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Recommended Stats for Mage / Rogue (or others as well) ?


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#1
NewYears1978

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Anyone really good with builds, numbers, etc..have any recommended starting stats for each class/origin.

My first two chars are Human Mage and Dalish Elf Fighter and Human Rogue...but had no clue where to go with points....as you can see here:

http://social.biowar...&nid=2293459938

I just realized those don't reflect changes I had made yet.  My mage I put everything into Willpower and Mage...Rogue I put it in Dex and Str,  Warrior I put it in Str I think..but I was just clicking through to finish the chars..wasn't quite sure where to put what..I was never good with builds in NWN.  I usually just "wing it".

Modifié par NewYears1978, 13 octobre 2009 - 09:16 .


#2
jazzy B 3

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It's impossible to know untill we actually play the game how effective various stats will be. You'll presumably be able to change the stats later on anyway, before playing with "premade" characters, so it's unlikely to be an issue yet. I've heard that generally it's a good idea to gave something in constitution, though, as dying is a very real possibility.

Modifié par jazzy B 3, 13 octobre 2009 - 09:28 .


#3
Maria Caliban

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Decide what talents you want to take and spend appropriately to meet the requirements.

#4
Ciller

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Currently Im just dumping into a main stat.

For example, Dwarven Warrior Noble background I would plan to be 2hander or sword and board. Dump all the points into strength and then worry about constitution later as you level up and get a feel for the game.

Same goes for the commoner background but I feel it is slightly less min maxed for 2hander warrior - instead Id go after a Str Dex warrior and contemplate dual wielding. I'd still dump all my stats into Str at the start and worry about Dex (and a smidge of con as well) while Im lvling up.



What Id like to know most is how effective willpower will be to melee classes - need to actually get into the game and do some fighting to get a good feel of everything though.



I could go on with the other classes - but Ive only spent a few minutes in the character creator (though a lifetime of bioware rpg games).


#5
Sheylan

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You are probably going to want points in Cunning for a rogue... seems a bunch of their talents are based on it. As well as dexterity. I went with 2 points in dex and cunning and 1 in str. Ill probably split additional points between dex and cunning while putting points in con depending on how much i die.

#6
NewYears1978

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Thanks for the tips. I am so bad with builds and numbers...which is why I always just wing it...but doing that will probably mean I end up not able to take a skill tree or specialization I like. I'll start researching mage. Not even sure which type mage I want to be.

#7
Ralsar

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I made an elvish mage and bumped Willpower and Magic to 19 leaving the rest of the stats at default.

#8
NewYears1978

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Google searches aren't finding me with much info on the skill trees and stuff..the official site either. Anyone have a recommended website for best and most information about Skills/spells/Specialization etc?

Modifié par NewYears1978, 13 octobre 2009 - 10:44 .


#9
Ralsar

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http://dragonage.wik...Dragon_Age_Wiki



I think they have all the information we currently have available to us

#10
Ballaorf

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It's killliinggg me not knowing what all the Specializations are! I think it's rough to make a character without knowing what his final class will be. I can't decide on what my main will be, either! Ahhhhh!!

#11
Ralsar

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Go to the link I just posted. It has all the specializations.

#12
endaround

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Most rogue type skills will be based off of cunning and dexterity. As for mages, spells have minimum magic requirements so magic is really important.

#13
Ballaorf

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Ralsar wrote...

Go to the link I just posted. It has all the specializations.


*HUGS* I thought you'd linked the official Wiki, which didn't have much info. This is awesome. thank you thank you thank you

#14
Cigne

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Constitution is what worries me--I can't get a feel for what I might need like I can from reading the skill requirements.

#15
Tyrax Lightning

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My advice is to make a dummy character to lean the game on 1st. Then ya can see how things work in-game & make better builds on your real characters.

#16
NewYears1978

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Thanks Ralsar :)

#17
Holy Mortar

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Well, in human rogue I just made +/- equal in dexterity, willpower and cunning. Just thought, what would I do in a real life in such situation.

#18
GhoXen

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The game's talent builds are somewhat similar to WoW's, and they even use a threat/aggro system involving tank&spank style fighting, I may have a few insights on things:

First thing first: if you plan on playing a rogue or mage, you should either be a CC(crowd-controller) or a damage dealer. If you are a damage dealer, remember always that burst damage is bad in non-PvP environment(e.g. The Campaign). The reason is that if you throw out a truck lot of damage at the very start, there may be no or very little time for the tank(the fighter guy usually) to generate threat. The result? The boss turns to you and cleaves your face off.

Rogues:
Cunning - The most important attribute if your rogue plans on backstabbing a lot, crowd-controlling a lot(stun, incapacitate) and talk your ways out of things, and into more gold a lot.
Dexterity - The most important attribute if your rogue plans on fighting directly face to face.

Simply put in WoW's language: Dexterity is important for a "combat swords rogue", while Cunning is important for a "subtlety/assassination dagger rogue".

For Mages:
I see that Willpower is the most important attribute for at least arcane and fire mages. While it's true that more potent spells means fewer spells cast, Willpower governs not only total mana but also mana-regen from potions. It's also based on the logic that burst damage is bad, while sustained damage is good, in a non-PvP environment.

On the other hand, mages who primarily depend on DoTs(damage over time) will want to have a greater amount of Magic. However, all these are still speculation without actually seeing how well normal spell damages and DoTs damage/durations scale with Magic ingame.

As for Constitution?: You really shouldn't need this unless you are playing a Fighter who plans on tanking, or have severe trouble with the whole threat/aggro system. I speculate that if you control the threat in a fight well, only the tank will be attacked much; and in cases of specific fights with a lot of whole party damages, health/CON contributed by ingame items should be enough to get you through.

Modifié par GhoXen, 14 octobre 2009 - 10:37 .


#19
FallenKal

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I put magic all the way to 21 at the expense of cunning (I like the persuasive dialog choices). I doubt your initial stat choices are going to make or break your game so make a strength heavy mage or a magic heavy rogue if you want! :P

#20
NewYears1978

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FallenKal wrote...

I put magic all the way to 21 at the expense of cunning (I like the persuasive dialog choices). I doubt your initial stat choices are going to make or break your game so make a strength heavy mage or a magic heavy rogue if you want! :P

I think that would cause you a problem though.  Specializations and Talents and Spells all have requirements..if you pump all the stats into something irrelevant to your char..it's going to mess up your build.   Otherwise I would just wing it like i used to do...

That won't work in this game..unless I don't care how my character turns out. =)



@Ghoxen, thanks for the info.  I might just go ahead and pump all my starting stats in magic/willpower then..and work from there....


Whoever posted the dummy char idea, I like that too, might have to try that just to see how well a non const char would survive early on before I have tanks to pull aggro etc.

Modifié par NewYears1978, 14 octobre 2009 - 03:46 .


#21
Frederickichard

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My highest recommendation? Just be Voldemort : i263.photobucket.com/albums/ii129/Frederickichardson/Voldemort.jpg

#22
NewYears1978

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Lol nice..but that doesn't help with stats and stuff :)



I noticed you could make a Voldemort too when I was messing with the nose sliders..kinda funny.

#23
jul111

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My suggestions below



Rogue:

Constit 15 should be enough or go to 20

Dext: 36 to pickup dual weapon expert (you need 2 swords because of dext bug)

Strength: 20 to wear light armor (go for Wade's superior drake skin)

Cunning: No limit as much as you can (be sure to pickup lethality)

Willpower: only if you see your stamania too low but it should not happen as you wear only light armor

Warrior / tank:

Dext: 26 to get shield mastery

Strength: 42 to wear massive armor (Wade superior dragonbone armor)

Constit: As much as you can despite those constraints

willpower: only if your fatigue is too high (which will happen)

cunning: 14 to get a least expert coercion (otherwise you have little control over the story)

Warrior / DPS

same thing but put everything in strength instead of dexterity

Mage

constit : 15 enough

cunning 14 to get at least expert coercion

everything else in Magic and willpower: More willpower if you are healer and protective spells (sustained) More magic if you are more DPS


#24
Takrandro

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Nice update Jul111, but i suggest for the mage, that u should boost both magic and willpower, 1 willp and 2 magic is the standard route. and constitution also if u want to become a blood mage, same goes for when u want to get Arcane warrior, since some exstra health does't hurt, btw, get 14 con on all your companions at least, since they won't survive even a fireball spell in their faces if they got lower then that.

#25
Anonymouswizard

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Constitution is overshadowed by dexterity, as you have a higher chance to dodge attacks. Other than that, do what you think will give you the most power. Or RP. RP is your friend.