If your going to get Spirit Healer may as well spend 1 point to get the AOE heal.
My setup:
Arcane Warrior: (only for Medium drakescale armour + Helm of Honnleth)
Spirit Healer: AoE Heal is something you won't miss until you actually need it.
Origin: Arcane Bolt
1) Heal + Glyph of Paralysis
2) Mind Blast
3) Force Field
4) Telekinteic Weapons
5) Crushing Prison
6) Glyph of Warding
Ostagar Talent: Glyph of Repulsion
7) Arcane Warrior Combat Magic
8) Winter's Grasp
9) Ice Weapons
10) Cone of cold
11) Blizzard
Bonus talent book 1: Lightning Bolt
Bonus talent book 2: Shock
Bonus talent book 3: Tempest
12) Vul Hex
13) Aff Hex
14) Mana Drain
15) Mana Clense
Redcliffe bonus talent: Spell Might
16) Spirit Healer AoE Heal
17) Mana Clash
18) Spell Wisp
19) Arcane Shield
20) Staff Mastery
21) Arcane Mastery
22) Anything you want after this
This is the setup I went with. Its not as pure a DPSer as some builds healers (but it has almost the same) but is much better CC and support (can't DPS if your dead!). I get the Force spells early one since they can be used to for the combo for a ghetto Fireball or for single target control/DPS. Find it much more flexibile then just plain Fireball. The Glyph is a personal preference, all the AOEs in the world don't help if mobs just run out of them.
Cold for base damage/control then Lightning for much more reliable damage (a lot of things resist cold). Stacking 2 AoEs clears rooms much faster then just one. -resist Hexes after that (just cause they are awesome). After that Spell Might because by now you should have the mana and gold (to buy Magisters Lord Staff) so you can actually take advantage of Storm of the Century without it crippling you mana.
After that its just clean up. Wisp, AoE Heal, Arcane line, etc. I find having just a little armour (20 from helm and drakescale) makes me a much more effective (and safer) caster. 1 or 2 archers isn't a dire threat that will kill me in 3-4 shots and lets me get off spells under pressure (which the game loves to put you under).
After checking out the spell damage formulas if I were doing it again I would drop the Ice and Lightning lines for fire (Inferno does 2/3 the damage of Storm of the Century without the mana cost) and use combos to keep mobs Frozen in place (remember Storm of the Century does not snare either). A follow up with a Fire Ball would cancel any lost damage. Use the spare three points to pick up Blood Wound. Maybe a combo of Blood Wound> Inferno, Fire Ball> Paralysis Explosion> Fire Ball (if needed)?
Modifié par themaxzero, 28 novembre 2009 - 09:01 .