastly outdamages both Tempest and Firestorm for a multiple target spell for instance.

Also, I wouldn't call Horror or Misdirection Hex not effective. Misdrection Hex with a 75% Slow and Horror with it's Stun and Spirit damage are both great for killing Elites. Sleep and Entropic Cloud are effective as well for a player -controlled Mage due for battlefield management. I don't understand how putting a bunch of targets to sleep, then either casting Fireball, Tempest, or Entropic Cloud or even having a Two-Hand Warrior Whirlwind would be considered not effective.

I get what you are saying and I see a lot of talk about "Optimization" and the lot, but not everyone enjoys playing the game the same way. While person A may think that causing the most damage in the shortest period of time is a great time, person B may really enjoy manipulating how enemies act. Being a Mage gives a player a good deal of utility and allows them to play the "type" of Mage they want. DA: 2 lets you explore multiple possibilities with Maker's Sighs and build companions to support how you see your personal Hawke.

Modifié par mosesofwar, 14 juin 2011 - 11:27 .


#15
ExiledTyrant

ExiledTyrant
  • Members
  • 41 messages
thanks for all the replys. I think im going to stick with ice / spirit for chapter 1 (with horror and hex)
 
its made fights a lot easier on me and my companions now that i can partake in CCCs  the damage is finally there and ice seems to give all the bonuses of the group control while also dealing good damage where entropy lacked.. I'll prob have to bite the bullet and get heroic aura and other healing magic even though it sickens me just to help push through hard mode. I'm thinking dragon age mages are just not for me. the visuals are nice etc but the types of magic I have aviable just arent for me. ( more moves like crushing prison etc would hav ebeen nice). I'll push through the mage story just becuase I feel I should. hopefully warrior will be a lot more fun it's still up in the air if i'll beat the game again as a roue and make it my master profile ( something I have dire need of doing with my vanguard on ME2 before ME 3 comes out)

#16
mr_afk

mr_afk
  • Members
  • 1 605 messages
It may be worth getting haste as well. I know it feels horrible to be a tree-hugging creationist, but haste is probably the most powerful spell in the game. For example, here's my chapter one 'ice/spirit' mage: http://www.youtube.c...h?v=FDC5utWTrcY

It may be worth it to use anders and get his haste too as it stacks

Modifié par mr_afk, 15 juin 2011 - 04:20 .


#17
ExiledTyrant

ExiledTyrant
  • Members
  • 41 messages
see I hate anders( yes I killed him life for a life) though so it's kind of a no go. even when haste was insane on my dual all attack speed rogue i refused to use anders except for like 2 mission. ill prob o as far as haste though on my guy idk.

#18
Senior Cinco

Senior Cinco
  • Members
  • 709 messages

mosesofwar wrote...
I get what you are saying and I see a lot of talk about "Optimization" and the lot, but not everyone enjoys playing the game the same way. While person A may think that causing the most damage in the shortest period of time is a great time, person B may really enjoy manipulating how enemies act. Being a Mage gives a player a good deal of utility and allows them to play the "type" of Mage they want. DA: 2 lets you explore multiple possibilities with Maker's Sighs and build companions to support how you see your personal Hawke.


THIS^^

Even after the nerf on spells, I still play an armor wearing mage. Most say it's about damage, damage, damage. That makes for a very boring playstyle, for me. They say, Yea and with a high damage mage you don't have to use potions and poisions and stuff. That stuff is for people that don't know the game. Well so what? The game has those elements to use, and I like to use them.

I like for a fight to last 5 - 10 mins. Thats why I play on nightmare. If you are still one shooting every thing on nightmare, where's the challange in that? My Plate Mage has Primal, Entropy, Blood Magic and Healer. The Entropy is my fav. I love it. It has good synergy with Primal because Death Hex offsets the damage resistance with Desiccate. Shackling Hex shuts them down to a crawl.Spells that are atractive to me are spells that affect any enemy.

I wear armor that gives +health and +phys damage. My blood mage can stand in the heat of the fight, right along with my warrior. Magister's Scyth bypasses armor and I use it for most of the game. So you guys can have your high damage, dress wearing mages. If that's what makes the game for you, knock yourself out. 

I use the Heal tree, because it gives + to overall health and regen. The soul of the blood mage. If I start to get low on health I can switch to Healing Aura, do some fansy foot work for a few seconds, by the time I'm healed Blood Magis has cooled down and I'm back in the action.

The fight with the Arishok took a while, as did with most players, But he was shut down most of the time. Despair kept him screamin', when he wasn't petrified or slowed to a crawl.

I refuse to take Anders along on anything. I hate that guy. I really didn't care for the char in DAA. So with the Heal tree I can revive my squad when they fall. It's all about waht is fun for you as a player. I have found this to be the build that proves the most fun for me.

#19
ezrafetch

ezrafetch
  • Members
  • 535 messages
Look, if you want to play an extremely unoptimized and totally ineffective Mage, by all means, that's your prerogative. But if someone in here comes asking to play better, then all of that "play how you want" drivel ceases to belong. To give him something besides the truth would be a disservice. I gave him an honest assessment, and I'll be damned if any of the other expert Mage players (AreleX, Jack-Nader, mr afk, SuicidalBaby) didn't agree with me and say Entropy is a useless tree for Hawke.

If you want to keep toting around your Physical Damage, Plate-Wearing, Entropy Mages, go ahead, but seriously, don't attack other advice unless you know you have something up on that advice. Which you don't seem to have.

Modifié par ezrafetch, 15 juin 2011 - 11:29 .


#20
Senior Cinco

Senior Cinco
  • Members
  • 709 messages
@ezra

Look, I made no personal attacks on anyone, which is more than I can say for you. Your immature little crying session, shows just what kind of a child you are. Nothing in my post states anything false. If so please point it out, instead of spinning. You can huff and puff all you want. The fact is that from my experience, the tree of Entrpoy is NOT useless for Hawke. So pull that bug out of your butt, and face the fact that everybody doesn't play to the cookie cutter build that you do.

#21
mosesofwar

mosesofwar
  • Members
  • 115 messages

ezrafetch wrote...

Look, if you want to play an extremely unoptimized and totally ineffective Mage, by all means, that's your prerogative. But if someone in here comes asking to play better, then all of that "play how you want" drivel ceases to belong. To give him something besides the truth would be a disservice. I gave him an honest assessment, and I'll be damned if any of the other expert Mage players (AreleX, Jack-Nader, mr afk, SuicidalBaby) didn't agree with me and say Entropy is a useless tree for Hawke.

If you want to keep toting around your Physical Damage, Plate-Wearing, Entropy Mages, go ahead, but seriously, don't attack other advice unless you know you have something up on that advice. Which you don't seem to have.


I'm still wondering how entropy is useless for Hawke? Or how avoiding the Entropy tree is a way to play better?

-Hex of Torment/Death Hex you agree is useful, so I won't go into it.
-Misdirection Hex/Shackling Hex is one of the greatest Anti-Rogue/Anti-Boss spells there is; 0% Critical Chance, 50% Chance to miss, 75% reduction in movement and atttack speed. I don't understand how that is useless.
-Horror/Despair is a 100% stun against ANY enemy. Are there any one 100% stun against ANY enemy in the game? Also, it deals spirit damage 270 Spirit Damage. Again, I don't think that is useless. I will say that it is half effective against Fade Creatures other than Pride Demons, but not uselss.
-Sleep/Coma is amazing Crowd Control. What other Crowd Control takes out 50% of the targetted area outside of the Force Mage tree? And then if they are put to sleep, then awakened, the targets are still unable to attack. Again, I would say that is useless.
-Entropic Cloud is brutal. All I have to say is go stand in an Entropic Cloud on Nightmare that an Arcane Horror casts and tell me that Entropic Cloud is useles. If you cast sleep then Entropic Cloud on a group of enemies, that group is basically Dead; unless they're Fade Creatures.

If you are manually targetting Sleep and Entropic Cloud I don't see how it is useless, nor either of the Hexes, nor Horror. You can have an extremely efficient nuking Anders (Who can cast faster than Hawke) if you like to play Entropy. Or, with Merril, you can have her Focus moreso on CCCs using Ice/Primal/Arcane. In Suicidalbaby's *Dragon Age 2 Tactics: How do they work?* he claims that he is able to have is party run more efficiently without him controlling it; so really it comes down to how you want to build your Hawke and who you bring around in your party. If you setup the right Tactics and building your party properly, you can play whatever you want.

Also, he is playing on Hard, where there is no Friendly Fire, so an extremely good combo for taking out large groups on Hard is Sleep->Rogue Disorient with Fatiguing Fog/Confusion->Walking Bomb->Entropic Cloud. And its entertaining watching a bunch of baddies go *POP* one after one.

Can you give me an example of how Entropy is useless? I mean it's based off Spirit, so nothing is Immune other than Fade Creatures; but Fade Creatures aren't immune to Hexes. I'm pretty sure more creatures are Immune to Fire/Ice/Lightning than Spirit Damage...

Modifié par mosesofwar, 16 juin 2011 - 04:00 .


#22
frustratemyself

frustratemyself
  • Members
  • 1 956 messages
I did a play through a while back with Hawke built as a buff/debuff/harasser mage. I chose spells from Arcane, Entropy, Creation, Force Mage & Spirit Healer trees. The only spells Hawke had that did any damage were Fist of the Maker and Horror/Despair.

I wanted to try something different and as an experiment it was interesting and I may try it again later at some point for giggles as I didn't do the build very well. However I did miss out on doing a lot of damage as Ezrafetch pointed out.

Hexes are good for softening up enemies and horror/despair is a nice way to immobilise some enemies but other than that it wasn't really great.
Based on my experience with that play through I think that for Sleep to be really useful you need to upgrade it (or the affected enemies wake up) requiring a fairly heavy investment in the Entropy tree. Entropic Cloud was a bit limited too being a single target spell with an AoE effect that is lost if you kill the targeted enemy too fast.

I can't remember if I played this on normal or hard difficulty. It required some patience to slog through some parts, it was certainly not a build that led to quickly killing all those who stand before thee.

I prefer to give some Entropy spells to Merrill if I use her in party and build mage Hawke as a damage dealer investing heavily in Elemental and Primal.

This however is my personal opinion and like asses, everyone has one.

#23
mr_afk

mr_afk
  • Members
  • 1 605 messages

mosesofwar wrote...
I'm still wondering how entropy is useless for Hawke? Or how avoiding the Entropy tree is a way to play better?

Can you give me an example of how Entropy is useless? I mean it's based off Spirit, so nothing is Immune other than Fade Creatures; but Fade Creatures aren't immune to Hexes. I'm pretty sure more creatures are Immune to Fire/Ice/Lightning than Spirit Damage...


Have you actually tested any of what you are saying or are you basing this purely on theory?

Because the reason why it doesn't work like that is simply due to enemy magic resistance.
On lower difficulties than nightmare it might be a different story, but on nightmare all these debuffs have their duration greatly diminished. For example, have you ever tried hexing a boss (ARW)? It lasts for ~2-3seconds max.

This means that against elites and bosses (especially end-game) you'll find your entropy tree progressively useless. There's not much point hex of tormenting them for a split second (unless you can time some heavy spike damage to be unleashed at that point) and even less point using minor CCs like horror and hex of misdirection when it hardly slows them down for more than a second.

Against lower ranked enemies you might have some success- but what's the point? They should be dying in a few autoattacks anyway. Sleep and entropic cloud also fit into this category. Sleep actually has a 50% chance against normal enemies, not all, so higher ranks will have even less chance of been affected. I haven't personally tried entropic cloud but I'm pretty sure it isn't the same as the arcane horror ability as the damage it inflicts is a lot less. I also don't understand why you would entropic cloud walking bombed enemies (when they should all be dead already) but sure, whatever floats your boat.


Now that we've got the 'why' out of the way, the most important issue to consider is opportunity cost.

Hawke of any class has access to the most damage potential (extra attributes, abilities, armour properties). This means that focusing on damage and unique abilities from specs (crowd control/healing) is the 'optimal' party setup as the companions are simply outclassed when it comes to these things. If you want to talk about non-optimal setups then I don't know why you even need to discuss it; personal choice becomes paramount.

Hexes don't require a massive base damage in order to work and Merrill is available to be your party debuffer if you really want. This means that not only can you still get hexed enemies, it means that hawke has the spells to dish out the damage to those hexed enemies.

Overall what I'm getting at is that while the entropy tree has its uses (especially early game), having hawke specialise in it (which indicates late game) is not optimal and will generally mean that you are gimping your total damage potential. This is why most mage players avoid wasting hawke's points in it- hawke just has so many better options to take. If you still refute this then please, by all means go record a video of an entropy hawke in action. I wouldn't mind a bit of enlightenment if such a build turns out to be amazing. But as it is, my stance is that for an optimal party setup you don't want to have hawke as the debuffer, just use merrill instead.

#24
mosesofwar

mosesofwar
  • Members
  • 115 messages

Have you actually tested any of what you are saying or are you basing this purely on theory?

Because the reason why it doesn't work like that is simply due to enemy magic resistance.


Yes. I have and that is why I'm confused on the statment; Spirit damage can only have up to a 50% damage resist or a immunity according to the game; I have a PS3 so I can't go in and look at the code. Hex of Tormet lasts longer than a split second as well; I just finished the game again last night and Hex of Torment left bosses gray for at least a couple of seconds and Misdirection Hex deifinately had them slowed. So unless the games visual cues are off in regard to what is actually happening, I'd say that the effects are still there. If otherwise, could I hear differently from a developer? Spirit damage is extremely useful do to this-- the only things immune to spirit are Fade Creatures and Blood Mages. Fire/Electric/Ice Immunities are more common. And considering all but a couple battles are against Normal/Elite enemies, once again I don't see how the tree is useless. Some spells can be used for debuffing single strong targets, the others can be used for masses of enemies. And I'm sure I've seen an immunity table somewhere around here, but Spirit/Nature are definately the two types of damage that are LEAST likely to be resisted.

The fact is also that MOST spells have greatly diminished effects against bosses. Bosses aren't really going to be affected by force, some bosses can be Petrified for BRITTLE, but not frozen in place, AOEs burn mana against a single boss, so basically the argument is, again, what type of Mage do you want to play. Yes, you can have Merrill act as a debuffer, but again, if YOU want to play debuffer, you can STILL have an effecient group with Hawke in that role. You know, maybe you won't have as much Burst damage as a Nuker Hawke and I have never argued that point; but not everyone wants to play a high DPS character. If that weren't so, why wouldn't they just leave the Entropy tree to Merril, similar to how Bethany does not have the Primal Tree and Merril does not have the Creation Tree. The same instance goes with Warriors, if someone wants to act as a Tank, instead of using Aveline or a Burst DPS Warrior, the game can still be beaten on Nightmare with ease. Just because your Hawke isn't an overwhelming damage dealer doesn't mean the game cannot be enjoyed, played effectively and a proper group can't be tuned around your build choice. It may be more technical, or may require a little more knowledge of the game, but it is still not useless. Think of it like an MMO, Everquest for instance: It's easiest to Solo with a Necromancer, but for some reason there are people that like playing an Enchanter, because they enjoy debuffing. Does it make any less viable? No. Do both have their strengths and weaknesses? Yes.

Overall what I'm getting at is that while the entropy tree has its uses (especially early game), having hawke specialise in it (which indicates late game) is not optimal and will generally mean that you are gimping your total damage potential. This is why most mage players avoid wasting hawke's points in it- hawke just has so many better options to take. If you still refute this then please, by all means go record a video of an entropy hawke in action. I wouldn't mind a bit of enlightenment if such a build turns out to be amazing. But as it is, my stance is that for an optimal party setup you don't want to have hawke as the debuffer, just use merrill instead.


I'd love to post a video, but once again I'm on PS3 and I asked in my guide for suggestions on how to record videos that aren't over the shoulder cams without geting sued by Sony. I agree with you for the most part here, but again, I think it comes down to player choice. Again, taking Entropy may lower Hawkes potential as a damage dealer, yes, but it can effectively used to create further damage potential for the group as a whole. An example is, having both Merril and Hawke spec Entropy and having Merril spec CCC's and Hawke Creation/SH. Your can debuff multiple enemies at a time and effectively utilize all the CCC's availible to Mages. Or you can have Merrill and Hawke both spec in CCCs and Entropy. Again, overall damage capacity of your group is very high. Or, you could go the unorthodox 3 Mage group (which limits your CCCs by eliminating DISORIENT or STAGGER, thereby lowering your damager potential, or optimization if you will). Basically, what I'm saying is that speccing in heavily in any Tree over speccing toward CCCs dimishes your end game DPS. My argument here is simply that: "The Entropy Tree is NOT useless."

And I wouldn't suggest that any Mage fully invest every point in a single tree (Unless it's Creation). But I still haven't been proven why the Entropy Tree is "useles". I did a Mage playthrough maxxing out both Primal/Elemental Trees, because for RP reasons, I wanted a classic "Wizard" Arch-Mage. This was pre-1.03, mind you, and Fire is much more powerful, and the Fact is, this build was not exactly the most powerful until end game. From that, I'd say take what you want in Entropy (ALL Entropy spells have their situational uses, like spells from any tree, other than Creation) if you like debuffing, and take spells from other trees as well. I think it's unjustified, however, to say any of the Spell Trees is "useless".

Modifié par mosesofwar, 16 juin 2011 - 12:34 .


#25
Senior Cinco

Senior Cinco
  • Members
  • 709 messages
I don't think anyone is arguing the fact that an elemental mage is the optimum build, because it obviously is. The OP's question was, if anyone has had sucess playing an Entropy mage. That answer is yes. It is a gimped character, but some are looking for more of a challenge. The same way some are playing the game, running Lone Wolf. That type of playstyle is far from optimum, but it poses the challenge the player is looking for. I have played intentional gimped characters before, just for the change and challenge. I recently finished a game of Dragon Knight Saga with a gimped character that didn't wear any armor. A naked mage, if you will. The end result is still the same.That being, to beat the game.