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Blood mages are borderline OP


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17 réponses à ce sujet

#1
ckriley

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I'm on my third playthrough of the game, and decided to roll another mage, but this time speccing as a blood mage.  And right now, I'm level 18 wearing Aldenon's Vestments and some Champion gear, and I can literally kill 10 mobs on my own with hemorrage alone.  Sometimes, on longer fights, I'll use hemorrage and entropic cloud (I also maxxed out the entropy tree) and the combination of stuns and powerful dots make an entropy/blood mage build borderline overpowered.  And I'm playing on hard mode.

Anyone else notice this?  Are there actually more powerful builds?   Because the CC and dots make for a crushing one-two punch.

#2
mr_afk

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Haemorrhage has always been pretty powerful - less so post-patch, but still pretty good. I would have thought its main function to be damage (when used as a CCC) as despite its mild CC the animation time is pretty long.

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
frustratemyself

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I tried an Entropy/Primal mage post patch and it was a strugglefest. Couldn't kill enemies quick enough and ended up getting swarmed. But I'm terrible so...
Entropy seems to be more effective on lower difficulties but not so great on nightmare.

#4
Davillo

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The game is a face-roll on hard mode so any class can solo anything and whatever. Try doing same on nightmare but still if you can play the game right it's still face-roll with any class so idk wtf to say.

#5
DarkAmaranth1966

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Blood mages are overpowered if done right. My Hawke is horrible for one hitting on mass with hemorrhage. He uses fist of the maker when they don't have blood - same effect. Okay so it's fun watching the no fight combat he can dole out, but nightmare, well he pretty much has to solo since no one else can be in his AOE range and that's what he does best.

#6
Scarlet Rabbi

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Blood mages should have a noticable edge over other mages. Slight, but noticable. I'm on my fifth playthrough and finally trying out blood mage. They are extremely powerful but also seem very vunerable. I wouldn't call them OP, just very solid in the right hands on the right team.

#7
DarkAmaranth1966

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You must not be far enough into it to see the results yet. They can be powerhouse mages. Slave, Hemorrhage, grave rob, repeat and rarely have to run and hit. Occasionally a sacrifice is required if the enemies lack blood. But that is where a spirit and force spell come in to handle those. I like FoM on a bm, but spirit does well if you have Parth Staff equipped.

#8
SuicidalBaby

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Helpful links in signature.

#9
Autochthon

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The patch that dropped Willpower requirements made blood mages rofltastic.

Especially after the change to grave robber. OMG 400+ damage AoE. Tank mage ftw.

I miss my Arcane Warrior though.

#10
DarkAmaranth1966

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Yep and try adding the better mages, no will power requirements and, 0 cost sustains mod. ROFL talk about an one hit AOE blood mage. Then go and add a rune of redoubt and reflection. Now stand around and watch the fools drop like flies if they dare try to hit you LOL.

#11
Bastian_1991

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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 :P

#12
Autochthon

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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 :P

Hawke needs some Willpower in order to wear decent gear but in general it works.

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
DarkAmaranth1966

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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.

#14
Autochthon

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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
DarkAmaranth1966

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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.

#16
Autochthon

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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.

In other words "cheat"

Of course I don't feel that putting points in willpower actually matters. In general those 6 points wilnever hurt me.

#17
DarkAmaranth1966

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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.

#18
Autochthon

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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.

I consider the lack of Arcane Warrior or Spirit Warrior (no to mention the complete lack of Bard) to be programing errors myself.

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".