So my previous posts haven't helped much. I can never find a balance. I'm looking to build a mage that can handle any situations. I want a build that involved buffs, defense and dpsing. I really don't want to pick a spec, so that can save me more points.
So for my build I'm looking for:
- buffs
- defense
- dps
I'd also like to know what spells I should pick first. Thanks!
Mage Build - Help!
Débuté par
XnickolasX
, déc. 08 2011 08:42
#1
Posté 08 décembre 2011 - 08:42
#2
Posté 09 décembre 2011 - 04:04
Oh spells to pick first are an offensive spell and the heal spell and Rock Armor. I like getting the area of effect spells: Tempest and Firestorm. Haste and upgraded heal spell. I'm not sure what do get after that!
#3
Posté 09 décembre 2011 - 02:46
um.
have you tried any of the guides etc? or at least looked through and experimented with the spells available?
because if it's hard for you to find what you exactly what you want, it's probably going to be even harder for us.
to help you choose:
buffs will mainly come from the creation tree. heroic aura and haste are very useful - however heroic aura doesn't stack with itself (only one mage should sustain it) and haste is affected by magic resistance on non-nightmare levels.
other sustains are available from the arcane tree (elemental weapons, arcane shield) and there's a healing sustain from spirit healer. these generally aren't quite as necessary.
the best defence is a good...crowd control. so in this case, picking a spec such as forcemage will be very useful at keeping enemies off you. but i suppose it really depends on how you define defence.
keeping enemies crowd controlled can also be done by more single targeted spells (winter's grasp, petrify, crushing prison, and cone of cold at closer range). certain spells add an element of crowd control by simply knocking them around, e.g. firestorms, stone fist
if you mean defence as in, armour/protection-wise, rock armour is pretty powerful and death syphon can help with some constant healing
defence offense yadidah. basically, dps-wise stems mostly from pumping lots of magic and using dual haste auto-attacks and shock and awe aoes like firestorm
in terms of spell order, try arelex's build for a general idea i suppose.
have you tried any of the guides etc? or at least looked through and experimented with the spells available?
because if it's hard for you to find what you exactly what you want, it's probably going to be even harder for us.
to help you choose:
buffs will mainly come from the creation tree. heroic aura and haste are very useful - however heroic aura doesn't stack with itself (only one mage should sustain it) and haste is affected by magic resistance on non-nightmare levels.
other sustains are available from the arcane tree (elemental weapons, arcane shield) and there's a healing sustain from spirit healer. these generally aren't quite as necessary.
the best defence is a good...crowd control. so in this case, picking a spec such as forcemage will be very useful at keeping enemies off you. but i suppose it really depends on how you define defence.
keeping enemies crowd controlled can also be done by more single targeted spells (winter's grasp, petrify, crushing prison, and cone of cold at closer range). certain spells add an element of crowd control by simply knocking them around, e.g. firestorms, stone fist
if you mean defence as in, armour/protection-wise, rock armour is pretty powerful and death syphon can help with some constant healing
defence offense yadidah. basically, dps-wise stems mostly from pumping lots of magic and using dual haste auto-attacks and shock and awe aoes like firestorm
in terms of spell order, try arelex's build for a general idea i suppose.
#4
Posté 04 janvier 2012 - 01:58
Try the better mages extreme mod from dragon age nexus - it allows a mage - especially a blood or forge mage to solo Nightmare since he can 2 hit all clustered enemies at once with either fist of the maker or hemorage, leaving only 2-3 to handle one on one.
On lower difficulty, it's just for fun, your mage one hits the world and the companions have nothing at all to do LOL. On casual, groups of enemies explode at your aproach by the end of act 2. And the only reason Orsino and meredith still fight is because they are programmed not to die that fast.
On lower difficulty, it's just for fun, your mage one hits the world and the companions have nothing at all to do LOL. On casual, groups of enemies explode at your aproach by the end of act 2. And the only reason Orsino and meredith still fight is because they are programmed not to die that fast.
#5
Posté 04 janvier 2012 - 09:20
As others have mentioned focus on getting some good offensive spells to start, single ones like arcane bolt, winters grasp, etc and it's always very handy to have a couple of good area spells like fireball. There are plenty of times when a number of enemy's are closely grouped at the start of a fight & you can inflict serious damage on 5-6 enemy's within seconds of the fight starting.
Rock armor is good for bolstering your mages defences. And of course spending your level points wisely is important too. I also add to magic and mana but dont forget constitution and adding to defensive skill.
I've had DAO for ages but only been playing DA2 for a few day's now. Just at the point where I can take a specialisation.....
Got to say I'm really disappointed that I don't get to have a companion that I can make into a spirit healer. Wynne was ever present in my DAO party for that reason. I know I can have Hawke take that skill, as I could with the Warden in DAO, but I don't want to be saddled with having to keep a constant eye on my companions health in battle. I just like to focus on fighting and inflicting damage & leaving the healing to a companion like Wynne was perfect for me.
Spirit healer skills are a massive boost to a party and Wynne came in very very handy, so I suppose I'll have to take it as one of Hawke's specialisations. I'm not too happy about it though, I don't want the hassle of keeping a constant eye on companions health & worrying about reserving mana or tying up mana is sustained spirit healer abilities in case one of my party needs the help. In DAO you had the option to take up the spirit healer role if you wanted, and leave Wynne behind in favour of a more offensive character. Or to take Wynne along to cover that responsibility, leaving you to focus on the combat, if that's what you wanted to do.
In DA2 you don't have that option, either you take on that role of spirit healer & have to have all the messing around mentioned above, or you don't get the very useful benefits of that skill. Unless there is a companion you can get to fill that role, who I haven't come across yet, then I think bioware have dropped the ball on this matter.
Rock armor is good for bolstering your mages defences. And of course spending your level points wisely is important too. I also add to magic and mana but dont forget constitution and adding to defensive skill.
I've had DAO for ages but only been playing DA2 for a few day's now. Just at the point where I can take a specialisation.....
Got to say I'm really disappointed that I don't get to have a companion that I can make into a spirit healer. Wynne was ever present in my DAO party for that reason. I know I can have Hawke take that skill, as I could with the Warden in DAO, but I don't want to be saddled with having to keep a constant eye on my companions health in battle. I just like to focus on fighting and inflicting damage & leaving the healing to a companion like Wynne was perfect for me.
Spirit healer skills are a massive boost to a party and Wynne came in very very handy, so I suppose I'll have to take it as one of Hawke's specialisations. I'm not too happy about it though, I don't want the hassle of keeping a constant eye on companions health & worrying about reserving mana or tying up mana is sustained spirit healer abilities in case one of my party needs the help. In DAO you had the option to take up the spirit healer role if you wanted, and leave Wynne behind in favour of a more offensive character. Or to take Wynne along to cover that responsibility, leaving you to focus on the combat, if that's what you wanted to do.
In DA2 you don't have that option, either you take on that role of spirit healer & have to have all the messing around mentioned above, or you don't get the very useful benefits of that skill. Unless there is a companion you can get to fill that role, who I haven't come across yet, then I think bioware have dropped the ball on this matter.
#6
Guest_Spuudle_*
Posté 06 janvier 2012 - 10:48
Guest_Spuudle_*
cJohnOne wrote...
Oh spells to pick first are an offensive spell and the heal spell and Rock Armor. I like getting the area of effect spells: Tempest and Firestorm. Haste and upgraded heal spell. I'm not sure what do get after that!
Id luv to use RockArmour personally. Used it all the time in Origins. For me, it just looks bloody awful and does my head right in! Anything that spoils my enjoyment isnt worth it and id rather experiment with other things, to find a different way through.
Modifié par Spuudle, 06 janvier 2012 - 10:48 .
#7
Posté 06 janvier 2012 - 11:30
I prefer doing a blood mage with spirit healer. I can aid my party, even though I cannot be healed. Grave robber does fine and, with Aura off at the very opening of a fight, I can first create a blood slave that will fight for us until it dies, then cast hemorrhage. Finally turn on Aura and just default attack whoever my party has otherwise disabled. of course that means I have to kite a bit and, if my health goes too low get near corpses or target a companion to regain my health.
A blood mage with a high constitution warrior is great, I won't seriously harm the warrior using sacrifice on them and, you can run blood magic and healing aura together, just no offensive spells with aura active, but you can use basic attack which a good staff with runes will boost enough to make you a good helper for the rest of the party which you keep alive and recharged.
Like you the look of rock armor does a number on my brain. I don't give it to Merrill or Anders and, i don't take it myself for that reason. (Yes I have a mod to remove the requirements for spells so I can give Merrill her tree minus that awful Rock armor spell. I also run no companion auto level so she can't have it before I recruit her.)
I am a firm believer in "If they didn't make the game the way you want it, GET MODS." LOL
A blood mage with a high constitution warrior is great, I won't seriously harm the warrior using sacrifice on them and, you can run blood magic and healing aura together, just no offensive spells with aura active, but you can use basic attack which a good staff with runes will boost enough to make you a good helper for the rest of the party which you keep alive and recharged.
Like you the look of rock armor does a number on my brain. I don't give it to Merrill or Anders and, i don't take it myself for that reason. (Yes I have a mod to remove the requirements for spells so I can give Merrill her tree minus that awful Rock armor spell. I also run no companion auto level so she can't have it before I recruit her.)
I am a firm believer in "If they didn't make the game the way you want it, GET MODS." LOL
#8
Posté 07 janvier 2012 - 01:06
I'm a big fan of the Force/Spirit Healer/Elemental Build. Mainly because when it comes to being a mage, I like playing the archetypical Red Mage style.
#9
Posté 30 janvier 2012 - 01:19
Arcane Shield, and its upgrades.
#10
Posté 30 janvier 2012 - 04:57
I'm going to let you in on my favorite mage build for Havke I use this build on nightmare difficulty. First I make sure I start filling out the elemental tree. Get the winter's grasp, fireball, cone of cold and firestorm. Than go to arcane tree make sure you get crushing prison and improve it down the road but in first act preferably. Obviously fill out the elemental tree to upgrade your abilities. Truthfully you don't need nothing else from Arcane tree. Than start filling out the Force mage spec when you unlock it. Get in in this order Fist of maker, Unshakable, Tele Burst, Pull of the Abyss, improve makers fist and get the gravitic ring if you want its a cool spell but depends if u want it or not. Now at this point you got 2 choices spec blood mage or Spirit Healer. Let me tell you about spirit healer, it's not lame to be a spirit healer like it was in Origins, a spirit healer is really a bad ass. The passive bonuses they get are totally overpowered, the animation for the spells look like they are spirit spells which is really cool and if a situation arises you can turn on spirit healer heal party or rez them turn it off and go back to blasting things. With blood mage spec u basically get 4 spells and u use life instead of mana to power spells. Blood mage has 1 powerful spell that hit good on staggered targets and your able to heal your self through taking companions life or u can heal from corpses also u can mind control an enemy. I feel though that ELE Force Mage and SPirit Healer is a really fun and cool spec to play.





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