Blood mages are borderline OP
#1
Posté 10 février 2012 - 04:52
Anyone else notice this? Are there actually more powerful builds? Because the CC and dots make for a crushing one-two punch.
#2
Posté 10 février 2012 - 05:20
As far as I know, I don't think many people have used the entropy tree (effectively). I've always intended to test it out post-patch, but never got around to it. So perhaps you're on to something here. The -25% damage resistance and minor CC could be useful, but its DoT is pretty low.
If you're finding it overpowered, your best bet is to try out nightmare and see whether it is still as effective.
In terms of other 'powerful builds', the standard mage builds typically involve the elemental tree for firestorms and forcemage for crowd control and clustering. Things tend to die when firestorms are dropping on them.
And in terms of pure damage, my crit-mage theoretically should be the most powerful possible.
As for other non-mage builds - wait till you try a good DW rogue build. Rogues are the epitome of 'overpowered'.
Modifié par mr_afk, 10 février 2012 - 05:25 .
#3
Posté 10 février 2012 - 10:48
Entropy seems to be more effective on lower difficulties but not so great on nightmare.
#4
Posté 11 février 2012 - 01:20
#5
Posté 29 février 2012 - 05:32
#6
Posté 02 mars 2012 - 02:21
#7
Posté 02 mars 2012 - 02:58
#8
Posté 02 mars 2012 - 09:11
#9
Posté 12 mars 2012 - 03:29
Especially after the change to grave robber. OMG 400+ damage AoE. Tank mage ftw.
I miss my Arcane Warrior though.
#10
Posté 12 mars 2012 - 05:52
#11
Posté 13 mars 2012 - 08:41
Done with Merril while having a healer support Hawke. So I guess there will be no difference if used on Hawke.
Hope you understood me, I'm quite bad at English
#12
Posté 14 mars 2012 - 12:49
Hawke needs some Willpower in order to wear decent gear but in general it works.Bastian_1991 wrote...
best thing about bloodmages is that they can become completely immune to everything. Just increase their health and magic, forget about willpower. Then when you activate blood magic, you won't need mana. So, use all the permanent buffs (stone skin, etc) you will have a SO DAMN resistant mage, powerful, and if you use more than 100% manabar, there's no problem! you can still activate more permanent buffs, for you'll have -10% mana bar, -20% -30% etc and you will have no problems with that.
Done with Merril while having a healer support Hawke. So I guess there will be no difference if used on Hawke.
Hope you understood me, I'm quite bad at English
16 willpower is all a blood mage ever needs. Then just grab Fist of the Maker and spam FotM+Hemorrhage all day long. Though going entropy is possibly pretty cool too.
#13
Posté 14 mars 2012 - 01:03
#14
Posté 14 mars 2012 - 01:14
DarkAmaranth1966 wrote...
If you are going blood mage, get the no will power requirement mod. It's silly to not use it on a blood mage. For them constitution should substitute for willpower. It won't so, mod it out for them.
Some of us play on console you know.
#15
Posté 14 mars 2012 - 01:42
#16
Posté 14 mars 2012 - 03:17
In other words "cheat"DarkAmaranth1966 wrote...
In that case edit your save game and add a few celestial runes to your pack. (order any armor rune, then change it to the celestial in the editor.
Of course I don't feel that putting points in willpower actually matters. In general those 6 points wilnever hurt me.
#17
Posté 14 mars 2012 - 04:49
#18
Posté 14 mars 2012 - 07:35
I consider the lack of Arcane Warrior or Spirit Warrior (no to mention the complete lack of Bard) to be programing errors myself.DarkAmaranth1966 wrote...
Well if you consider fixing a mistake cheating, then yes. IMO it was a programming mistake not to add the coding for constitution replacing willpower as a part of gaining the blood magic specialization. But then I prefer building crit blood/force mages so much prefer thos points in dex not will.
They made the game a specific way and expect it to be played that way. Changing the programing to make it easierisn't exactly fair. Which is actually why I tend not to mod games even when given the chance unless the mod is content oriented or addresses specific balance issues (like the code patch for morrowind and some of the numbers mods for that same game).
Bioware was stupid when they gave armor mltiple stat requirements. Because they were too afraid that a class might actually manage to overlap even the most marginal way into anothe class. Then they introduced the bloodmage who spam levels constitution and doesn't give a damn that he's supposed to be amage. Running into giant mob poacks auto killing all but the beefiest mobs while putting out ridiculous CC and shrugging off all damage through massive DR (Rrock Armor/Arcane Shield) and ridiculous HP (endgame 300+ HP is feasible IIRC).
Completely invalidating warriors; "Who needs warriors? We have two blood mages and rogues never draw threat".
Al because AW was "too good at replacing a warror".





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