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Arcane Warrior Guide EXTREME DETAIL SWORD AND SHIELD EDITED!!! **New Guide**


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Aurust

Aurust
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SWORD AND SHIELD ARCANE WARRIOR GUIDE

This was copy pasted from word...sorry if structure may seem a bit weird.

This guide assumes that you’re familiar with the game already, as you must be to unlock the arcane warrior
(AW) specialization. A lot of guides that I’ve seen seem to lack that special something concerning strategy that I discovered as I played my AW. My favorite part of this build is definitely the versatility and the tactics that are
required to master it, especially maintaining threat and keeping your party alive. A well-played AW is truly a sight to behold and an absolute monster.

This guide is meant for a Nightmare play through, PATCH 1.04) of a sword and shield ( in my opinion the most fun
variant) of DAO. My party was my AW, Leliana, Wynne and my mabari Big Johnson. This guide also assumes you ditch Alistair as soon as you hit level 7. Sorry in advance for any misspellings, but youll get the idea.
Pay special attention to the Tips/Playthrough/Items ( covers items and quests)  and Tactics sections as
they are awesome.

Any questions or suggestions are welcome through private message or postings. In addition I know pretty much everything about DAO so feel free to ask off topic stuff also. I will try to refrain from using WOW terms.

             If you copy this without giving me proper credit I will sue you <3

                                                                                                                                                                    -Aurust


Mechanics

An AW is a mage that is able to use their magic stat as their strength stat and this equip heavy armor and melee, generally acting as a tank. They could also be a heavily armored spell caster but is silly to do so as your fatigue will be through the roof with heavy armor on. At lvl 12 you will really feel the power of the AW, especially since you’ve followed this guide and know how to play one.   ** Special AW casting mechanics are in the spells section**

Strengths – You become an indestructible tank with awesome and most importantly very fun utility such as dropping crushing prisons, force fields, glyphs, heals. Real good stuff. The real fun compared to
a Warrior tank is that it is not a simple get stats to not die and just hit taunt.

            
Weaknesses – Initially very low attack rating that will make you want to bash your head into a wall. Initially terrible threat that improves over time BUT REQUIRES TACTICS using your spells endgame to keep your threat high, and
party alive. You do not have a taunt so a big part will be knowing when to use what spells. The problem is your fatigue due to armor and combat magic ability ( +50%) will limit how often you can cast the big spells. This is greatly mitigated by using tactics and strategy. You will also learn to despise abilities that lower your armor such as shattering shot, which is probably the one of the very few situations in which you will be roflstomped. Additionally very low physical resistance unless using shimmering shield which you get much later.

 Finally spells that get through, and overwhelm type abilities will really hurt because of your low physical resist and health pool.

    **http://dragonage.wikia.com/wiki/Threat** Threat mechanics from dragon age wiki. VERY important read.

Skills

 Nothing too hard to figure out here, but of note….

 Coercion - You will want four points here eventually, but at least 3 points by the time you do Orzammar in order to do the super duper lucrative quest “Precious Metals” ( dragon age wiki it to find out how to do it properly…be sure to pickpocket the NPC first with Leliana)    

 Combat Training - You will also want four points in here eventually since you receive mana regeneration as well as minor attack bonuses ( a huge weakness for AW)

Poison - I suggest getting one point in here, specifically to use Acid Flasks as a great way to deal damage and gain threat.  You will need two points to  craft them, but you can leave that to another companion. KEEP AND SAVE ALL YOUR LIFE STONES.

Stealing – You will want one point in here to unlock the “Crime Wave” quests in Denerim. I suggest you use a Tome of Skill and Sundry for this, and use it before you go to Redcliffe and initiate the Landsmeet.

Stats

NOTE** These level 12 stats I’m mentioning are INCLUDING the bonuses from the fade.

 

Strength – No points in here since your AW abilities allow you to use magic as your strength requirement

Dexterity – One of the harder decisions to make since being able to hit things is problematic for an AW
initially. This is an incredibly frustrating thing to watch as you miss a bandit 5 times in a row. You will want to pump 2 levels into this fairly early on, either 2 in a row on your first major area (post redcliffe) or 1 level in
the first area and another in the second****More on this later, but YOU WILL WANT TO DO  Redcliffe> Urn or Circle > Urn or Circle. Combined with other abilities and sitting at 21 base dex at level 12, I was very very comfortable with my hit rate. Bonuses from the rest of the AW abilities will further boost your attack.

Willpower – You will want to pump a few points into this here and there early on. I was at 22 willpower by level 12, and by that point was very comfortable with my mana pool and ability to use spells. ***VERY VERY IMPORTANT*** Stamina is the same as mana for an AW, that is a shield with +25 stamina will give you 25 mana, and + stam regen items will regen your mana.


Cunning – You will want 16 cunning eventually. The fade section of the circle tower give you + 5 so take that into
account.

 
Magic – Your main stat. Increases the amount of damage you do in melee, the amount of damage you do with spells, your spells ability to not be resisted. Pump it hard and pump it fast.

           
Constitution – Initially, AW are vulnerable to non-melee attacks such as spells and especially overwhelm. Pump some points into it early. I was at 15 points by level 12.

 

Specialization

Arcane Warrior – Obviously….get each ability in this as soon as it is available and UNDERSTAND what they do. Notice however the much higher level requirement for these abilities compared to other specializations. Two abilities are passive, the other two are……..

                    
Combat Magic- This is the ability that allows you to use your magic score are your strength score for determining damage and basically allows you to melee. Passively it allows you to wear armor even if it is not active. It
adds 50% fatigue on top of the fatigue from your armor however, so after its popped your spell casting becomes severely limited ( right equipment setup will mitigate this later on), especially early in the game. By no means have this ability active before a fight. You will generally unload your spells then use this along with your other sustainables.

Shimmering Shield- Pretty much makes you invulnerable to everything at the cost of rapid
mana consumption (mitigated by having mana/stam regen items, and abilities like song of valor and rejuvenation). Once your mana reaches zero, this spell deactivates ( your other sustainables will still be up). This is one of those spells you use here and there when you know you will need massive magic or
physical resist such as fighting dragons or Kangaxx errrr…… Gaxxkang ( These damn demi-liches are hard to keep track off).

Your second specialization will be either spirit healer or blood mage. I very much prefer spirit healer because being able to cast group heal as a tank is an absolute delight every time.

Spirit Healer – I just get this specialization for Group Heal only which is so incredibly awesome to use on Nightmare especially if you have another on your main mage. Revival and Lifeward are far too expensive to use as an AW, and Cleansing Aura is terrible.

Blood Mage – Works well with an AW since you will be using health to cast your spells. BUUUUUT, you will not have a lot of health, and as I mentioned, I was very comfortable with my ability to cast spells at level 12. The REAL reason to get this specialization is Blood Wound, basically an area crushing prison, and
an awesome threat generator ( aggro for those that play wow)which is a major problem of AW. Two things however which prevent me from getting this specialization and lean toward spirit healer is that you won’t have Blood Wound until level 16 at the very least , and that it is extremely fun and satisfying to use the tools you already have to generate threat, save party members etc. If you go blood mage route you will need to pump constitution a bit more.

Spells

 I will only be describing the spells ( not what they do exactly as you should have a general idea, but why they are useful for an AW) I believe are necessary or have some notable utility. If the spell isn’t listed here you probably
shouldn’t get it. I will not waste my time talking about other spells such as other guides that seem to find some silly use somewhere. These spells get the job done for your AW. Eventually when you have left over points feel free to spend them anywhere you want, as by that point you will know how to play an AW and generally know what to do.

YOU WILL HAVE IMMENSE FATIGUE DUE TO COMBAT MAGIC ( + 50%) in addition to your armor, so it is essential to know when to use what spells, especially during the early stages of the game. On nightmare, early on a single miscast spell will result in a wipe.

Some spells can be cast with your weapon out, while others require your weapon/shield to be sheathed. That is if
you are in combat and want to cast a mindblast for example, your char will tuck away his weapons, cast the spell, and take out the weapons again. This process takes about a little over 1.5 seconds. Other spells such as Arcane Bolt are cast right away.

This can be worked around if you either pause or in real time, swap weapons to a staff, cast the spell and swap back. The swapping action is instant and can be used in combat. I personally prefer to not swap and just cast with my weapons as I feel it is a more  “Arcane Warriorery ?” thing to do. DO NOT LET THE SHEATHING ACTION stop you however from choosing to use the spells. If your good at playing your AW the sheathing of your weapon should be a minor concern.

http://dragonage.wik...or_spellcasting lists all the spells and whether or not they require your weapon to be sheathed.

Sustainable spells such as Rock Armor, Arcane shield etc. are the bread and butter of this build and are what make a well played AW indestructible. Generally, you will dump your spells until you are out mana, then pop your  combat magic and other sustained spells as they don’t require you having mana to activate them.  READ THE TACTICS SECTION ON HOW TO USE YOUR SPELLS. Essentially, you will want to have a lot of control type abilities to save your party members from doods that you just couldn’t get threat on ( it will happen quite often).

 

**After the spell descriptions, there is a discussion of when to get what**

Spells that can be used with your weapon out are denoted by an asterisk ( * )

Mage Tree

Arcane Bolt* - Cheap spell that does a decent amount of damage. Useful to tag enemies from a distance. Also a prereq for Arcane Shield.

Arcane Shield* - Buffs your defense, get this ASAP.

Arcane Mastery (Passive) -  5 spellpower bonus. This is good but not worth the useless staff focus
to aim for early in the game. Maybe something you want endgame.

Primal Spells

Rock Armor* - Buffs your armor, get this ASAP.

Fireball – Requires your weapons to be sheathed. Can be used as an opener to gain threat on a large group and makes a very loud boom. Additionally lets you tag those groups of pesky archers from a distance, which
is very preferable to moving towards them and meleeing them due to the way threat mechanics work. I really like this spell on my AW, plus what mage worth his salt doesn’t have fireball. Flaming weapons are also a decent prereq.

Flaming Weapons* - You get this if you plan on using fireball. The most damaging of the weapon enhancements, and a nice little option that’s available if you need more melee damage should the case arise.

Petrify* - Another paralyze type ability, not too bad but not worth the two extra points. Get this if you have spare points endgame. Pales in comparison to Glyph of Paralysis.

Creation Spells

Heal* - Get this ASAP. Due to the way AW plays, when you pop all of your sustainables and are running on empty this spell will often be available. ALL MAGES SHOULD HAVE THIS.

Glyph of Paralysis* - Words cannot describe ( except now I guess) how useful this spell is to an AW. Get it ASAP.  Use it to shut down a dangerous mob, shut down a mob that broke free and is hacking away at your party, or set it up with a repulsion glyph combo for an aoe paralyze that is far superior to Mass Paralysis spell.

Glyph of Repulsion* - Another super awesome spell for an AW. Get it ASAP. First, you can use it to setup an aoe combo with glyph of paralysis ( Drop repulsion glyph then paralysis on top of it). This combo has
friendly fire so don’t use it near your party. Generally use it as a trap ahead of time, or especially on ranged attackers during combat to shut them all down with Glyph of Paralysis combo.  Additionally, use it when your vulnerable party members are being attacked and watch the hilarity ensue as monsters keep trying to attack them,  get flung back and keep trying to attack them like a fly trying to fly through a glass window. Don’t drop this on yourself, since you wont be able to actually hit the enemies. Finally, the repulsion effect is a physical resistance check VERSUS your spell power, which you should have tons of. Very effective.

Glyph of Warding* - Super Awesome. Get ASAP. GREATLY increases defense rating of you and your companions.  Drop it on you self if you’re getting pounded or drop it on a ranged friendly if a bomb broke away from you and you can’t get it back effectively.

Spirit Spells

Dispel Magic* - I suggest getting this on another mage.  If you don’t have this spell, prepare to
learn to effectively take out emissaries very fast or eat crushing prisons, curses
of mortality and stinging swarms. Don’t forget about misdirection hex as that
will make you cry quite often as well. Note, that these spells usually get
dropped on you, so you can have shimmering shield on in advance and heal
through a crushing prison/ take greatly reduced damage from the curse. If your
melee companions get tagged with curse though they’re as good as dead.

Mana Drain*- A cute little utility spell. Costs zero mana and will get you enough mana back to cast a heal or another glyph.  With a 10s cooldown, you can use it repeatedly if your initial plans to take out the casters failed and the fight becomes a drawn out one. I like this spell because it adds flavor and the Magic: The Gathering card from legends expansion was also boss ( They were man o’ wars not jellyfish amirite).

Mana Clash* - Pretty much one shots casters, but imo not worth the 2 points required before hand to get it. You have more effective ways of dealing with casters.

Walking Bomb/ Virulent *- A bit too unwieldy for my tastes to use effectively, and will damage you also, but they do draw a lot of threat. I personally don’t use them but you can….not a priority by any means.

Mind Blast – This required your weapons to be sheathed, but don’t let that stop you. Especially early game, when a ton of melee for example are about to rush you and pwn your face, you can stun them giving you enough
time to set your defenses up. ** NOTE – Mind Blast resets the NON DISTANCE threat on those effected. What this means is you can mind blast, tell your companions to run away during the stun and if done correctly all the mobs will come out of stun attacking you assuming you’re the closest one. Generally depending on what priorities you’re going for ( more on spell acquisition priority after these descriptions) you may or may not want to take this early.

Force Field* - Awesome spell that shuts down a target. You can target a friendly member and the AI wont register that their attacks are not working. I generally dislike AI exploiting so I don’t use it as such. However, use this spell to shut down an attacker that is harassing a squishy, or shutdown any other dangerous NPC. It is rarely resisted and works on all enemies. On nightmare however, bosses stay in it for about 2 seconds. Im pretty
sure that every mage should have this spell however. Get ASAP

Crushing Prison* - Im sure you are all familiar with this spell. Like force field except it deals damage and the mob can be attacked at the same time. Use this the same way you would use a forcefield. The damage
being dealt will also draw a lot of threat. I generally use this on a non-elite to outright kill them, or on an elite when it is obvious I will not draw threat on them. Not as effective on elites on Nightmare as they generally survive even
if your party members are also attacking them, and will then proceed to pwn your other companions. Get ASAP.

Entropy Spells

Miasma* - One of your bread and butter spells and a definite priority. Get ASAP and probably your top priority especially since the two spells before it a very good also.  DRAWS AOE ( area) THREAT, Reduces enemy attack, but far more importantly reduces their defense thus making up for the AW weakness of weak attack score. Also
slows enemies down. Annoying 30s cooldown and has a bug where it deactivates during area transitions. As the AW play style generally involves dumping your initial spells, then activating your sustainables, deactivating and
reactivating this one with its 30s cooldown isn’t really an option. When your dungeon crawling and facing fight after fight just keep this one up all the time.

Weakness* - A great little cheap spell that you will get on your way to Miasma. Does the same effect as Miasma to a single target AND STACKS with Miasma. Works very well on bosses. Use it to help out your allies or yourself. Works great on hard hitting two handed wielding  NPCS especially with Miasma up also.

Paralyze – Requires Weapons to be sheathed. Inferior to glyph of paralysis, but another paralyze effect is good to have. Use this as you would the other spells described ( save a buddy, control etc.)

 

Spell Acquisition Priority

Before hitting level 7 and getting your AW skill ( Combat Magic), you must decide what type of spells you will have available once you start tanking and where to take your AW from there. You will want Heal as your first spell taken, and Rock Armor + Arcane Shield taken by level 6 the latest. Then you will need to decide what path to take, and there are 4 of them the way I see it. You will either aim to get the three glyphs, max out the crushing prison tree, go for miasma, or take the initial useful spells of each of the previously mentioned trees. I suggest taking a tree and just going for it, and choosing which one depends on how active you want to be with your casts. Early on, the glyph tree has the cheapest spells and is probably the most active use of the three. The Miasma chain is probably the most effective and will save you tons of headaches with threat management, but you will be pretty limited early on with your casting because of having Miasma on most of the time ( 30 s cooldown and area transition bug) as opposed to other sustainables which you activate when your mana is nearly empty. The crushing prison tree gives you forcefield and crushing prison which is um….good, but prison will be very mana consuming in
the initial stages. Party composition also plays a role, most notable in that initially your melee companion will be drawing threat from being in close proximity. You will want to maybe get glyph of warding or miasma. You can use
the hold command function to let you work your thing but I hate using it on a consistent basis as it slows the game down too much and tends to be glitchy.

Once you reach your “goal” spell, filling out the other two spell trees is your next set of priorities. After that point, you should start picking up some of the other spells I mentioned in the previous section such as fireball or mana
drain. Then you will have free reign to build and add flavor to your AW as you see fit, as at that point, especially if you used the right items, casting spells and having the mana to do so shouldn’t be an issue. This is when you
pick up stuff like curse of mortality and such.

 

Tactics

 So how does an AW actually function. I think the best way to go about this is to go through several scenarios to paint the clearest picture. The most important thing to keep in mind is that once you pop Combat Magic your spell casting options are severely, to say the least, limited especially early game. As mention before however, proper equipment setup will help out tremendously and I will go over that in the next section.

Using the hold command will greatly help with threat management and set the situation up. I find however that it slows the game down too much for my liking and seems to make your companions, ummm, not do stuff when you really really want them to do it. These scenarios assume you are not using the hold command at the onset
of the battle, and that it is relatively early in the game. As the game progresses you will learn to build on the experiences you gained. I generally prefer to keep rock armor on at all times as it will allow you to survive the
initial hits ( Arcane shield I found to be less effective to keep on at all times as opposed to rock armor). Focus fire by your other companions, in most cases on non elite targets, is crucial so that they only pull one guy away from
you at a time. I had my tactics setup so that everyone would attack Leliana’s target. While playing an AW may be sometimes frustrating initially, I guarantee that is only because it is truly a difficult build to master compared to others in the game. The first scenario should give you a good idea of how to play and those that follow will be based of the tactics described but switched accordingly depending on the type of enemies you face. KEEP IN MIND THAT YOUR PHYSICAL RESISTANCE IS NON EXISTANT AND THAT SHIELD BASHES ETC WILL HIT EVERYTIME.

Scenario 1 –

Your party consists of all ranged attackers (squishy) and yourself. Your facing 5 melee with one of them being a heavy hitting two hander elite.              

You should always be the one charging in ahead of your party as this will create distance threat especially if you have Miasma, and will “stick” enemies to you more effectively. At this point you wont have your defenses to full potential so an unfortunate sunder armor from the elite will proceed to make you dead. As we assume it is relatively early in the playthrough, you are able to cast only a few spells before going into combat
magic. I would have my ranged attackers group fire on a single non elite preferably one that escaped your initial threat. If there is another one breaking away, use a paralyze type ability on it. When your ranged group kills,
the first one have them switch to the paralyzed mob.

Meanwhile you’re about bashed on by three to four NPCs especially the heavy hitter. This is where you would use your first, I don’t want to die spell on the elite such as weakness or glyph of warding. If you still have a paralyze type spell available use ASAP on whatever else. Assume you’re pretty much out of mana. At this point pop your Arcane Shield FIRST followed by combat magic and proceed to melee the elite to hold his threat. Most likely as you will often notice especially early on, is that after you pop combat magic the two spells available are heal and arcane bolt. This is where depending on the health status of your party you must decide whether to drop a
heal on someone or use that arcane bolt to hit the elite ( and build more threat) because you will be missing him with your melee attacks a lot. As fight progresses drop your low cost spells as they become available ( high cost
spells at this point are out of the picture because of combat magic).

Your party should be picking off the non elites one by one, as they should have no problem dealing with a single guy at a time.

Scenario 2 –

Same party setup. This time you get ambushed by 4 shades out of the ground from all the directions with one of them being elite. The elite pops out next to you so his threat is focused on you. Note this surround ambush
is probably the most difficult scenario to deal with. The hardest scenario I can think off is during the urn quest when you open one of the chests and two elite ash wraiths and a single regular one come out.

Because of distance threat mechanics the shades will seem to run around at random party members. Miasma would be a big help here but you can be pretty sure most of the mobs will not go to you. In fact, it’s a good start
if only one of them decides to stick to you. It is crucial that your party focuses down one of the non elites that is running rampant. If the one mob you face pulled was the elite and is hitting you, you are in a very solid position.
Unless it’s a heavy hitting mob like a two hander elite you can just take the hits from the elite and use your control abilities to stop THE MOBS NOT BEING FOCUS FIRED ( in this case if it was a heavy hitter you would probably want to weaken him first before taking control of the others ). Now that you are low on mana, try to fire off an arcane bolt to hopefully draw threat of one of the other mobs or drop a last heal. Pop Arcane Shield, combat magic and start fighting the elite. You do not want to run around with the elite hitting on you without sufficient threat on him otherwise he may just pull off and head for your squishies and pwn them. Hopefully, the first shade that was focus fired is now dead. Tell your group to focus on another one. Your job in this scenario can be summed as controlling the elite, having one shade paralyzed, one is being focus fired on, as you attempt to either regain control or out heal the damage from the loose one. Later on in the game you will obviously have more
tools to paralyze/control more than one.

Scenario 3

Party has one melee. Same enemy type and tactics as the first two.

The difference here is that your melee companion will most likely pull on or two guys because of distance threat. Not as big of a problem as they have the armor to take some hits. The crucial thing here is what to do
next. Let’s assume, another non elite goes for your squishy ranged. In this case you want to focus fire one of the non elite hitting your melee as you paralyze the loose NPC. You would want to weaken an elite. In this case the
best option is to weaken the one hitting your melee companion, or just drop a glyph of warding to help both of you out. Pop combat magic and start meleeing the elite hitting your melee friend to draw the NPC attention to you. If there is no elite hitting your melee companion, have your party just focus fire the others attacking him as you keep control of the elite, control of the loose NPC, and try to draw attention of any others as you can.

You absolutely DO NOT WANT to have your melee run to the loose NPC as the ones currently engaged on him will follow him and decide they want to switch to your squishies.

Scenario 4

Party has one melee. Now there is a mage.

This is where crushing prison does the trick, and why you want to have it ( and the reason of having that whole spell acquisition priority thing going). Use it on the mage. If the mage is non elite have all your companions focus fire it regardless of what is going on. An elite mage will survive your prison, and there is no really set tactic here other than trying to keep it paralyzed which it will probably resist. This will become a survival fight, but the best idea here is to play defensively and have your party do whatever they can to bring the mage down while you try to keep your party alive with heals, glyphs, and weakness spells. I found setting Wynn’s tactics to cast stone fist if target is using magic attacks to be quite effective.

Scenario 5

Party setup irrelevant. You are facing a group of melee and a group of archers.

Run into the melee head first, and have your party start focusing on the archers. Depending on the melee opponents your facing and whether or not an enemy archer got a shattering shot off on you, you will want
to drop a glyph of warding on yourself. You DO NOT want those archers aiming for your squishies, especially on nightmare and early on in the game where you don’t really have the equipment for your companions to take too many hits. This is where you would use the glyph paralyze combo to stun all the archers, or if later in the game you have fireball shoot one of towards the group so they attack you. If there are two groups of archers wait for the fireball cooldown and shoot another at the other group. Proceed as usual. If a melee breaks off paralyze it or have the party switch to it once one archer is down and if not yet engaging the archer have them focus fire the melee first.

Scenario 6

Party setup discussed below. You are facing a huge wolfpack or other physical resistance checks. ( Lothering)

Not having shimmering shield early on, or not having enough gold to slot your weapon with good physical resistance runes will ensure you will be overwhelmed multiple times, or eaten by a dragon. Combined with you low health pool you will die very quckly

 
These are pretty much the basic scenarios you will face in the early part of the game. Later on as you face
more than one elite, double elite casters etc. you will have far more tools at your disposal and the mana to use them for more control and survivability.

 

Tips/Playthrough/Items

Items

 I DO NOT INCLUDE ITEMS FROM DLC AS THEY ARE VASTLY OVERPOWERED AND I BELIEVE SHOULD NOT BE USED. They take away from the fun of the game and were just meant to satisfy your pixel addiction . That is my opinion, feel free to use them, but I will not include them in this guide.

The playthrough section will give a good idea of an efficient method of getting some of these things.

I will pretty much list the best items for each slot ( some honorable mentions) and why. If you do not know how/are too lazy to acquire them then you have a basic idea for the stats you are looking for. You always
have dragon age wiki for all your reference needs. Any missed useful items here are open for suggestions.

KEEP IN MIND THAT YOU WILL BE ABLE TO EASILY PURCHASE ALL OF YOUR “DREAM ITEMS” especially if you do the key quests described in the playthrough section combined with general selling of items you find.

Weapon

The Spellweaver.

Quick Note, in Ostagar you can acquire a nice sword with + 2 attack, Ser Garlen’s Sword.

Another Quick note, you can go to Denerim right after Lothering and fight the knight who challenges you to a duel. Defeat him and get a nice mace and possibly some heavy plate armor.

Head

Three headpieces really stand out here. The earliest piece you will be able to get is The Libertarian’s Cowl from the Circle of Magi Quest. No fatigue, huge defense boost, and mana regeneration. Only downside is
no armor. The toss up for best helm I believe goes to Executioner’s Helm for the huge stamina boost ( + stamina is + mana for an AW) which you can get mid game or Corruption with a huge dex boost and high armor. Corruption you get towards the very end so aim for Executioner’s helm which can be a random drop
or purchased from Cesar’s special stock for a low price.

Armor Set

The Reaper’s Vestments can be used here for the chest piece along with gloves and boots of diligence, but I believe you should save your gold for…..Evon the Great’s Mail. Obviously awesome stats BUT the key here is
that Evon’s can be replace for the chest piece of Wade’s Superior Dragonscale Armor and you still get the set bonus, which coincidentally is -20% fatigue. Yea, so being able to cast 20% more spells with huge defensive bonuses is good.

Diligence armor set can be acquired very early and easily, has low fatigue and will serve you well until you get Evon’s/Wade setup going. I would spend my first batch of gold on Evon’s Mail.

Shield

With + stamina = + mana for an AW. Eamon’s shield is by far the best choice until the endgame when you get Duncan’s shield. Fade Wall is a nice although rare option (rare drop from Kangaxx err Gaxxkang) but there is a
huge bug that makes + healing received stat useless and still broken as of patch 1.04. There is a mod to fix this but must be installed before you start your campaign.

Amulet

The Spellward is the clear winner here. The 30% spell resistance is huge considering your low health pool will make you hate getting hit by Winter’s Grasps or anything else for that matter. Apprentice’s Amulet or
Warden’s Oath is a solid choice until then.  Midway you can acquire The Magister’s Shield.

Belt

Andruil’s Blessing is the best belt. +2 to all stats and the mana and stam regen stack, oh and phys resist which is pretty much everything you need. Very early game, buckle of the winds ( +3 defense) is your best bet.
Midgame, Belt of the Magister Lords ( + 3 spellpower) or Destructionist’s Belt ( +3 Spellpower, mana regen) will get the job done.

Rings

Key to the City ( + 2 to all stats) and the Lifegiver are the clear winners here even despite the healing received bug on the Lifegiver. Ring of the Warrior ( +2 strength, + 2 dex as strength does still increase your
attack) is also a nice option until you get the money for the Lifegiver. Everything else is meh.

 

Tips/Playthrough

I have no doubt that this path is the ideal early game choice to take. For reasons that will be clear.

 At Ostagar make sure you get Ser Garlen’s Sword and the Thane Helmet from the Korcari wilds. In Lothering make sure you do the bandits chantry board quest and pick up the set of heavy chainmail armor. Now here is where you must make the choice. Your best options are to first complete Redcliff ( to get some
levels so the others aren’t a complete pain) then Circle or Urn  followed by the other, with the order having
various benefits, then heading to Orzammar.

In RedCliff, after you defeat the possessed Bann Teegan, MAKE SURE YOU KILL THE CHAMBERMAID in the side room with the possessed knight statues. You will need the key he drops to unlock a door that Leliana will probably not have the ability to pick.  Also DO NOT KILL CONNOR, you will want to go into the fade to get an extra spell point from the demon.

You should head to Denerim to kill that knight that challenges you to a duel to pick up a quick weapon.  Now the decision to either do the Urn first or Circle of Magi. Doing the Urn quest first will let you get Armor of Diligence essentially right away, Ancient Elven Gloves, followed by the Spellweaver Sword soon after. Additionally, you will get the drakescales for rogue armor as well as the Belt of the Magister Lords. Doing the Circle of Magi, will result in you getting SEVEN levels of stats which will help immensely for your attack rating http://dragonage.wik...nd_Fonts_(Fade), and the Libertarian’s Cowl, as well as a pretty sweet two hander Yusaris if
your using Sten in your group. MAKE SURE YOU SAVE THE FIRST ENCHANTER ( or don’t) so you don’t have to kill Lady Isolde to enter the fade to save Connor.

Somewhere around here make sure you have activated Leliana’s quest to get her the Tier 7 bow. Additionally, you should have around three points of Coercion by now ( needed for the quest in Orzammar).

 This all comes together now when you enter the fade to save Connor and get an extra spell point. You will then get a ton of XP for healing the Arl and another spell point. Then you will use the Chambermaid’s Key to unlock the room on the second floor of the castle to get the awesome Eamon’s Shield. At this point you should have around enough money to buy Evon’s Mail, which is now unlocked in Wade’s shop. Keep in mind that creating the second set of drakeskin armor will close the shop forever, so make sure u get Evon’s before your second set.
Additionally make sure you pay him 10 sovereigns when requesting to make the first set so you can get the superior versions later.

This path will give you a great set of gear to start off your adventure.

Next head off to Orzammar and quickly pick up the awesome Key to the City ring AND MAKE SURE YOU DO the Precious Metals quest CORRECTLY for a huge amount of gold http://dragonage.wik...Precious_Metals
( Make sure to pickpocket the NPC beforehand ). When in the deep roads make sure you do the quest “Asunder” for an additional 25 gold.

Thanks for a Great Game BioWare!!!!!!!!!!!!!!!!

Modifié par Aurust, 24 juin 2011 - 07:24 .


#2
Aurust

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EDITED!!!!

#3
Arthur Cousland

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Nice guide. I'm surprised to see that this particular one is new, as when I saw the topic posted, I assumed it was probably someone necro-ing a year old thread.

Another fun way to play arcane warrior is to go dual wield and pump dexterity along with magic. It makes for a good solo playthrough (less reliant on spells for damage and good melee accuracy), though that's for a different topic/guide. Still, a nice guide here and hopefully it helps others as arcane warrior is an awesome class...I mean specialization. It just feels like a whole separate class. Arcane warriors are by far the best solo'ers in the game, and still a good choice for people who just want a really durable+flexible character.

Agreed, DA:O is a great game, and has caused most of my other games to collect dust.

#4
Aurust

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Thnx for the nice reply.....Im going to edit it a little bit tommorrow to make the sections stand out better and hopefully a table of contents. I do agree, an Arcane War feels like a completely different class, as there are so many builds for it.

#5
Engal

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Yeah, I agree about the Mana Clash line. Mana Clash itself is really nice, but the other picks in the line aren't that great. If I'm going to get Mana Clash, I'll save it for near the end of the game. Spell Might is somewhat useful. It can be turned on briefly to make opening AoA spells do a bit more damage or make spells less likely to be resisted, but I play without using mana potions so I switch it on and off to avoid the mana regeneration penalty.

Arthur, on Nighmare how high does dex have to be before an Arcane Warriar can get a good hit rate with the second-hand dagger?

#6
Arthur Cousland

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Spell might+spell wisp are nice to use prior to casting buffs like arcane shield, rock armor and telekinetic weapons that improve with higher spellpower. Afterwards, I then cancel spell might+spell wisp to get my mana back. With a non-arcane warrior mage, you can leave spell might on if you have enough mana regen, since you wouldn't also have shimmering shield draining mana. Otherwise, I just use it to improve buffs when casting and for storm of the century.

I don't like to abuse mana clash, though it can prevent headaches in certain situations, and sometimes I really don't like to give mages a chance to use dispel magic on my arcane warrior.

I haven't really tested dex in relation to hit rate. I pretty much raise it to at least 30 so my arcane warrior can dual wield Duncan's Sword (+2/4 mana regen) +The Rose's Thorn. Any extra boost to attack couldn't hurt. Melee accuracy seems to be the same with either weapon, though damage will be much lower since magic is probably much higher than dexterity, and arcane warriors don't get access to dual weapon training. Still, I see having an off-hand weapon to have more benefit than a shield.

The biggest difference on nightmare difficulty that I've noticed is magic resistance. Hit rate with melee weapons isn't much of an issue. If you're missing a lot, then some dexterity couldn't hurt. The main reason to raise dexterity for an arcane warrior is to satisfy the dexterity requirement for daggers. The increased hit rate+defense is an extra benefit.