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(edited) Best 33 spells for a Arcane warrior/ Blood mage? (insanity solo)


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#1
Zenjamin

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 The way I understand it, the AW/BM can have 33 spells to choose from before awakening.... So, help be choose the best 33.


I started on my list down here, but, as you can see, I went over 33.
I mainly went over because I tried to include storm of the century and Haste in there.
Anywhere I can cut? And if I have to get rid of storm of the century or haste, any ideas on what I should add?


In either case, give me your best setup prior to Awakening.
PS: this should be considered a solo insanity run. So no other mages to rely on. 


Here is my first attempt at a plan for my 33:
(1)Arcane Bolt (2)Rock Armor (3) Glyph of Paralysis (4) Glyph of Warding (5) Glyph of Repulsion (6)Arcane Shield (7) Heal (8) Flame Blast (9) Flaming Weapons (10) Fireball (11) Weakness (12) Paralyze (13) Miasma (14) Blood Magic (15) Blood Sacrifice (16) Blood Wound (17) Blood Control (18)Combat Magic (19) Aura of Might (20) Shimmering Shield (21) Fade Shroud (22)Heroic Offense (23) Heroic Aura (24) Heroic Defense (25) Haste (26)Mind Blast (27) Force Field (28) Telekinetic Weapons (29) Crushing Prison Mana Drain (30) Mana Cleanse (31) Spell Might Winter's Grasp (32)  Frost Weapons (33) Cone of Cold(34) Blizzard (35)Lightning (36) Shock (37) Tempest 
PS:
Please keep in mind that that list includes prerequisit spells. so dont remove one spell in a tree without also removing other spells that would have relied on that spell as a prerequisite.... but in general, feel free to tell me your ideal 33.

Modifié par Zenjamin, 27 octobre 2011 - 04:04 .


#2
Zenjamin

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Should I just ditch haste altogether and call that list good?

EDIT:
Also, would I even have the mana to cast SotC with all my sustainables?
Also, would haste even be worth it if I were the only melee hitting the boss?

PS:
I plan on taking companions for the banter, but not really leveling them up so they die pretty quickly and are otherwise ineffective. 
Im guessing that if I take a companion mage with haste, and they die, then you lose the haste buff?



EDIT:
after doing some research, I have a new, partial list
  • Arcane Bolt (D)
  • Rock Armor (D)
  • Glyph of Paralysis (D)
  • Glyph of Warding (D)
  • Glyph of Repulsion (D)
  • heal
  • Mind Blast (S)
  • Force Field (D)
  • Telekinetic Weapons (D)
  • Crushing Prison
  • Arcane Shield (D)
  • walking bomb
  • death syphon
  • virulent walking bomb
  • Winter's Grasp
  • Frost Weapons
  • Cone of Cold
  • Weakness (D)
  • Paralyze (S)
  • Miasma (D)
  • Blood Magic (D)
  • Blood Sacrifice (D)
  • Blood Wound (D)
  • Blood Control (D)
  • Combat Magic (D)
  • Aura of Might (N/A)
  • Shimmering Shield (D)
  • Fade Shroud
The above are ones I am pretty confident in.
Now I just need to add 5 from the ones below that I am interested in... or any other good ones im missing

  • Blizzard
  • Mass Paralysis
  • Disorient
  • Horror
  • Sleep
  • Waking Nightmare
  • Mana Drain
  • Mana Cleanse
  • Spell Might
  • Mana Clash

Modifié par Zenjamin, 27 octobre 2011 - 05:40 .


#3
FJVP

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Let me just say that if you removed the Miasma line and you would have a spellcaster mage. If you want to do a solo playtrough Haste is a must, since you can get overwhelmed rather fast on Nightmare so something that can help you tear through enemies quicker is very much welcome (and yes if a companion sustaining it falls it will deactivate).

Mana Clash is also a must if you want to go solo, otherwise mages will just paralyze and fireball you to death. Also get Fade Shroud, one of the AW weaknesses is the low mana regen rate so getting as much mana regen+ should also be your focus.

#4
Zenjamin

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Ya. The missing fade shroud was not intentional.


Hummm.... perhaps if I take Morrigan along, and tweaked their tatics so she did nothing but caste haste and heal herself, it would still provide a challenge without be having to sink 4 valuable points into a simple (but needed) sustainable.

Would the glyph of neutralization be a substitute for mana clash?


So, I need 5 more. the final question becomes should I go with 1 or 2. And which varaition?


1) Mana Drain, Mana Cleanse, Spell Might, Mana Clash and Blizzard OR Mass Paralysis.
2) Blizzard, Mass Paralysis, Disorient, Horror, Sleep, Waking Nightmare, glyph of neutralization (minus 2)

Modifié par Zenjamin, 27 octobre 2011 - 05:27 .


#5
Zenjamin

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bump?

#6
The-Visonary

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Glyph of Neutralization is not a suitable replacement for Mana Clash, because the enemy mages can walk out of its boundaries and resume casting. Mana clash will kill them on the spot as its damage is based on mana.

Haste isnt needed, but it is a possibility.I dont find faster movement and attack speed is really necessary because you will be doing alot of damage by endgame.

2 offers support in the form of CC.
1 offers support against mages. If you are having a hard time against mages I would go with choice 1. I myself love CC abilities because it can save you alot. Mass paralysis is not that good because of its long casting time, and you can use Sleep or Waking Nightmare.

Storm of the Century is better fitted to caster type mages imo.

#7
tyrannosaur56

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aw skills-all4
bm skills-till blood wound-3
arcane-till arcane shield-2
fire-till fire ball-3
rock armour-1
ice-till frost weapon-2
heal-1
glyph till repulsion-3
mana clash-4
crushing prison-4
virulent walking bomb-3
miasma-3
total 33 spells

#8
Zenjamin

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Already went to cone of cold. Im bringing Mrrigane along to do nothing but cast haste and flaming weapons.

So looks like ill finish my line out with Mana Clash and Blizzard.
Unless Animate Dead or Disorient would be better.

#9
tyrannosaur56

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if thats the case, go with this setup
aw-4
bm-3
arcane shield-1
flaming weapon-2
rock armour-1
tempest-3
heal-1
glyph of repulsion-3
mana clash-4
crushing prison-4
miasma-3
blizzard-4
you will start off the battle as a castor and switch to melee once your mana is low.
disorient is useless... it is just to get miama. animate dead can combo with spell might for an extra fighterbut the sustain is quite heavy that you can do without it.
start with storm of the century to gain aggro and use mana clash to clear pesky mage. after that, switch to melee by turning on sustain. you can do well either way as melee or caster.

#10
Zenjamin

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Too bad I already went into the Walking bomb line.

But id rather be a tank type AW then a caster anyways.
Also, Wouldnt Blood Control be worth the extra point?

Modifié par Zenjamin, 02 novembre 2011 - 06:38 .


#11
kermit33313

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in my opinion if you want to do the tank route a lot of sustainables if very helpful plus i find it annoying to caste one hit spells during combat that's why i kinda prefer area spells and sustainables for my aw

#12
tyrannosaur56

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nlood control, is not as powerful as blood wound which is damage+crowd control. i like mana clash ever since i tried it. kill most mages in 1 hit. melee aw/bm, is more subsceptible to caster mage due to range. mana clash solve the problem. the force line have a few good cc spells. which i always take. same goes for glyph. virulent walking bomb is abit risky in nightmare mode.
one thing about melee aw is some spells required you to sheath your weapon. therefore you might want to look at the wikis on arcane warrior spellcasting for more info.
more sustain is good, but i keep to the essebtial. miasma,combat magic, shimmering shield, rock armour, arcane shield and weapon enchantment. other than these, the rest is not as important. death syphon is also quite situational, therefore not in my essential list.
my essential spells usually consist of crushing prison, manaclash, blood wound, heal and fireball. the rest, secondary and up to individual preference.