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#26
Khumak

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double_entendre wrote...
<snip>

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 :)


Force Field doesn't work that way, it completely immobilizes the target.  It does give the target 100% damage immunity though so it's still a great spell to use both offensively and defensively.

#27
savagesparrow

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Khumak wrote...

double_entendre wrote...


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 :)


Force Field doesn't work that way, it completely immobilizes the target.  It does give the target 100% damage immunity though so it's still a great spell to use both offensively and defensively.


Yeah, force field is mainly a great spell to use when you're fighting a dragon or something hardcore, because you can slap the force field on your tank and the thing will keep attacking it while your casters/archers can safely stand far away and rain down the pain. Just make sure your tank has something like taunt or the special crap that Shale has so they can pull and keep the hate while they're in the field. Its really cool too because your tank will still regenerate while in the field, too, so it gives them a brief repose to regain their stamina, as well. Make sure you finish the tree to get Crushing Prison though, that spell totally rules, especially if you have someone else with the cold tree so you can freeze things and then shatter them.

Somehow, I managed to shatter the Arcane Revenant at Redcliffe this way. Still totally mystified on how exactly that happened, but it was awesome XD

#28
Darkovan

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You can send your tank charging into a massive group of enemy, taunt, then force field him, spam aoe's to your hearts content, the mobs stay on the tank. it cheeses fights so bad it feels like cheating.

If you use force field on an enemy target, you can then cast crushing prison on it and create the spell combo Shock Wave. this combo does no damage to the target but causes an AOE knock back and down effect on everyone near by. it also does a lot of damage. If you cast affliction hex first the total damage is considerable. It can be a difficult combo to use however.

Telekinetic weapons is a very powerful buff for group also, by max level it provided my group with 40 armor pen all by its self, removing the necessity from weapons as it will reduce any enemy to 0 armor.

My mage was 4/4 blood mage, 4/4 spirit healer, 4/4 mage skills.

Creation:
Heal -> rejuv -> regen -> mass rejuv

Spirit:
Mana Drain -> Mana Cleanse -> Spell Might -> Mana Clash
Mind Blast -> Force Field -> Teleconetic Weapons -> Crushing Prison

Entropy:
Vulnerability Hex -> Affliction Hex
Drain Life -> Death magic -> Curse of Mortality -> Death Cloud

My end game stats are:
16str
16dex
30wil
60magic
20cunning
16con

with spell might this gave 99 spell power makeing my staff more powerfull then most of my single target spells :pinched:

My usual strat was to send alister in to taunt, then force field then blood wound then death cloud and then wait for everything in the area to be dead. you can solo this way also, charge in and run around until everything is nearly on you, blood wound to stun them all, afflicion hex, death cloud on top of yourself and then force field yourself and wait for everything to die...

Modifié par Darkovan, 30 décembre 2009 - 03:36 .


#29
tevikolady

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savagesparrow wrote...

Khumak wrote...

double_entendre wrote...


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 :)


Force Field doesn't work that way, it completely immobilizes the target.  It does give the target 100% damage immunity though so it's still a great spell to use both offensively and defensively.



Somehow, I managed to shatter the Arcane Revenant at Redcliffe this way. Still totally mystified on how exactly that happened, but it was awesome XD


If you freeze a mob, then use crushing prision, it is part of teh spell combo shatter.  Just like using cone of cold and Stone fist, only crushing prison always works.

#30
DKJaigen

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If you freeze a mob, then use crushing prision, it is part of teh spell combo shatter. Just like using cone of cold and Stone fist, only crushing prison always works.



I doubt on every mob no doubt bosses are resistant to it and stonefist is reliable enough

#31
Vae_Victis

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Well I already had spell_modal and spell_constants_h open to muck around with a mod I'm doing so as of v1.0 all the following is true...

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


Well Rock Armor increases Armor (SP/4 with a minimum Armor bonus of 2 and a max of 12.5) and Arcane Shield increases Defense ( (100+ SP)*0.1) ). Since they don't do the same thing I don't know how to answer flat-out which one is better,  if you want Armor use Rock Armor, if you want Defense use Arcane Shield. If you want both use both.

AFAIK everything in DA:O stacks (that's one of the primary balance concerns IMO ;) ) with Upkeep Cost the only limit. So your Arcane Warrior can use Arcane Shield + Combat Magic with Aura of Might + Glyph of Warding to easily get 100+ Defense. I haven't dug around every script though so I may be wrong but I don't think so.

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


Spell Wisp is (100+SP)*.05 and Arcane Mastery is a flat 5.

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?


No spells are affected by level that I know of, only spellpower. Enemy Rank can affect durations and such.

Most variable spells are of the formula (100+SP)* a constant or SP/a constant.


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


If you don't want to look up the scripts yourself all the answers are here:

http://dragonage.wikia.com/wiki/Spells

Modifié par Vae_Victis, 30 décembre 2009 - 10:09 .


#32
Xeremius

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Vae_Victis wrote...

Well I already had spell_modal and spell_constants_h open to muck around with a mod I'm doing so as of v1.0 all the following is true...


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


Well Rock Armor increases Armor (SP/4 with a minimum Armor bonus of 2 and a max of 12.5) and Arcane Shield increases Defense ( (100 * SP)*0.1) ). Since they don't do the same thing I don't know how to answer flat-out which one is better,  if you want Armor use Rock Armor, if you want Defense use Arcane Shield. If you want both use both.

AFAIK everything in DA:O stacks (that's one of the primary balance concerns IMO ;) ) with Upkeep Cost the only limit. So your Arcane Warrior can use Arcane Shield + Combat Magic with Aura of Might + Glyph of Warding to easily get 100+ Defense. I haven't dug around every script though so I may be wrong but I don't think so.


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


Spell Wisp is (100*SP)*.05 and Arcane Mastery is a flat 5.

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?


No spells are affected by level that I know of, only spellpower. Enemy Rank can affect durations and such.

Most variable spells are of the formula (100*SP)* a constant or SP/a constant.



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


If you don't want to look up the scripts yourself all the answers are here:

http://dragonage.wikia.com/wiki/Spells

Be careful most of your formulae are false: replace the first * within brackets by +... ;)

#33
Atranes

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I like achievements, so I built up a Hexer (main learns all Entropy). It actually works pretty well, since Entropy has most of the crowd control abilities, and with time can set up entropic death. The lack of a quick damage spell has been a problem sometimes, but I still have a few levels so I may pick something up now. He's an AW because miasma and death magic work best with people who are in the thick of it. So far (level 15 now) I really like this character.



I think I'm going to try to run someone through to get the Elementalist achievement (main learns all Primal), I'll get spell might to set up storm of the century.



A mix-and-match build is fun too, but I sort of like the specialist.

#34
Vae_Victis

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Be careful most of your formulae are false: replace the first * within brackets by +... ;)


Thanks for the catch, I corrected them. Been looking at too much code today, time for a break. :P

#35
castaftw

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As a solo mage on nightmare without going arcane warrior I recommend.



Arcane: Arcane Bolt only (last talent is only 5 sp)



Blood Mage: Entire line (read below for reason)



Primal (primary damage dealing):

Fire: up to fireball

Cold: up to cone of cold

Lightning: up to shock



Creation:

Glyph: up to repulsion (important line for cc)

Summoning: Spell wisp (gives a very nice boost to sp based on your current sp)



Spirit:

Mana Alteration: Entire line (for spell might and mana clash, everything with mana is now dead)

Death: Up to virulent walking bomb (massive aoe damage, very useful)



Entropy:

Hexes: Vulnerability Hex and Affliction Hex for extra damage, take misdirection hex if you want more protection vs. melee bosses.



Right, with this build have spell wisp and spell might activated at all times. Burn you mana with cc and damage, remember the hexes if you got elite or large crowds of mobs. When mana is almost zero activate blood magic and use blood wound on remaining mobs and finish off with damage spells while they stand twitching. Remember to use repulsion glyph in doorways or on yourself if there is a lot of melee mobs. I recommend using 1 item, blood ring or robes of avernus to improve your blood magic so you take a lot less damage when using blood magic.



And for god sakes put your entire attributes into magic. With spell wisp and spell might you will practically eradicate anything with your massive spellpower.






#36
goose9999

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I would just like to say that any mage build should most definitely have mana clash and the vast majority of points in magic. My current mage has 60 something magic with gear. Anything that moves and has mana will be dead. My current high hit is around 1200 and this spell will destroy bosses with one hit. I can't wait to try this on the general in the last battle.

#37
Boozan

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Wow...Shapeshifter is the weakest of all mages....Although it is fun, but it does not let you chose from your other mage skills that you have currently chosen *arcane bolt, etc..*



If you want to be a well organized mage go to my guide http://social.biowar...96/index/528968





In this game, you can either be one of both, tank or dmg...You cannot be both since there wont be enough skills and youll find yourself weaker than before.

#38
Vae_Victis

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You can easily be both tank and dmg. I've solo'd a 2H Warrior and Arcane Warrior so far on Nightmare.



The Arcane Warrior/Blood Mage I used in a group was able to get over 100 defense, around 75 armor, be practically immune to spells, and do about 70% of my party's damage. With Wynne backing him my dual-wield warrior was also able to be my primary DPS and tank of a group.



The only limiting factor is how cheesy you want to be.

#39
Joosy555

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Primal:
Rock armor-Stone Fist
All Cold  skills
All Lighting skills

Spirit:
?-?-Spell might-Mana clash
Mind blast - Force Field - ? - Crushing Prison

(
& The mage line. + the stone prison skills (mana regeneration)
and some blood magic.
)

Posted Image Storm of the century FTW Posted Image

until late-game i used morrigan for the Blizzard and half a second later a spell-mighted thunderstorm from the main char to create it. pretty easy and quick.

not to mention cone-of-cold + stone fists... the meele char didnt have much to do then picking up the pieces.

#40
prizm123

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the mage spells i always get first are virulent walking bomb, death syphon, and blizzard

everything else kind of turns into gravy since the plague is a very good ae pretty much just that combination is all i have ever needed

#41
Scarzi

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Mages are very overpowered and I am shocked few get the most overpowered cc in the game, which is sleep. My mage is all damage for aoe and single target and puts out more dps then any other class I played.



Blood magic- 4 points

Fire- 4 points

Lightening- 4 points

Frost- 1 point ( Cone of Cold is nice but blizzard is not worth it )

Nature- 0



Healing- 0

Enchantments- 0

Glyphs- 0

Summoning- 2



Anti-magic- 0

Mana Alteration- 0

Death- 0

Telekinesis- 1



Debilitation- 0

Hexes- 2

Sleep- 4

Death- 1



Sleeping a target, hexing then horror does around 250 every time.

#42
Dethbass

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Just how do you cast force field on yourself or a party member??

#43
termokanden

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Just click on it and click on the target party member. Works just fine for me.

#44
Sarielle

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Dethbass wrote...

Just how do you cast force field on yourself or a party member??


Just keep in mind you won't be able to do anything if you cast it on yourself...I usually save this for use on Alistair when he firmly has aggro but is getting the snot kicked out of him.

#45
termokanden

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A good time to use it is when a character gets grabbed or overwhelmed, or hit by curse of mortality. I've also used it on my mage after grabbing way too much aggro.

#46
Dethbass

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Has anybody tried the spells from the DLC [edit] Dark Sustenance

Type: Activated

Range: Personal

Costs

Activation (health): 40.0

A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.



Restores 100 mana.

[edit] Bloody Grasp

Type: Activated

Range: Medium

Costs

Activation (health): 16.0


#47
Dethbass

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Not real sure why all the pasted info didn't show up, sorry. Not to bad Cutting and pasting from from my cell phone though.

#48
termokanden

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Yes Dethbass, I've used them both many times.



Dark Sustenance is actually quite good. It takes a little while to cast, but you get more mana than you lose health. Of course, you can also just Blood Magic for this.



Bloody Grasp is not worth it on normal mobs. It seems like it does a lot of damage on darkspawn, but I didn't actually do the math. However, I would recommend against even putting Bloody Grasp on your spell bar. When I used it, it put a permanent buff icon on me and it would only disappear if I died. There's just something wrong with the spell, sadly.

#49
Cybercat999

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I can take about 25% hp down from normal mobs with Bloody Grasp, its my only single target offensive spell besides Winters Grasp. Darkspawn should suffer additional damage, not instant one.
I use Drain Life after it what gives me back my hp and does more damage, that combo takes about 50-75% hp of white mobs, I would say pretty useful.
I dont know whats with debuff but it doesnt hurt me in any way as far as I noticed.

Modifié par Cybercat999, 09 janvier 2010 - 05:41 .


#50
Cybercat999

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Ok I just paid attention (few fights only).

Bloody Grasp did from 60-100 single hit on any target plus 15-30 additional hit on darkspawn. Not *that* bad imo. Since I play on nightmare it should do more damage on lower difficulties.

Lvl 17 btw, 114 spellpower.