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character builds: my mage, spells & onwards


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#1
krsboss

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Hi, I've just finished my first playthrough of DA:O using my elven mage (see avatar picture). With all the spells available there are many different options for mages.

I finished the campaign at level 22 and focussed mainly on the creation  & spriit domains with a little primal and only one entropy spell, also taking specializations in Spirit Healer & Arcane Warrior and maximizing the mage spells. There were possibly some aspects to the character that could have been improved, however I think there were some good aspects to it aswell. Initially I boosted my magic score, however I found towards the end that I really needed to pump up my willpower with all the upkeep spells I would have running symultaneously (both ending 50+).

The spells I used the most / found the most useful with this character are:

stonefist / petrify - I got to petrify by character level 6 or so, and though it's only a single target effect, you can incapacitate (or kill outright with stonefist) that single target for a reasonable duration. Crushing prison is probably better at incapacitating a target, however there's no chance of insta-kill...

spell might / animate dead - the upkeep for animate dead is pretty high, however using spell might before gives you an uber skeleton and effectively having a 5th party member is pretty useful, especially in some of the larger encounters.

spellwisp / arcane shield / rock armor - I would have these three spells active the whole time. With my stats / equipment, this would give me 34 armor 76 defense 59 spellpower (from 21 armor, 60 defense, 51 spellpower) with an available 336 mana (100 reserved), which though the defense is not particularly amazing (but there's always heroic defense!), the armor value was higher than any of my companions who are wearing massive armors in comparison to my robe!

heal / regeneration / mass heal - I found it more useful to be playing a support mage than a direct damage dealer so being able to heal other party members was vital and certainly cut down / almost removed the need for healing poultice use. Some of the spirit healer's other spells are also useful and would probably choose them when I play a mage through again.

haste - the verdict is out on this one! Being able to move faster is definately great for getting around, but I didn't really find it amazing useful in combat. However also having a couple of arcane warrior talents enabled me to whip out a sword & shield when my mana was too low, especially if I'd have haste & animate dead both running as well as my persistent buffs. Also heroic defense if pretty nice as the duration is longer than the cooldown, allowing a near persistent +32 defense

drain life / mana drain - I found drain life a particularly useful spell, though was not compelled to take any other entropy spells at all...though there are certainly some good ones available! ...and mana drain is great when you are facing enmey casters...petrify then focus on everything else, draining mana from the stone caster whenever the cooldown is up!

...most of the time I would also take Wynne with me to double up on the heals as she had a similar spellset (with 2 casters using stonefist you can keep a single target on it's ass)...and double petrify very useful when facing more than one caster...plus all the heals :D ...I set up Morrigan with a much more primal spellset for damage!

..anyways, this worked very well for me and with some spell refinement would be something I'd play again...especialliy with some multiplayer dragonage if there ever will be such a thing...

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onwards:

I'm thinking about a new character now and was impressed with how well my Leliana turned out (I took the duelist specialization with her and focussed on twf & duelist talents...however I think I could probably do better myself! However, I'm not really sure if I want to going as a warrior or a rogue! The benefits from warrior would be some of the warrior specific talents as well as the increased attack & damage, however the rogue talents would certainly be welcome, but possibly too few levels to fit in everything that I would want...

...as for statistics I would probably pump neraly everything into dexterity with a sideline in cunning (though possibly not exceeding 22), maybe some willpower aswell. Strength would not exceed 20...

I guess I would appreciate some input, if anyone has had any experience with such things....i'm pretty used to building characters in 3.0 / 3.5 d&d, especially with an aim towards pvp in online gaming (nwn / nwn2 ftw)...however dragonage is a new venture and I'm still not 100% on how everything works yet!

...anyways, cheers for reading :D

#2
Forumtroll

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Actually cunning yields better DPS if you take Lethality. Even with the Dex patch rogues will benefit more from cunning, unless you're a shortbow archer. Reverse your rogue calculations and you should be fine if you're going DW or Longbow archery with the Dex patch. IF you are playing on a console you'll need Lethality and a hell of a lot more cunning.



Also double dagger is better in terms of DPS.

#3
krsboss

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even with the Dex patch rogues will benefit more from cunning


I was under the impression that boosting dexterity also boosts my attack with daggers...which as it also increases defense gives double benefit as opposed to increasing strength which only increases attack! ...damage being of secondary consideration, however the duelist bonus as well as backstabbing / stealthing & elemental runes would be enough, dex damage not being applied to daggers regardless!

#4
Tonya777

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Are you implying that summon undead doesn't mean you ACTUALLY have to use the corpses of real dead enemies but that instead it simply summons a skeleton in the same fashion as rangers pets?!?!?! If so WOW I never knew that and want to get it on my next mage

#5
NivraxDeathbringer

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I don't have Spell Might yet, but the Summon Skeleton does require a corpse. Which is sucked via some prev spell from this line (corpses giving mana) usually. Of course you could switch it off, summon, and then put back off, but this won't change fact that skellie will dissapear after changing locations. Oh, and non buffed skeleton sometimes come without weapons too. I don't like it, maybe I'll change verdict after I get Spell Might...