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Soloing nightmare as a mage


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#1
MANoob

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Posting this here, because Im too lazy to register the game. There wont be any spoilers anyway because its not a comprehensive guide about passing every single quest/fight.

Id start with the statement that I picked AW for my solo run, but right now I think its possible to solo as a non-AW mage (will be somewhat more challenging I suppose). I did not abuse broken shimmering shield, and used 'mage' mode for the majority of the fights in the game. I did abuse some other broken (not bugged, but broken by design) spells though.

They are:

1) Force field. Its combo with taunt is but one of many ways to abuse it. It has 30 sec duration and 30 sec cooldown. So you can:
a) get +mana regen gear and forcefield yourself. If you are regenerating more than 40 mana per 30 sec you have a positive net. You dont have to bother with mana pots this way (although its annoying and I rarely use that).
B) forcefield yourself and cast a dot spell on enemy. I find Virulent walking bomb  + forcefield combo just ridiculous. Cast it on an enemy, forcefield yourself, watch the enemies surround you and go boom. If the damage is not enough cast an affliction hex on the target (although both explosion damage and target dot are equal to 150+1.5*spellpower, so with maxed magic and +30% spirit damage gear you wont have any problems clearing trash throughout the game)..  You can also handle bosses this way, just spam dot spells like bomb, prison and others, but it will take some time (although they  cant counter it in any way, with the exception of a few that have dispel).
c) forcefield yourself and wait till your other emba abilities recharge

2) Mana clash. There are more monsters with mana than you might expect, and mages are the most dangerous opponents in the game. Want to kill them instantly? no problem.

Next 3 spells arent that broken themselves, but some combos with them are just ridiculous:

1)Misdirection Hex. Cast on a melee boss, attack him without worrying about being hit, forcefield yourself when it wears off, repeat. Not really needed most of the time, still this is 100% win strategy.

2)Vulnerability Hex: all resistances are lowered by 30+0.3*spellpower

3)Affliction Hex: all resistances are lowered by 20+0.2*spellpower (aoe). Stacks with vulnerability hex.

Things that are largely underestimated: staff damage.
I suppose that staff damage = base staff damage + 0.3*spellpower. Lets ignore base damage for our calculations, since its not impressive. With staff mastery it becomes 0.4*spellpower. If you get a staff with elemental damage you can benefit from +30& bonus from gear. So its 0.52*spellpower. Its also affected by vulnerability and affliction hexes. I have a feeling that a minimal resistance value is -100% because the damage would be greater otherwise. Assuming Im right, with these hexes your damage is now 1.04*spellpower. Its posiible to have about 150 spellpower @ lvl 20, because of spell might, spell wisp and craploads of gear that increase it. So youll be dealing about 150 damage per hit. Not bad, and its ranged and cant be resisted or dodged by any means.


Enough for now, more thoughts later.

#2
MANoob

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More craziness.
Another spell that is often overlooked is animate dead. With impoved reanimation the skelly is just 1 level lower than you and its abilities are based on a creature you animated (there are creatures you cant animate, non-humanoids mostly). So you can have 2H skelly, DW skelly, mage skelly etc.
Ive never seen a melee skelly with taunt, but if you use 'hold ground' mode you can engage the combat with your summon without drawing any attention yourself. then you can use your long range nukes (some of them go trough the walls), of forcefield the skelly and use virulent walking bomb. If it draws too much aggro combine with crushing prison. That will allow you to avoid getting into dangerous melee, like with multiple enemies that have overwhelm. Ofcourse you also can CC them but if you go forcefield + virulent walking bomb + mana clash + AW + hexes route at the beginning like I did it CC spells will come relatively late.
Rock armor, Heal and AW passive ability to wear armor help a lot, from level 7 you will mostly fear stunlocks and magic. Well, you have spells to take care of that.
Save your money for books that grant you extra spells, they'll let you have more flexible arsenal of spells earlier,

Modifié par MANoob, 24 novembre 2009 - 03:32 .


#3
Dallagar Swift

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Wow nice write up thanks. I still have not beaten the game yet, but when I do I was going to roll a mage. So big thanks on that one.

Also try crushing prison and then force field the same mob and watch the show.

Modifié par Dallagar Swift, 24 novembre 2009 - 03:38 .


#4
Scyles

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You can...get a mage skeleton?  Or three?

Modifié par Scyles, 24 novembre 2009 - 03:39 .


#5
MANoob

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Scyles wrote...

You can...get a mage skeleton?  Or three?


One. And its not that good. I like warrior skeletons more.

#6
Thelgow

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So what kind of order do you suggest grabbing the spells? And stats?

Im used to stabbing stuff with rogues and Id love to try an AW out.

#7
Sarevok Anchev

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Not even one of the listed spells is broken; thats just how they work.

Some may say some spells are imba and the Mage is overpowered, but

i think thats just normal if you hamper with physical laws for your whole life.

#8
MANoob

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My build is not a conventional AW. And its best suited for solo because if you try to use virulent walking bomb + force field combo you will blow up everything but yourself.

My charater was 100% magic, since imo you get enough mana from level ups. But I rarely used melee, so a melee AW might want to have some dex as well. I also managed my buffs all the time, keeping only those I need in a given situation.

The order in which I picked spells:
Walking Bomb
Mind Blast
Force Field
Death Syphon
Virulent Walking bomb
Rock Armor
Heal
Animate Dead
Combat Magic
Mana Drain
Mana Cleanse
Spell Might
Mana Clash
then hexes( up to 3rd), staff focus, spell wisp, AW&BM abilities, whatever

Modifié par MANoob, 24 novembre 2009 - 03:56 .


#9
MANoob

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Sarevok Anchev wrote...

Not even one of the listed spells is broken; thats just how they work.
Some may say some spells are imba and the Mage is overpowered, but
i think thats just normal if you hamper with physical laws for your whole life.


Force field is broken for sure. Same duration & cooldown is crazy.

#10
banthracis

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Um actually if you wanna solo nightmare just go arcane warrior blood mage and put everything into constitution/magic. Throw on the heaviest armor, get all the buff talents and u can essentially tank everything and cast all u want. You wanna be really cheap start out with a storm of the century, throw on shimmering shield and combat magic and tank everything inside the storm. Can take out a revenant in nightmare in the during of a single storm that way.


#11
MANoob

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banthracis wrote...

Um actually if you wanna solo nightmare just go arcane warrior blood mage and put everything into constitution/magic. Throw on the heaviest armor, get all the buff talents and u can essentially tank everything and cast all u want. You wanna be really cheap start out with a storm of the century, throw on shimmering shield and combat magic and tank everything inside the storm. Can take out a revenant in nightmare in the during of a single storm that way.


That was on my 1st playthrough. I soloed last 30% of the game. Still I dont see how you are going to make it to lvl14 (when you have SotC, shimmering shiield, etc) with this selection of spells.

#12
banthracis

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First few levels are hard, but once you get the arcane warrior line started things get a lot easier. I actually went trap making as well for additional CC. Basically, play style is abuse mage CC, throw in some traps for more CC and spent a lot of time staffing things lol. Also having the collectors edition with a cheap staff and extra attributes to start off with is nice.

COC + traps is really good early on.  Throw in the glyph  combo and game gets easy. Add in the blood mage aoe cc and its a joke.

Also, no spoilers, but you want to start with mage circle (solo a good portion of it anyway, and the attribute bonuses if you can fidn them all are great) then there are certain easy side quests and certain story line quests that net extra talent points. You're gonna have to spent some time grinding to level up some before you can do certain quests. I think I random encountered for an entire level haha.

Think this was the build order of my nightmare solo.

1/start points- winters grasp, frost weapons
2-cone of cold
3-blizzard
4-glyph of paralysis
5- glyph of warding
6 glyph of repulsion
think this was the level I ground doing random encounters after i got stuck on a certain fight.
7 arcane warrior
got a quest bonus point about here.
8 arcane shield, blizzard
9 lightning
10 arcane warrior 2
second quest free talent point
11 shock, tempest,
12 nothing
13 nothing, ground most of this level
buy as many talent books as you can afford, I got 2
14 blood mage 1, 2, 3 and AW 3, mana drain
15 mana cleanse
16 spell might
easy from here on.

might be a few errors in the order, but basically thats it.

Some fights took a few tries. Also did wardens keep at either 7 or 10, great armor outta there.

Edit, oh there was one part in denerim where I got so frustrated I sorta cheated and used console to switched some stuff to get fireball (fireball + coc endless cc lol), and switched back after. >.<

Modifié par banthracis, 24 novembre 2009 - 08:57 .


#13
MANoob

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I guess youll have to avoid some fights like side quest in Lothering where you need to kill a pack of wolves and some others until you get tougher. Ambushes might be more problematic early on as well. But looks like you've managed to do it so I suppose this build is viable too. I had some doubts about early levels with a build like that, and bomb + force field combo is easy to get and it trivializes most of the encounters.
So I think just chose what fits your playstyle best, there are multiple mage builds capable of soloing nightmare.

Also: mana clash is a godly spell to have in a mage tower.

Modifié par MANoob, 24 novembre 2009 - 09:18 .


#14
banthracis

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actually ambushes aren't too big an issue if you know they're coming. Pack of wolves is also pretty easy, glyphs last a while on the ground so feel free to lay 1 down and sit there till you're full mana and cd is back again. Same with the traps.

I actually soloed a certain fight you're supposed to lose by dropping the glyphs before the event started, waiting on mana and cds and instantly stunning everything in the room as soon as fight started. Then I dropped storm and I think everything died b4 stun wore off. That 12 sec stun is just so op.

About bomb and forcefield, haha yea, it makes early levels so much easier. Wish I had mana clash for mage tower too lol. I had to get creative with los for a few pulls.

edit: Re-read lothering wolves part. Yea, i think i skipped that side quest. Though now that i've had experience with the build, i think it would be doable if I'm willing to just coc/trap kite em for a while. Probably not worth the effort and consumable usage though lol.

Modifié par banthracis, 24 novembre 2009 - 10:05 .


#15
tranj84cl

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Lothering wolves is easy if you grab any type of longbow. You can pull them one at a time.