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Arcane Warrior stat allocation and other questions.


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#1
Zenjamin

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 Hello.
I am just starting my Arcane Warrior/ Blood Mage.

I read a guide here on these forums (cant find it now) that suggested putting every single point you had into magic.
It also said to focus on Glyph spells and Hex spells.

However, I just read another guide here: http://www.gamefaqs....gins/faqs/58247
And it has stats focusing on constitution and then willpower/magic.
Also, he doesnt seem to think too much of Hexes and also loves Crushing Prision.



... So, I suppose im just curious what you guys think aobut that guide. And how weather I shuold focus on magic or split them as stated in the posted guide.

Modifié par Zenjamin, 19 octobre 2011 - 07:11 .


#2
BlackEmperor

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The guide you linked to is excellent. It's the one I used when I built my first Arcane Warrior (who was actually my first character ever) and it has served me well. But I'd put more weight on the importance of dexterity.

The primary Arcane Warrior's dilemma is this: once you gain that specialization, you gain a sustained ability that allows your magic score to be applied to your melee damage but not your melee attack score (your magic score is used in place of your strength score for the purpose of determining of equipping weapons and armor at all times, regardless of which abilities you're using). The specialization itself gives a small flat bonus to attack score, but it's not enough. You want to focus primarily on magic for your damage and the potentcy of your spells, but you need enough dexterity to hit often (just how often is a matter of personal preference). This is the balancing act.

The key point the author makes is to factor in party buffs (the primary ones being song of courage, champion's rally, and heroic offense) and your own sustained abilities (such as debuffs like miasma that lower an enemy's defense and thus let you hit more often) and figure out where that leaves you. Chances are you'll need to bring your base dex score (before items) to 30. Minimum. I think you'll be terribly frustrated with your hit rate otherwise. Once you gain more levels, you may switch out items that boost dex for others. I'd recommend items that give bonuses to all attributes (like Key to the City), since no build gains more from such a variety of abilities than Arcane Warrior.

Constitution is only important if you're choosing Blood Mage as your second spec. If you're going with Spirit Healer instead, Willpower is your third most important ability. Again, it requires some experimentation to find the right balance. You need enough willpower to run all your sustains, but you probably want at least a little leftover for other spells. Likewise, finding a balance between how many sustains you run at the start of combat and how many you activate as needed is a balancing act that will require you to experiment to find what you're comfortable with.

The Glyph spells are quite good. Hex spells are good too, but not necessarily good for you as an Arcane Warrior. Both Vulnerability Hex and Death Hex require sheathing your weapon in order to cast them, which is detrimental while you're in the middle of combat (Affliction and Misdirection Hex, by contrast, can be cast with your weapon out--as can Crushing Prison and all the Glyphs, btw). Overall, I'd say it's better to give the Hex line to a companion mage instead.

On the whole, I think it's a very good guide. I've used it and have recommended it to others. Your spell selection will vary depending on personal preference, but I think it makes solid points about spell choice and stat allocation.

I can also say that throwing every point into magic is a distinctly horrible idea for an Arcane Warrior. Unless you don't mind having no leftover mana to cast spells and having a hit rate below 50%. (Or if you're not building a real Arcane Warrior using a weapon and wading into melee. If you're just building a mage who runs Shimmering Shield all the time, magic is probably all you care about.)

[Edited for clarity after re-reading guide.]

Modifié par BlackEmperor, 20 octobre 2011 - 12:51 .


#3
Zenjamin

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Thanks.
And yes, I am going AW/ Blood Mage.


.... /sigh.
I picked up the first hex already... and it looks relativity useless... But I only just became a warden, so perhaps its worth it to start a new game?

#4
BlackEmperor

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Woah, what? No. One ill-placed talent will not sink you. Vulnerability Hex is just fine, but Affliction Hex is probably where you want to be in terms of hexes because a) it works on all enemies close to the one it is cast on instead of a single target, and B) Affliction Hex can be cast with your weapon drawn.

Best bet is to cast affliction hex on the target you plan on attacking last (since it goes away once that target dies) and combine it with elemental runes on your weapon and magical auras like flaming or frost weapons. This can provide a healthy boost to damage.

One talent choice will not make/break you. If you're playing on a pc and it really bothers you, get the respec mod. Otherwise, you can wait to Awakening to get a Manual of Focus and place it elsewhere.

And if you're going Blood Mage for the second spec, don't worry about constitution until you actually get it. By then, you'll have enough hp and probably have access to some good +CON gear that will up it even more if you're concerned about having enough hp to cast spells.

#5
Guest_greengoron89_*

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Crushing Prison is useless, IMHO. I'll never understand why it's so popular with people. In fact, the whole Mind Blast tree is unnecessary - you'd be better off taking those points and putting them into the Mana Drain tree instead - Spell Might and Mana Clash will serve you well.

#6
BlackEmperor

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Opinions on Crushing Prison vary. I happen to be a fan. It's a good spell to use when you want to lock-down one particular target. While we're on the subject of the Mind Blast line, I find Mind Blast itself to be a nifty spell. The stun won't last long enough for you to care, most likely, but it resets the threat you've drawn, and that can be useful. It's antithetical to what you want to do with an Arcane Warrior, since you'll be built on tanking and drawing threat, but remember that for your first seven levels you are a standard spell-slinging mage. It's not until you start that specialization that you'll be able to hunker down in heavy armor.

Not that Mana Clash isn't amazing. I'm not sure if I would go with Spell Might on an Arcane Warrior though, considering how many sustains you'll be running in the first place. Both can be cast with your weapon drawn, btw. In fact, if you're concerned about which spells can be cast with weapon drawn and which require your weapon to be sheathed, here's the wiki:
http://dragonage.wik...or_spellcasting

#7
Guest_greengoron89_*

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How useful Spell Might is depends mainly on whether or not you want to use Storm of the Century. It's also useful for those few mages who tend to resist Mana Clash, like Gaxkang. Other than those two instances, no, there's not much of a use for Spell Might. It is nice to have it though when the situation calls for it.

However, I suppose an AW tank would have much mana sitting around for either of those spells, as you just mentioned. Perhaps I shouldn't have suggested that after all.

#8
tyrannosaur56

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playthrough arcane warrior a few time.. some spell suggestion is death syphon to replenish your mana as you kill. crushing prison is not that bad, but once you have bloodwound, crushing prison will seem abit useless. mana clash and spell might is quite good as you can setup storm of the century combo as your only nuke and mana clash can outright kill pesky mage just around the corner and it is an aoe nuke for mage. if setup right, you can be a caster at the early part of the battle and switch to melee once your mana is almost totally consumed. there is only 5-6 sustain that is really needed. the rest can be your caster spells. for willpower, i find 30 is enough to sustain most of it and another 30 for con. the rest will be just magic. dex is not really necessary. just use equipment for boost. the beauty of arcane warrior is its defense and versatility in ranged and melee. therefore, dex is rather a waste.
also, if you run out of mana, just activate blood magic and you will do just fine as you allow your mana to regen..just make sure you have enough mana regen equipment.

#9
BlackEmperor

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Whether you need the points in dex depends on your hit rate. If it's low enough to bother you, pump it up. If you've got it to a point where you're comfortable with it, place your points elsewhere.

Never used the Storm of the Century combo as an Arcane Warrior myself. I always preferred to open up with blood wound and fireball to grab threat, then waded in with sword drawn.

#10
tyrannosaur56

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one thing about arcane warrior is it lacks nuke. with mana clash being a favourite, i see no reason why not to go with it since you have spell might. some might even choose virulent walking bomb with animate dead to utilise spell might. that is if you have talents to spare.

#11
Zenjamin

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Thanks guys.
I ended up getting rid of the hex.
It would have bugged me. I metagame the hell out of my character.

So... Just to recap, What are the undisputed "must have" spells for a AW/BM?
Which ones are more disputed?

#12
BlackEmperor

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"Must haves"? I don't think there are any that are without question must-haves for an AW/BM. I'll list some anyway though: Blood Wound (which is often the reason people go BM in the first place), Shimmering Shield (the whole reason why people go AW, even if they aren't wading into melee in heavy armor), Flaming Weapons (which means you might as well get Fireball--although you could just as easily get Flaming Weapons on a companion mage instead), Miasma (one of the few spells that will directly impact your hit rate), Spell Shield (to help against all those enemies that are going to try to wipe your sustains with some kind of cleanse ability), and Heal (because every mage should have Heal). Rock Armor and Arcane Shield are pretty high up there too.

Outside of those, everything can be disputed. And having said that, I'm sure some on that list could be disputed as well.

#13
Zenjamin

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Does spell shield deactivate if you run out of mana as a BM?

#14
FJVP

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Zenjamin wrote...

Does spell shield deactivate if you run out of mana as a BM?


Yes so don't use it. It will also deactivate any other sustainables with mana regeneration penalty (such as Shimmering Shield). The only fights where it comes handy is against the Architect and the Mother in Awakening to counter their glyphs of neutralization but otherwise it is pretty much useless on the Origins campaign.

Also must-have AW/BM sustainables:

- Arcane Shiled: Boost your defense by a lot
- Rock Armor: Along with Shimering Shield it will give you an armor rating of about 60
- Miasma: Helps to improve hit rate
- Haste: Helps you to clean up mobs faster

The rest of the spells/sustainables are entirely optional, though you might also want to get Blood Wound and Mana Clash to help you with cc and those nasty mages.

For equipment go with items that improve your health regeneration (Cailan's set from RTO is a very good AW/BM set).

#15
tyrannosaur56

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key spells other than from bm and aw are
flaming weapon
frost weapon
arcane shield
rock armour
miasma
heal
all other spells are optional.
good to have will be fireball, crushing prison if you are going for telekinetic weapon. mana clash if you are trying to setup storm of the century combo. glyph are also powerful for crowd control if you want to add it in for a caster aw/bm. regeneration will be good for bm regen.virulent walking bomb is another favourite for death syhon.
other than these, there isn't any noteworthy spells for aw unless you want to go the caster aw/bm route, which you may want to add some other spells to complement.