Mage Arcane Warrior with Swords or Staff?
#26
Posté 03 novembre 2009 - 03:37
Even if their Attack values are comparable they would (/should) not be as effective as a pure melee class.
#27
Posté 03 novembre 2009 - 04:29
Sarevok Anchev wrote...
The Arcane Warrior has the possibilities of getting decent combat buffs and
to wear Strength affording equipment by his Spellpower.
Question is: Can Mages( or at least AW's) be able to equip other weapons than staffs?
Swords for instance.
It's almost like you could have found several dozen topics about this.
#28
Posté 03 novembre 2009 - 04:47

I'm wondering if I could end up with a mage that might be scary hard to kill if I can build & play him well...
#29
Posté 23 novembre 2009 - 05:43
#30
Guest_Anzurok_*
Posté 23 novembre 2009 - 06:26
Guest_Anzurok_*
#31
Posté 23 novembre 2009 - 06:40
#32
Posté 23 novembre 2009 - 06:47

gandalf says sword and staff are good
#33
Posté 24 novembre 2009 - 10:04
Anzurok wrote...
As an Arcane Warrior who only puts points into Magic/Willpower (not so much in Willpower, I have learned), will you actually be able to hit anything with your sword? After all, you say Magic lets you wield weapons and armor, but that doesn't necessarily mean you can hit anything with those weapons. Or do you get +attack with Magic as well?
DEX builds for AW is probably right. Because of this reason:
Combat magic DOES affect attack roll with this formula: spellpower/5 + 5, meaning that if your MAG is 40 and no other gears, your attack roll will be 40/5 + 5 = 13, while if you put 10 points to DEX from MAG that your DEX is 20 and MAG is 30, your attack roll will be 30/5 + 5 = 11 AND (20-10) / 2 = 5, totally 16. As long as you put more points to DEX, this cap will be significant. Also, you'll get additional DEF. Because of this ratio, 1/5 and 1/2, DEX builds is more effective on attack rolls.
But this doesn't mean that MAG builds for AW is useless. If your spellpower is high enough, your attack roll will be increased enough to beat them. The decision is, surely YOURS.
#34
Posté 05 décembre 2009 - 11:06
#35
Posté 05 décembre 2009 - 11:09
#36
Posté 05 décembre 2009 - 10:31
#37
Posté 06 décembre 2009 - 11:10
#38
Posté 06 décembre 2009 - 12:34
1. miasma
This ability provides 20 points of dex worth in attack
2. Heroic offense
for the high defense champs
3. haste
basically the momentum of the AW
4. weapon enchant.
But still is isn't as effective as dual wield warrior of course but it is way better then staves. and a pity a mage cant use keening blade
#39
Posté 07 décembre 2009 - 01:00
telephasic wrote...
I'll give one little spoiler...
There is one sword in the game that ONLY an arcane warrior can wield.
found it. awesome.
#40
Posté 07 décembre 2009 - 01:01
just sayin'
#41
Posté 18 décembre 2009 - 03:02
#42
Posté 26 décembre 2009 - 12:23
That is REALLY a problem when you're facing a foe that, with a little luck, surpassed your spells and now is in front of you, with anger in the eyes, crazy for killing you, and you're armed with a weapon that is not a staff. You'll have to sheath your sword, and then use your spell (sad.. I know). Also you could alter to the staff again before that happens... but that unlikely seems fair in a RPG game.
#43
Posté 27 décembre 2009 - 05:09
Carry your best sword, your best stave and lots of health and mana potions.
Poor warriors and rogues have no stamina potion.
#44
Posté 05 janvier 2010 - 07:06
DKJaigen wrote...
If your dead set on hurting things with swords you need several things
1. miasma
This ability provides 20 points of dex worth in attack
2. Heroic offense
for the high defense champs
3. haste
basically the momentum of the AW
4. weapon enchant.
But still is isn't as effective as dual wield warrior of course but it is way better then staves. and a pity a mage cant use keening blade
Im actually not to fond of Heroic Offense... If it was a sustainable maybe, even then maybe I'll just stick to Combat Magic. I am loving Maisma for added dmg. For Enchantments I say Telekenitic Weapons for those High Def foes. I actually pitty a Warrior who faces an Arcane Warrior... You can actually keep your Keening Blade as long as I can use Starfang Long Sword or Spellweaver. At least as an Arcane Warrior I always have an option to just put you to sleep or cast other spells to weaken you...
Arcane Warriors are freaking crazy on this game. They are unstoppable. I actually both and just do a Weapon Swap. So far I haven't encountered a Spell that requires a Staff to be honest. You just have to seathe your weapon when casting spells like fire ball or something.
#45
Posté 05 janvier 2010 - 09:34
one of the key things to learn is how to manage your sustainables. if your playing on easy and enjoy running through the game without pausing, AW is one of those builds perfectly suited for that, and this won't be very important, since you can just run in with all 5 or 6 of them activated and do fine in most battles. If you're playing in the higher difficulties this is still an option but you'll lose the advantage of a mana pool to cast a few high-aggro spells like fireball and affliction hex. (lack of warrior talents can make keeping aggro a bit tricky)
I find keeping a couple sustainables up at all times leaves me enough mana to cast my essential aggro-generating spells and start out the battle much more in your favor. A level 20 moderately geared AW with his important sustainables will have around 60 armor, 75% to all resistances, +100 to both physical and mental resistance, and decent combat flexibility (enhanced wildly by choosing Blood Mage as a second spec)
sustainables:
Combat Magic. level the AW spell line as fast as possible to make this your most important sustainable. This is what separates you from the squishies.
Flaming Weapons: i find most opponents lack fire resistance. around level 20 with the right gear you'll be averaging an extra 18 damage per swing. nothing to scoff at. telekinetic weapons a close second, for those pesky ogres.
Rock Armor: more armor, always good.
Shimmering Shield: Maxes all spell resistances to 75, and maxes physical+mental resistance. need i say more?
Miasma: Reduces enemies atk+def, by a considerable amount no less. Good aggro also
Arcane Shield: helpful if you find yourself getting hit too much...which the other sustainables virtually eliminate as a problem.
And to the OP's original question, it all depends on playstyle: in any event, you'll want both the AW sword Spellweaver and a decent staff as your secondary. if your fighting a boss, you'll probably want to go sword and board and tank him while your party uses whatever ranged abilities they have- you'll need the extra threat from the higher damage of a melee weapon (assuming you have some runes on it and at least 1 weapon enchant) . Normal encounters allow you a bit more flexbility. with my 3-mage 1 rogue party i often found myself in extended ranged fights, and having a staff to pewpew was helpful.
Modifié par Winternova2012, 05 janvier 2010 - 09:36 .
#46
Guest_Maviarab_*
Posté 05 janvier 2010 - 09:40
Guest_Maviarab_*
Every little helps
Or download the mod from nexus (sorry dont have link) that removes the sheathing alltogether
#47
Posté 05 janvier 2010 - 09:42
#48
Posté 16 janvier 2010 - 08:38
the 50+ stam on the boots will go towards your mana
and with the helm of honneltaltlelthel with spellweaver and starfang
#49
Posté 16 janvier 2010 - 08:52
#50
Posté 16 janvier 2010 - 09:10
75% resistance to all magic, 99% physical and mental resistance, plus tons of damage mitigation/avoidance. She hits hard enough and has never died.
Modifié par Jono564, 16 janvier 2010 - 09:10 .





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