There are no specializations that improve your damage output via spells. Bloodmage is great for extending it, and Spirithealer/Bloodmage give a tiny boost to spellpower for choosing them, but that's it.
The highest "DPS" Mage build is basically focus on maximizing your Spellpower (ignore all stats other than Magic, yes, it works on Nightmare) and getting multiple sources of mana regeneration such as Bard Song, Spellbloom and Rejuvination (try to get these from another caster), Combat Training, Equipment, Dark Sustenance, etc. I believe I managed around 170 by the end of the game with the buffs/equipment.
If you are looking for pure nuking, well, get pure nuking spells. Your main limitation damage output will be friendly fire (need to aim carefully, unless you want to cheese Taunt + Force Field, which you don't, because then you are a smelly poo poo head) and spell cooldowns.
*
Quick Equipment Note - the best robes for a nuke mage are one of the Tevinter ones, I believe you find in Denerim - it adds 5 spellpower and 1 mana regeneration per second. This is generally what you want your equipment to have. Magic/Spellpower are interchanchable, just choose whatever adds up to highest Spellpower. Willpower stuff doesn't make much of a difference, but it's slightly nice to have. +% element damage equipment is awesome, but remember that it caps at +30% per element. Defensive overpriced equipment like Reaper's Vestiments is bad. That robe is a trap, don't buy it. The best 2 staffs in the game are Final Reason if you have Collector's Edition (can buy it super early for usper cheap) and Staff of the Magister Lord (slightly less spellpower for benefit of mana regeneration).
Your bread and butter spells:
Single TargetLightning Bolt, Stone Fist, Arcane Bolt, Life Drain, Winter's Grasp are you straightforward nukes that do tremendous damage on a single target if you chain them, amazing for killing one target in a hurry. Have your mana regen up.
Common Use AoEFireball and the three Cone nukes will be your standard way of killing groups that ambush/surround you. They are fast, reliable, do great damage, and can be quickly stacked to kill a enemies that your group is in melee with because they are easy to aim. Fireball and Cone of Cold are easily the best ones, combining awesome damage and awesome crowd control, while Flame Burst and Shock are something to cast while the enemy are on their asses. Shattering combo has been mentioned, and it is indeed ridiculously awesome. Use it all the time.
Also, note, that when you are fighting a relatively contained target or group of targets, these can also happily join in your single target ravage routine. Cone of Cold is especially awesome because its duration scales with Spellpower.
Specialty AoEEarthquake, Tempest, Inferno, Blizzard. These are the nukes you use to kill large groups that don't ambush/surround you. Awesome for Archers. Earthquake is great because it's instant cast, often the best spell to cast first to stop melee charges. Blizzard is a great second spell, even more disabling to stack on top of Earthquake. Inferno, on its own, kills the fastest and is a very efficient way to deal with archers. Tempest blows, but its a component to "Storm of the Century." Speaking of which, SotC kills everything. No exceptions. Often your group as well if you don't put them on hold. It is your atomic bomb, that you only use when you can set it up properly, casual use generally wastes a ton of mana for what Inferno could have done anyway.
MiscellaneousPetrify and Chain Lightning. Redudant and utterly horrible, respectively. If you are going for a full Elementalist, you will use Petrify, though, it is actually fairly useful when you feel too lazy to muck about with Cone of Cold. Chain Lightning, is a joke. Pathetic damage (every other AoE spell outdamages it for mana cost and DPS, even Flame Burst and Shock) , high mana cost, bounce is unreliable, and worst of all, casting time. The time you spent casting Chain Lightning to "avoid hurting your group" is the time you could have spent casting 3-4 other awesome spells or an actually useful casting time spell.
Stone Armor you will never turn on, weapon buff usage depends on your party composition. On a single 2 hander or sword and board character that swing slow and rely on specials in combat it is obviously nothing to write home about. In a group of characters or if you have a fast attacking melee dude with 2 weapons, it becomes cost effective. For a nuke mage, it's a situational spell, not something you want to leave on.
Overall, if you want a straightforward face melting damage mage, going pure elementalist works, assuming you pick out the correct spells from other schools. If you want more diversity for your Mage (i.e. more points to spend in other cool spells, less straightforward nuking), you only care for Cone of Cold and Fireball for your bread and butter AoE, and Storm of the Century for your super AoE, the rest can be skipped.
Other SchoolsSpirit - The key goodies here are Mana Clash, Spell Might.
1. Mana Clash. One shots white/yellow named Mages, Demons, Wraiths. Varies in whenever Orange names in one shot, but it generally takes off between 25% to 90% HP. Stupidly powerful.
2. Spell Might. Awesome spellpower boost for an actually noticeable cost. Early levels you won't be able to get much use of it, but later on you can keep it up all the time.
You might also be interested in Virulent Bomb line. Death Syphon is a decent way to restore mana, but I did not need it with base Willpower, other methods suffice. However, if you don't have access to the other mana regen methods, this can be pretty useful. So depends on your party composition. Walking Bomb spells are hilarious powerful, but are best used with disables. Generally, they are most useful to a non-nuke mage who wants a good bit of damage, but hey, if overkill is your name with all the elementalist AoE you are already sporting, go to town and nab this. Just be careful, this is even easier to blow up your party members than with Storm of the Century, use of AoE disables here is a must.
There is also there Crushing Prison line. It's the most horrifically overpowered mage line, regardless of what your Mage aims to do. Mindblast and Telikinetic Weapons are very useful spells for obvious reasons, but Force Field and Crushing Prison are gamebreakingly powerful - in span of seconds either take out 2 dangerous opponents out of the fight, or save an ally from sure death, or abuse Taunt/FF combo (don't, seriously, it's basically godmode), or another shatter combo.
Creation - You just want Spellwisp and probably Heal. Cheap spellpower boost. You can dabble in other spells here like Greese (made redundant by Earthquake and/or Blizzard) and the Heal/Rejuvination/Spellbloom spells, but you leave that to a second caster if you are a full elementalist. A point in Heal is always recommended.
Repulsion Ward is actually very useful here, too. Plop down on a chockpoint like a Doorway, and start casting big nukes while laughing manically as your opponets keep bouncing off the Ward. Combine with Paralysis Rune for quick and easy AoE Paralyse. I kept it on my second mage, though, just like the mana restoring spells.
Entropy - Life Drain for another nuke to add to your machinegun of spells cycle, and Vulneraiblity/Affliction hexes for boosting your damage on bosses. The hexes can be handled by another mage, or you if you skimp on some elementalist spells.
Modifié par konfeta, 24 novembre 2009 - 09:35 .