I realize that there are quite a few guides and such to arcane warrior builds, but I try to avoid spoilers and to discover things for myself, even stuff relating to making a good character, good spells, etc. But I am having trouble finding documenation relating to increasing the attack stat (basically the "to hit" chance) on my AW when using a melee weapon. I understand that my magic stat increases attack damage instead of strength but it doesn't appear to affect the to hit chance, 'cause I can't hit the broad side of a barn.
Should I take it that an arcane warrior still has to pump strength or dex depending on what kind of weapon you want to use? Well, my theory would be that I should only pump dex since that will help my defense as well as attack and I don't need strength for damage. So basically on an arcance warrior magic subs for strength in terms of damage but you still need to boost dex for attack stat?
Question about attack stat on arcane warriors
Débuté par
AgenTBC
, déc. 02 2009 09:38
#1
Posté 02 décembre 2009 - 09:38
#2
Posté 02 décembre 2009 - 09:46
I dunno, with a high magic stat and good weapon, I didn't have much of any problem hitting. I think that magic increases hit chance, maybe it's only if you have combat magic active?
#3
Posté 02 décembre 2009 - 09:48
When I ran through as an AW I had a lot of trouble hitting things. Even with heroic offense on all the time. I ended up using a staff mostly because of the miss issue.
#4
Posté 02 décembre 2009 - 10:22
It works like this:
(note that you must have Combat Magic on or you dont get a bonus to attack rating derived from a fraction of your Spellpower)
Attack = 50 [Mage base] + (5 + Spellpower/5) [Combat Magic] +10 [Aura of Might]
and then you add whatever bonuses to attack rating you get from talents such as Heroic Offense (100 + Spellpower * 0.1).
So lets say you have 90 Spellpower and you run Combat Magic, Aura of Might and Heroic Offense. Your attacking rating is:
50 + (5 + 90/5) + 10 + (190 * 0.1) = 102
Talents like Miasma further make it easier to hit by giving a -10 Defense penalty to anything in its area of effect. Basically you want to increase stats and take talents that increase Spellpower, Attack Rating and which lower Defense. Depending on whether it benefits the rest of your party you may also want your companions to run talents that mutually benefit chance to hit such as Song of Courage. Note that Heroic Offense gives you a huuuge attack bonus and you need to have this on if you want to hit as consistantly as a Warrior though it is somewhat hampered by its short duration and the fact that it requires you to sheath your weapon in order to cast. This talent is broken if you use the 'no weapon sheathing' mod for Arcane Warriors.
Increasing Spellpower:
Increasing Magic stat (or using items that increase Magic such as Spellweaver)
Spell Wisp (100 + Spellpower * 0.05)
Spell Might (100 + Spellpower * 0.1)
Arcane Mastery (flat +5 bonus)
Items (i.e. Life Drinker amulet)
Spell Might is the most significant Spellpower increasing talent followed by Spell Wisp. Arcane Mastery is the least significant. I recommend taking Spell Might early/mid game and leaving Spell Wisp and Arcane Mastery till the very end if you have nothing else to put the points in.
Increasing Attack Rating:
Increasing Dexterity (or Strength but I don't recommend it)
Heroic Offense
Song of Courage (Bard talent)
Reducing Defense of targets:
Miasma
Dexterity of Constitution?
I am of the opinion that constitution is a wasted stat and that you should start by putting 1 point in dexterity for every 2 points in magic on each level up. Feel free to adjust slightly to your playstyle but dexterity not only affects your chance to hit. It also helps you to avoid taking damage entirely. With 30 points in dexterity you will find the thug gangs in Denerim's back alleys much easier than if you had 30 constitution and the amount of damage mitigated from side stepping is very noticeable. Don't put any points in constitution if you take Blood Mage secondary. You should have Lesser Health Poultice on your hotbar and you should be using it as your only heal 'spell'. You should also have at least 1 person in your party with 1 rank in Herbalism and you should be converting all your elfroots and flasks into potions.
Special Note:
Haste gives a -5 penalty to attack rating but it makes you attack 25% faster.
Without Heroic Offense you will struggle to get a strike rate close to that of a Warrior and the other downside is the consistancy and regularity of your damage output. You have no way of suddenly increasing it or supplementing it with degenerative health effects like bleeding etc because you have no melee talents.
Suddenly being able to increase your melee damage at the push of a button like Two Weapon Sweep or Mighty Blow are what make Warriorsand Rogues fun and versatile at melee range. There are times when you suddenly want to hit for 200+ damage and not 80 like an AW swings every hit for and thats why Arrow of Slaying and the like is so good against casters that are just about to let off a fireball.
That said Mages have many disabling and slow killing spells like Blood Wound and Crushing Prison which does make up for the lack of control you have at melee range but you are hampered by having huge fatigue which means that the life/mana cost of these spells is high. With potion spam you can get away casting with your life via Blood Magic but on the whole I think Warriors and Rogues are much more fun to play if you want to melee and the mechanics of getting it to work well are simpler.
(note that you must have Combat Magic on or you dont get a bonus to attack rating derived from a fraction of your Spellpower)
Attack = 50 [Mage base] + (5 + Spellpower/5) [Combat Magic] +10 [Aura of Might]
and then you add whatever bonuses to attack rating you get from talents such as Heroic Offense (100 + Spellpower * 0.1).
So lets say you have 90 Spellpower and you run Combat Magic, Aura of Might and Heroic Offense. Your attacking rating is:
50 + (5 + 90/5) + 10 + (190 * 0.1) = 102
Talents like Miasma further make it easier to hit by giving a -10 Defense penalty to anything in its area of effect. Basically you want to increase stats and take talents that increase Spellpower, Attack Rating and which lower Defense. Depending on whether it benefits the rest of your party you may also want your companions to run talents that mutually benefit chance to hit such as Song of Courage. Note that Heroic Offense gives you a huuuge attack bonus and you need to have this on if you want to hit as consistantly as a Warrior though it is somewhat hampered by its short duration and the fact that it requires you to sheath your weapon in order to cast. This talent is broken if you use the 'no weapon sheathing' mod for Arcane Warriors.
Increasing Spellpower:
Increasing Magic stat (or using items that increase Magic such as Spellweaver)
Spell Wisp (100 + Spellpower * 0.05)
Spell Might (100 + Spellpower * 0.1)
Arcane Mastery (flat +5 bonus)
Items (i.e. Life Drinker amulet)
Spell Might is the most significant Spellpower increasing talent followed by Spell Wisp. Arcane Mastery is the least significant. I recommend taking Spell Might early/mid game and leaving Spell Wisp and Arcane Mastery till the very end if you have nothing else to put the points in.
Increasing Attack Rating:
Increasing Dexterity (or Strength but I don't recommend it)
Heroic Offense
Song of Courage (Bard talent)
Reducing Defense of targets:
Miasma
Dexterity of Constitution?
I am of the opinion that constitution is a wasted stat and that you should start by putting 1 point in dexterity for every 2 points in magic on each level up. Feel free to adjust slightly to your playstyle but dexterity not only affects your chance to hit. It also helps you to avoid taking damage entirely. With 30 points in dexterity you will find the thug gangs in Denerim's back alleys much easier than if you had 30 constitution and the amount of damage mitigated from side stepping is very noticeable. Don't put any points in constitution if you take Blood Mage secondary. You should have Lesser Health Poultice on your hotbar and you should be using it as your only heal 'spell'. You should also have at least 1 person in your party with 1 rank in Herbalism and you should be converting all your elfroots and flasks into potions.
Special Note:
Haste gives a -5 penalty to attack rating but it makes you attack 25% faster.
Without Heroic Offense you will struggle to get a strike rate close to that of a Warrior and the other downside is the consistancy and regularity of your damage output. You have no way of suddenly increasing it or supplementing it with degenerative health effects like bleeding etc because you have no melee talents.
Suddenly being able to increase your melee damage at the push of a button like Two Weapon Sweep or Mighty Blow are what make Warriorsand Rogues fun and versatile at melee range. There are times when you suddenly want to hit for 200+ damage and not 80 like an AW swings every hit for and thats why Arrow of Slaying and the like is so good against casters that are just about to let off a fireball.
That said Mages have many disabling and slow killing spells like Blood Wound and Crushing Prison which does make up for the lack of control you have at melee range but you are hampered by having huge fatigue which means that the life/mana cost of these spells is high. With potion spam you can get away casting with your life via Blood Magic but on the whole I think Warriors and Rogues are much more fun to play if you want to melee and the mechanics of getting it to work well are simpler.
Modifié par Besetment, 03 décembre 2009 - 11:15 .
#5
Posté 02 décembre 2009 - 11:24
I wish I knew this before I played my AW. I pumped Streght and Dexterity because I was missing too much, and only had enough Magic to equip my armor
#6
Posté 02 décembre 2009 - 11:37
That's not entirely correct regarding blood mage secondary and constitution. If your goal of arcane warrior is to become a unkillable fighter first and mage as a second, then you can ignore constitution. But killing stuff with your sword, even at 100% hit chance is painfully slow.
But if you still consider yourself mage first and arcane warrior is just there to make you unkillable. Then combine with blood mage, you want alot of constitution, Dex and hit rate becomes irrelevant. you don't need to activate combat magic 90% of the time. With all the cc spells and blood control, being hit is not a issue. Throw in fireball, blizzard, tempest, whatever, most mobs will drop fast. The 10% that remains, either just activate combat magic and well bear with the miss rate or chug another health pot and nuke some more.
But if you still consider yourself mage first and arcane warrior is just there to make you unkillable. Then combine with blood mage, you want alot of constitution, Dex and hit rate becomes irrelevant. you don't need to activate combat magic 90% of the time. With all the cc spells and blood control, being hit is not a issue. Throw in fireball, blizzard, tempest, whatever, most mobs will drop fast. The 10% that remains, either just activate combat magic and well bear with the miss rate or chug another health pot and nuke some more.
#7
Posté 03 décembre 2009 - 06:53
You still don't want any constitution if you go mage over warrior. You go magic/dex like always and you switch off Combat Magic (this is important because its the big reason why you have 90%+ fatigue and all your spells cost so much life/mana). You run less sustainables which frees up some more mana and you mana pot.
Dex is still more useful than Con for the chance to sidestep/physical resistance even if you don't use it to hit anything with a melee weapon. Besides, if you are going to do 90% of your killing with fireball/blizzard/tempest you might as well just make a BM/SH go 2/1 magic/willpower and melee with a staff. Why take Arcane Warrior when you are only going to use Combat Magic 10% of the time?
Also the difference between having 12 Constitution and having 30 Constitution with 112% fatigue is that you can cast Crushing Prison once and it will take 2/3 of your life instead of 1/2. You are still gonna have to switch off Blood Magic and health pot.
Dex is still more useful than Con for the chance to sidestep/physical resistance even if you don't use it to hit anything with a melee weapon. Besides, if you are going to do 90% of your killing with fireball/blizzard/tempest you might as well just make a BM/SH go 2/1 magic/willpower and melee with a staff. Why take Arcane Warrior when you are only going to use Combat Magic 10% of the time?
Also the difference between having 12 Constitution and having 30 Constitution with 112% fatigue is that you can cast Crushing Prison once and it will take 2/3 of your life instead of 1/2. You are still gonna have to switch off Blood Magic and health pot.
Modifié par Besetment, 03 décembre 2009 - 06:57 .





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