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Mage Builds- Spell choices


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#1
AncientManBeast

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Hey all,
Just curious to hear everyones spell choices for their mage build. I've got mine pretty much down although I'm up in the air about my primal lines. I want to make a good offensive mage with a mix of abilities. I'm pretty sure we get 24 spells plus Arcan Bolt for free.

1. Full shape shifting- I always love shifting plus I like that I can switch to melee in a pinch
2. heal + 3 in mage- a basic heal is always good and take the rest of mage for arcane mastery
3.Full sleep- some crowd control, alt damage and a debuff
4.Full death- a good mix of dmg, mana regen and tank support
 These last 2 are what i'm up in the air about. Either full Fire & full Mana Altering which gives me good damage plus a way to stick to other casters or full Electricity and full Ice to give me alot of damage with the slowing and freezing of Ice, along with the stamina draining of Electricity.

Let me know what you think....

#2
X2-Elijah

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Full ice + 3 electricity. That will open up an extremely sweet AoE combo with incredible damage.

#3
X2-Elijah

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Sorry about the doublepost - forum error.

Myself, I will take 
4 ice spells
3 lightning spells

1 heal
4 spirit healer spells

1 mana drain
4 mind blast line spells (mind blast -> -> -> crushing prison

3 mage line spells (or 3 in the creation right after heal)

That gives me plenty of damage options, buff options, support options and even crown control. Designed to be the only mage in the party, so quite versatile - can act as a nuker and as a healer without problems. Also, some buffs specially for boss battles.

Modifié par X2-Elijah, 02 novembre 2009 - 05:47 .


#4
Cthy

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I'm gonna split some of the combos between me and Morri, so she will take the full ice and I'll go electricity

#5
Enderion De'Veryn

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My mage Enterius will focus on helping the team with Controls, heals, buffs, and debuffs, with a little Primal mixed in...

Entropy
1)Disorient->Horror->Sleep->Waking Nightmare (Love the combos here)
2)Vulnerability Hex->Affliction Hex->Misdirection Hex->Death Hex (Incredible debuffs)

Spirit
1)Mind Blast->Force Field->Telekinetic Weapons->Crushing Prison (Control and buffs)
2)Mana Drain->Mana Cleanse (For easy mana gain and neutralizing enemy mages)

Creation
1)Heal->Rejuvenate->Regeneration (Gotta have heal, stamina buff, and extra healing regen)
2)Glyph of Paralysis->Glyph of Warding->Glyph of Paralysis (Great combo here too)

Primal
1)Lightning->Shock->Tempest->Chain Lightning (Decided to go with Electric for my base dmg)

Arcane
1)Arcane Bolt->Arcane Shield

Enterius will be more of a Sorcerer type, which is more my style of play as a mage.  Of course, if I like some of the specializations, I will have to drop a few of the spells....Posted Image

Modifié par Enderion De'Veryn, 02 novembre 2009 - 05:08 .


#6
flem1

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Full ice, full telekinetic. Heal, rock armor. Not sure what else.

#7
Incetes

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Interested in what the Blood Mage will be?

#8
Curry Noodles

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Primal
1) Lightning - Shock - Tempest - Chain Lightning

Creation
1) Heal

Spirit
1) Mind Blast - Force Field - Telekinetic Weapons - Crushing Prison
2) Glyph of Paralysis - Glyph of Warding - Glyph of Repulsion - Glyph of Neutralization

Entropy
1) Vulnerability Hex - Affliction Hex - Misdirection Hex - Death Hex

Arcane Warrior
1) Combat Magic - Aura of Might - Shimmering Shield - Fade Shroud

And, if there is room

Spirit Healer
1) Group Heal - Revival

Modifié par Curry Noodles, 02 novembre 2009 - 06:53 .


#9
Luckyluke03

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My mage is going to be the terror of darkspawn EVERYWHERE. Bwahaha.

Primal
1)Haven't decided on fire vs. lightning yet...probably gonna go fire for the grease combo
2) earth --> petrify sounds sweeeeeet plus a little bit of sustainable armor sounds useful

Creation
1) spell wisp full (includes grease)

Spirit
1) Mind blast --> Crushing prison

Entropy
1) mayyyyyyybe take the waking nightmare line. Maybe

Shapeshifter line

Mage line (if no entropy, can't decide yet)

Modifié par Luckyluke03, 02 novembre 2009 - 07:08 .


#10
Dlai

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       First run through: PC Mage, Morrigan, Leliana, and a warrioresque character TBD. So I'll have two mages to work with. For spells, this is what I'm thinking about:

PC Mage
PRIMAL
Flame Blast - Flaming weapons-Fireball-Inferno
SPIRIT
Mana Drain
Mind Blast-Force Field-Telekinetic Weapons-Crushing Prison
ENTROPY
Drain Life-Death Magic-Curse of Mortality-Death Cloud
CREATION
Glyph of Paralysis
Heal
Spell Wisp -Grease -Spellbloom -Stinging Swarm
BLOOD
Blood Magic-Blood Sacrifice-Blood Wound-Blood Control

For Morrigan:
PRIMAL
Rock Armor-Stone Fist-Earthquake-Petrify
CREATION
Heal
SHIFTER
Spider-Bear-Swarm-Master
ENTROPY
Disorient-Horror-Sleep-Waking Nightmare
SPIRIT
Walking Bomb-Death Syphon-Virulent W.B.-Animate Dead
Spell Shield-Dispel Magic-Anti Magic Ward

Hopefully this works well I'm pretty set on most of these spells.

Modifié par Dlai, 02 novembre 2009 - 07:12 .


#11
zagtastic

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Arcane
-- Arcane Bolt -> Arcane Shield -> Staff Focus -> Arcane Mastery
basics, +AM helps everything else

Primal
-- Rock Armor -> Stone Fist -> Earthquake -> Petrify
-- Winter's Grasp -> Frost Weapons -> Cone of Cold -> Blizzard
shatter combos, ae, cc, direct damage

Creation
-- Heal -> Rejuvenate
so i can help Wynne in a pinch

Spirit
-- Mind Blast -> Force Field -> Telekinetic Weapons -> Crushing Prison
cc, emergency immunity, offense vs. high armor foes, and additional shatter options

I haven't decided yet if i will go full shapeshifting or full spirit healer (in which case i wouldn't have to run with Wynne)

Modifié par zagtastic, 02 novembre 2009 - 07:17 .


#12
SeanMurphy2

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For Morrigan, I am considering



Sleep and Paralyze line for crowd control

Fire for destruction

Earth for Rock Armour and Earthquake

Maybe Telekinetic weapons to boost armour penetration

Basic heal spell

Spirit Healer specialisation for group healing and revival



Though I won't be able to choose them all




#13
Taleroth

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Full Life Drain

Full Paralysis

(Morrigan will take full in the other two Entropy Lines)

Full Lightning

Full Blood Mage



Followed by whatever.

#14
Spura

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I also don't know...is the spell affinity mechanic still in?



With VAGUE SPELL DESCRIPTIONS it's impossible to get a nice spell list going.



Because Bioware decided to make another Mass Effect when it comes to gameplay mechanics (completely clueless players at levelup) I end up having million questions.

Here's some examples:

Do Arcane Shield and Rock Armor stack and if they don't which is better?

How large is the spellpower bonus from Spell Wisp and Arcane Mastery?

Do spell increase in power with levels or is the spellpower the only thing amplifying them?

Are all spells affected by spellpower in the same manner?

100 more such questions, before I can make a spell list.

#15
Blue_dodo

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this will likely be my first mage I'm not going to worry about a spell list I'll likely take all all entropy for me, although I'll probably take the viral bomb spirit track

oh and blood magic of course.



basically I'm going to be the debuffer of my party morrigan probably will be the more traditional DPS mage


#16
Selzurius

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I assume (perhaps wrongly) that my characters will get 20+ spell selections throughout the course of the game. In this list I have chosen 23 spells. I am currently planning to use Leliana, Alistair and Morrigan. I will be keeping Morrigan caster form most of the time for healing / buffing and control so I don't see any reason to spend points in shapeshifting.


Main Character (Arcane Warrior / other)

Primal
Fire / / / /
Lightning / / / /
Rock /

Creation
Heal /

Spirit
Mana Drain / / / /
Walking Bomb / / / /

Arcane Warrior / / / /

Entropy
Hex /


Morrigan

Primal
Frost  / / / /

Creation
Heal  / / / /
Heroic Buffs  / / / /

Entropy
Sleep  / / / /
Lifedrain  / / / /
Weakness /

Shapeshifter /

#17
Spura

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Impossible to make a build with GODDAMN VAGUE SPELL DESCRIPTIONS.

I don't even know if spell's improve with levels or only with spellpower.

Is the affinity mechanic in or not?

#18
Taleroth

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My plan until level 18.  Let me know if I've made any mistakes that prevent me from following it.

Level  Magic  Willpower  Cunning  Constitution Skills                                                              Spells
1          18        18              12            11                    Combat Tactics, Herbalism, Coercion   Arcane Bolt, Life Drain
2          20        18              12            12                                                                                            Weakness
3          22        19              12            12                    Improved Coercion                                     Lightning
4          24        19              13            12                                                                                           Death Magic
5          26        19              14            12                                                                                           Paralyze
6          28        20              14            12                    Expert Coercion                                          Shock
7          30        20              15            12                                                                                           Blood Magic
8          32        20              16            12                                                                                           Curse of Mortality
9          34        20              16            13                    Master Coercion                                         Miasma
10        36        20              16            14                                                                                           Tempest
11        37        21              16            15                                                                                           Death Cloud
12        38        22              16            16                   Combat Training                                         Blood Sacrifice
13        39        23              16            17                                                                                          Mass Paralysis
14        40        24              16            18                                                                                           Blood Wound
15        41        25              16            19                  Improved Combat Training                       Chain Lightning
16        42        26              16             20                                                                                         Blood Control
17        43        27              17             20                                                                                         Walking Bomb
18        44        28              18             20                 Expert Combat Training                             Death Syphon

Modifié par Taleroth, 02 novembre 2009 - 07:29 .


#19
double_entendre

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I have some of the same questions as Spura, I'm not sure what to pick without knowing basic spell mechanics, like stacking, though I assume Arcane Shield and Rock Armor will stack, (since one says a bonus to defense/chance to divert attacks while the other increases armor (can I say AC here?)) like blur plus mage/ghost armor in BG2.



But I do know I want Force Field, it looks like you can still attack and cast spells while under its effects which will be pretty awesome :)


#20
Spura

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If I were taking virulent walking bomb, I'd also take antimagic ward. Just to prevent self damage by bursting enemies.

#21
iLogic

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Fireball/Cone of Cold - These are the two best standalone spells in the game. They don't need any other spell to combo with them to do their job and they do their job WELL. They both have 10second cooldowns as well.



Mana Clash - Do I really need to say more? One Apostate Mage with this spell could single-handedly kill off every Circle of Magi in Ferelden.



Virulent Walking Bomb - Wipe out hordes of lesser creatures? Check. Knock off a huge portion of a bosses health? Check. Just be careful.



Crushing Prison - Do I need to say more? Best Line in the game. AoE Knockdown/Damage, two single target CCs, AoE Stun/Memory Wipe.



Group Heal - 1 point dip at level 7 for a big group heal? I'll take that!



Blood Wound - Sleep? Mass Paralyze? Paralysis Explosion? No thanks I'll take the instant cast AoE Damage + CC. When do you get your second specialization? At 14. When do you get Blood Wound? 14. Save points from 11-14 and Good Game.

#22
Guillaume Cruvellie

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can you be an arcane warrior / blood mage and still have Wynne in your group?

#23
Jills_kiss

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so far (lv12, hard) this build has worked very well. personally, i dont find having both fire AND ice tree very useful. They just cancel each other out. I would recommend chosing fire/ice tree as a base primal, then do whatever. Lightnings fun, but boses are quite happy to resist it.
1. Flame blast, Flaming weapons                                                                                      
2. Mind Blast
3. Fireball
4. Lightning
5. Shock
6. Mana drain
7. Blood mage specialization/ Blood magic
8. Mana cleanse
9.  Spell might
10. Weakness, Paralyze (arcane tome)
11. Miasma
12. Mass Paralysis
13. Blood sacrifice
14. Arcane warrior specialization/ Inferno, Blood wound (arcane tome)
15. Combat magic
16. Blood control
17. Aura of might
18. Shimmering shield
19. Fade shroud

#24
Jills_kiss

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...and dont bother with mage school. just get spell might.

Modifié par Jills_kiss, 08 décembre 2009 - 09:44 .


#25
Lord Niah

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Here are the spells that I find most useful for my solo mage:



#1 Cold line of spells. Cone of Cold is probably one of the best spells in the game, winter's grasp is a great single target damage, and blizzard acts as both AoE damage and crowd control. Get all of them first thing and the game will be much easier for your mage.



#2 Glyphs up to replusion. These are core spells every mage should have. There are so many things you can do with glyphs. You can slap a repulsion gyph in a doorway so that nothing in the room can get out. What do you suppose you do after that...



You can combo replusion and paralysis for a paralysing wave that gets everything nearby. Neat trick is to do this right before a replusion glyph is about to wear off.



Standing on a replusion glypy + glyph of warding will make your mage virtuall untouchable. Many melee attackers will just bounc off and archers will have a hard time hitting you. Sounds useful, no?





#3 Mana clash. This spells is AoE, long range, and fires through walls. It will nuke everything that has mana, probably killing most things outright. This doesn't just effect mages, but anything that casts spells, including many undead and almost all demons and spirits. Useful? Spell Might isn't too shaby either, since it gives you a boost to spell power. You want this, right? Mana Cleanse is not what most people would expect it to be. It doesn't actualy "neutralize" mana so that mages cannot cast; instead it just temporarily neutralizes mana so that all sustained abilities a mage has up are turned off. This is used to remove enemy buffs.



#4 You could go for tempest so you can get the overpowered storm of the century combo or you could go for fireball and inferno. If you want your mage to wipe out entire rooms, then storm of the century is the way to go. But if you want a quick long range AoE attack and a decent room clearer, then go fire. I picked fire for my solo mage because he needed the quick AoE damage more than the room clearing.



#5 Sleep is really great when you are ambushed. Since most things have weak mental resist, they will rarely resist sleep. Only thing that seems immune are undead. You might as well get walking nightmare as well. A neat trick is to drop walking nightmare on archers and then hit them with a blizzard.



#6 Hexes can really boost your single target and AoE damage. Consider getting at least the first two



#7 If you are the only mage in the party, consider getting heal and possibly group heal (spirit healer spec). This is all you really need as far as healing goes.



#8 Arcane shield and rock armor are good for boosting your defenses. You can also do the glyph of replusion + glyph of warding trick to really boost your defense.



#9 For my solo mage, I also went all four arcane warrior spells. This allowed me to handle tough melee bosses. I did not wear massive armor or use a sword, though. I used the skills primarily for the defense. At the very least, you could take just combat magic for the passive ability to wear heavier armor. Darkescale set actually gives you zero fatique penality and 13 armor (similar to a high powered rock armor). The improved drakescale gives you mana regeneration.



#10 Crushing prision and forcefield are very nice spells. My solo mage didn't use them, though. For a mage in a party situation, though, having forcefield is nice for the ability to send your tank in, forcefield him, then nuke everything around him.