I've just started playing and Im pondering how ill build my mage. As I understand it there is no good reason to stick to one or two of the different schools of magic. For example I can go cold tree for damage and cc, one of the creation trees, one of the spirit trees, and so on,
Am I wrong? Please gimme some feedback
Reasons for a mage to not spread out your spells?
Débuté par
olofarg
, nov. 22 2009 12:29
#1
Posté 22 novembre 2009 - 12:29
#2
Posté 22 novembre 2009 - 01:56
Well, it depends how u build out the the other 2 also(morrigan and Wynn) but as main char,u need to decide early on what route u want to take, like, going for blood mage or spirit healer? or the popular arcane warrior/bloodmage?
to begin easy, i suggest u take the fire tree first, fireball is one of the best long range aoe effects that don't need a cast time, and it can stop a rush dead in its tracks. 2nd is to get at all the tier 1 single target damage spells, so that means Arcane bolt(with witch u start with) ligntning, drain life and flame burst. later on u should get the heal spell as well,since u can't always rely on potions and u can use it to heal allied creatures(comes in handy at redcliffe)
If u decide to go AW u need to get the Crushing prison tree, telekinetic weapons is the best weapon buff in the game and crushing prison simply is the best single-target CC u can get, works great on bosses(just hex them first to lower their resistince) or to take those pesky mages out of the fight. if u take Blood mage as 2nd spec, make sure u put much points constitution so u have eneugh healtht to use.
for the rest, go with what u like, but i suggest u let morrigan take the frost tree since she starts in it already, and make her your CC caster, while u go for the trees mentioned above. i can also recommend the Hex tree as well as the Glyph tree, both can be instrumetal in boss fights,
I hope this helps, so give me a reply
to begin easy, i suggest u take the fire tree first, fireball is one of the best long range aoe effects that don't need a cast time, and it can stop a rush dead in its tracks. 2nd is to get at all the tier 1 single target damage spells, so that means Arcane bolt(with witch u start with) ligntning, drain life and flame burst. later on u should get the heal spell as well,since u can't always rely on potions and u can use it to heal allied creatures(comes in handy at redcliffe)
If u decide to go AW u need to get the Crushing prison tree, telekinetic weapons is the best weapon buff in the game and crushing prison simply is the best single-target CC u can get, works great on bosses(just hex them first to lower their resistince) or to take those pesky mages out of the fight. if u take Blood mage as 2nd spec, make sure u put much points constitution so u have eneugh healtht to use.
for the rest, go with what u like, but i suggest u let morrigan take the frost tree since she starts in it already, and make her your CC caster, while u go for the trees mentioned above. i can also recommend the Hex tree as well as the Glyph tree, both can be instrumetal in boss fights,
I hope this helps, so give me a reply
#3
Posté 22 novembre 2009 - 03:09
Yeah it really depends on if you're going pure caster or AW, and what difficulty you're playing.
#4
Posté 22 novembre 2009 - 04:01
as long as it is fun, and usefull, i could't really care for difficulty lvl, just not to easy. the game already takes more time to complete then any other i have played in years, and thats fine by me!
#5
Posté 22 novembre 2009 - 04:04
Takrandro wrote...
or the popular arcane warrior/bloodmage?
Surely arcane warrior/spirit healer would be more popular.
#6
Posté 22 novembre 2009 - 04:09
@ Balgin, nope, just look around the forum, most try out AW-BM couse u have an armored caster who uses his high constitution as mana to offset the constant effects u have active( combat magic, rock armor ect) so that u still could do some spellcasting if needed. but a SH/BM could do the same to heal more often, so most spec Whynn as SH/BM to do just that.
#7
Posté 22 novembre 2009 - 06:40
The reason why SH/AW is a popular idea (even if not as much so as BM/AW) is because that spec is as close as a person can get to a Paladinlike character. I guess Templars don't cut it for Paladinlike because they can't spec for healing magic for obvious reasons.
#8
Posté 22 novembre 2009 - 06:54
Templars just get some anti-caster ability's so not the pally idea idd, but SH/AW does come in handy if u know when to switch between what healing and melee, and i personally find it handy to have one of your companions spec that way, since as main char, u simply need more offencive/CC spells since in most fights, they go after u, and as a weak healer, thats not good. even if u do the right things to avoid that, it requires much micro-managing to avoid it. since u are the figurehead, while your companions are not.
#9
Posté 23 novembre 2009 - 02:24
I have already gone with the frost tree and find CoC extremely useful. Im thinking I'll only have one caster in my group so ill have to cover pretty much. Since ive started on fire i might go for the fireball somewhat later. I have also focused on getting all the hexes since ive heard good about them.
One thing Ive found out is that its hard to be a damagedealer without getting aggro, even with alistairs sustained abilities. So im thinking ill get 1 or 2 rouges to be armoured dd that can also take advantage of me freezing enemies
Oh, and i play on normal btw
Thanks for good advice Takrandro
One thing Ive found out is that its hard to be a damagedealer without getting aggro, even with alistairs sustained abilities. So im thinking ill get 1 or 2 rouges to be armoured dd that can also take advantage of me freezing enemies
Oh, and i play on normal btw
Thanks for good advice Takrandro
#10
Posté 23 novembre 2009 - 04:28
Well, take warriors with u as well, since they got as much ability's that create crits as do rogues, i suggest u take Sten and Shale for this, both got nice talents they start with and they can take a beating, Alistair is handy in the beginning, but somehow he gets beaten to bits in the later stages of the game.
About the hexes, they work great! the resistince hexes need no explaination, but misdirection hex works great on melee bosses and death hex is nice to cast one a boss when he's low on health to finish him off, so i can really reccomend them, if u don't like them that much, go try the glyphs, the repulsion glyph really can be a life saver when casted at the right place(door opening enz) and give u eneugh time to cast some aoe's. i have't tried the last one yet, but could be handy against enemy casters. also keep in mind there's a nice shockwave affect when u place the paralysis glyph on top of a repulsion one, handy to break a stalemate situation, or to enter with a blast
so knock yourself out
And np, glad to help.
About the hexes, they work great! the resistince hexes need no explaination, but misdirection hex works great on melee bosses and death hex is nice to cast one a boss when he's low on health to finish him off, so i can really reccomend them, if u don't like them that much, go try the glyphs, the repulsion glyph really can be a life saver when casted at the right place(door opening enz) and give u eneugh time to cast some aoe's. i have't tried the last one yet, but could be handy against enemy casters. also keep in mind there's a nice shockwave affect when u place the paralysis glyph on top of a repulsion one, handy to break a stalemate situation, or to enter with a blast
so knock yourself out
And np, glad to help.
Modifié par Takrandro, 23 novembre 2009 - 04:30 .





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