Aller au contenu

Photo

Spirit Healer Build - Help!


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
XnickolasX

XnickolasX
  • Members
  • 61 messages
I know there are a lot of Spirit Healer builds out there, but I'm looking for a detailed guide to help me allocated my attribute points and ability points. I'm looking to build a mage that is supportive. I've played offensive the majority of the time, but I'm looking for a change.

I want to create a mage that can support my allies, but can also defend himself from oncoming enemies. So I'm looking for a supportive/defensive Spirit Healer mage. 

Builds, advice, and details are greatly appreciated. I've already looked at "The Spirit Healer Guide" on the forums, but it was offensive, which is not what I'm looking for. Thanks in advance guys!

#2
mr_afk

mr_afk
  • Members
  • 1 605 messages
Hm, you'll know what you want best; a non-dps mage will be unnecessary and will make fights longer (and maybe harder), but if you're not going for any damage something like this could work:

- full con --> cun (and maybe some strength for requirements)
- spirit healer tree
- creation tree
- sustains: rock armour, arcane shield, death syphon
- equip the helm of a thousand battles, belt of promise, the fallen star
- get all the spells which can be casted while in the spirit healer sustain (i think the glyphs etc)
- get all the spells which aren't affected by base damage (cos you won't have any) - e.g. forcemage, entropy, walking bomb
- get spells to set up CCCs and use CCCs (cos you won't deal any damage otherwise); spirit bolt, stone fist, chain lightning, etc


if you follow something along those lines you'll have a walking tank which won't contribute anything damage-wise, but will be impossible to kill (high health regen coupled with massive health, defence, and damage resistance) and may help with crowd control etc
Additionally, if maintaining healing all the time isn't necessary, just drop out of it and do combos like pull of the abyss --> fatiguing fog; walking bomb --> everything blown up

another thing which could be fun (but probably even more suboptimal than this suboptimal theorycrafting), is going blood mage for one step in (does damage based on your amount of health which will be considerable at 100 con).

(started writing this as a joke, than realised that it could actually work.. haha)

#3
frustratemyself

frustratemyself
  • Members
  • 1 956 messages
I did a playthrough like that a few months ago as an experiment (playing on normal) where the only damage dealing spells I had were Fist of the Maker and upgraded Horror.

I probably did it rather badly at the time with stat allocations and some of the spells I chose. It was a slow painful affair and I had a lot of trouble with some fights. I ended up skipping the nexus gauntlet all together cause I got my ass beaten so badly.

Might try it again one day for giggles but probably not any time soon.

#4
Merlex

Merlex
  • Members
  • 309 messages
What i do if a guide doesn't fit my concept, i take the parts that do and add to it. Check out spells, that fit your concept at the wiki site. Look at the minimum level regs, and the points required in the tree. Use that to design your level by level choices. Don't forget Maker Sigh Potions, this will allow you to fix some problems along the way.

If you don't want a duke nuk'em mage, you could go for heavy battlefield control. I don't like glyphs, But that's a personal thing. Since you have to choose two specializations, Force Mage could work. There is some nice spells, that control enemies, that don't do a lot of or any damage. For a support/ healer, you should get the Creation tree. Primal's Petrify is a great control spell. Maybe something along these lines:

Spirit Healer: Healing Aura, Group Heal + Unity, Revival + Renewel, Vitality.

Creation: Heal + Greater Heal, Herioc Aura + Valiant Aura, Haste + Great Haste.

Primal: Rock Armor, Stonefist + Golem's Fist, Petrify + Desiccate.

Arcane: Mind Blast + Stunning Blast, Barrier + Arcane Fortress, (Arcane Shield or Elemental Weapons or Crushing Prison).

Force: Fist of the Maker + Maker's Hammer, Telekinetic Burst + Telekinetic Blast, Pull of the Abyss + Edge of Abyss, Gravitic Ring + Gravitic Sphere, Unshakable.

Now thats 31 spells, which is a little high. I'd save Stunning Blast, Arcane Shield and Arcane Fortress for last. Chain Lightning could be useful, and you could replace the Arcane abilities with it. And get the Healing Aura upgrades. But i'd keep Barrier (and Mind Blast), 50 is better than nothing. You could go the full Arcane Shield set. But that's a long way to go for 20% elemental resistance for the party. And from what i understand the Defense stat loses a lot of it's value later in the game. And you would have to steal from Primal or Force.

Mindblast will knock melee enemies off of you. Stonefist and Fist of the Maker are useful for protecting yourself, and your ranged party members. Plus they have CCC value. Vitality gives + 10 to Con, and pumps your health regen some. Unshakable helps protect you from casting disruption, and you need 4 points in Force to get the upgrades . Use Healing Aura when neccessary, then drop out. Have a warrior on hand with Rally + Unite. For attributes, i'd split between Magic (highest), Will, and throw some points into Con.
 
But with this style, party tactics are key. This is a great guide to help refine tactics:
http://social.biowar...index/6985076/1

Modifié par Merlex, 28 novembre 2011 - 02:58 .


#5
Arthur Cousland

Arthur Cousland
  • Members
  • 3 239 messages
I would mainly stick with spells from spirit healer, force mage and creation, along with mind blast and rock armor.

With attributes, just enough magic to maintain 100 attack, and then raise willpower+constitution as needed.

My mage was like this, and I brought Anders along as an offensive mage (with Varric and Aveline). I kept healing aura up all of the time, out of convenience, and auto attacked, while using heal+crowd control spells as needed.

#6
Quething

Quething
  • Members
  • 2 384 messages
I once did a mage who never dropped out of Healing Aura. I did mod my game so the nonhostile Entropy spells (hexes, Horror without the upgrade, Sleep) could be cast without dropping the aura, which widened my options a lot, but I still ended up doing a lot of control-shuffling to entertain myself. Drop a couple force spells and crowd control, then switch over to Sebastian or Merrill and play around with their specials, or whatever. It ended up being a pretty fast and powerful run, actually, since party members are almost always better in your hands than running tactics, and I was willing to take a lot more risks with Revive available (I never give Anders Regroup even when I'm using him a lot, he's too short of talent points).

It was a bit slow until level 14 and Force Mage, though. I know it's a bit against the spirit but I'd recommend going Force Mage first, if you're going to do it; if the goal is more "support mage" than "spirit healer" you can fill that role better and with more flexibility early on through glyphs, hexes and crowd control than injury-preventing passives, IMO.

#7
Arthur Cousland

Arthur Cousland
  • Members
  • 3 239 messages
Keeping healing aura up constantly also helped me stay in character somewhat, as a defensive mage, since I wasn't able to cast offensive spells.

A slight work-around was to cast something like pull of the abyss, then I'd tell my mage companion to cast firestorm on the crowd.

I always hate feeling too powerful, and so I don't mind playing with limits. Instead of blasting everything with nukes, I was more of a crowd controller/enfeebler. Perhaps I'm just used to playing healer characters in mmorpgs.