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Tips for soloing a mage?


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#26
Timortis

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The key was managing to keep one of the friendly golems alive at all costs. Which is difficult because they're so much weaker than the hostile golems. They can't even kill one of them 1 on 1. But if you keep one alive, they distract Branka, she can't resist the Slams.

#27
Timortis

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Besetment wrote...

its better than having to deal with 4+ Corrupted Spiders or 2x Ogres which are just the worst.


I haven't had much trouble with the spiders. What I do is, as soon as I see them, I Force Shield myself. They waste all their webs and overwhelms on the shield, then I Mind Blast out of the Shield and CoC and blow them to bits before that wears off.

Modifié par Timortis, 21 décembre 2009 - 12:37 .


#28
Besetment

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Crushing Prison is horrible which is why you must have Mana Clash before you take Deep Roads. The Emissaries will mess you up otherwise. The other thing that really sucks is also from the Emissaries - Curse of Mortality. You take constant damage and you dont heal. Not even when the fight ends and you sheath your weapon/staff so it can kill you even if you manage to kill everything in radar range.

Thats another reason why you have to take Mana Clash wherever you expect Emissaries.

Timortis wrote...
I haven't had much trouble with the
spiders. What I do is, as soon as I see them, I Force Shield myself.
They waste all their webs and overwhelms on the shield, then I Mind
Blast out of the Shield and CoC and blow them to bits before that wears
off.


Oh hahaha. I never thought to do this. What
about ogres and charge? Its really horrible to get charged, knockdown
and as soon as you get up, before you can even quaff a potion, they do
it again. And then occassionally they just decide to grab you as you
are picking yourself and you might as well just reload. Ogre Alphas are
horrible for that because they are fast and have tonnes of hitpoints
and they pull that crap all the time.

I also forgot about golems. Those guys are nasty but luckily they mostly peel off in 2s so you can Force Field one of them and run the hell away to deal with the other one. Even 1 vs 1 they aren't fun. :(

Modifié par Besetment, 21 décembre 2009 - 12:45 .


#29
Timortis

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Besetment wrote...
Oh hahaha. I never thought to do this. What
about ogres and charge? Its really horrible to get charged, knockdown
and as soon as you get up, before you can even quaff a potion, they do
it again. And then occassionally they just decide to grab you as you
are picking yourself and you might as well just reload. Ogre Alphas are
horrible for that because they are fast and have tonnes of hitpoints
and they pull that crap all the time.


I can usually kill Ogres before they ever get close to me. Glyph of Paralization to stop them, use that couple of seconds to cast Hexes, then before it wears of Repulsion for Glyph Explosion, then unload the damage spells, if they get out, you still have CoC.

For those Golems in twos, the worst part is that they both hurl rocks at you as soon as they animate. So you need to Force Field yourself to avoid getting knocked down. Then I CoC out of Shield and run, and cast Glyph of Repulsion. It keeps knocking them back when they try to hit you. Unless they chain resist, it's not too much trouble killing them that way.

Modifié par Timortis, 21 décembre 2009 - 12:49 .


#30
Besetment

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Timortis wrote...
I can usually kill Ogres before they ever get close to me. Glyph of Paralization to stop them, use that couple of seconds to cast Hexes, then before it wears of Repulsion for Glyph Explosion, then unload the damage spells, if they get out, you still have CoC.


I regret not taking the glyph line. No hexes here either so I guess I need to sac something to make these guys easier. :\\\\\\\\ Ogre Lieutenants are fine 1 vs 1. 2 vs 1 is rough. But its the Ogre Alphas that give me the real problems because they have so many hitpoints they can take a helluva a beating and they are still coming at you.

Modifié par Besetment, 21 décembre 2009 - 12:49 .


#31
Grumpy Old Wizard

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I forgot about the extra talent from the Connor quest. I've picked up Antimagic and picked up Walking Bomb. At level 15 my mage has done the Urn quest and defeated the high dragon. He used Vulnerability, Walkking bomb, and Winter's Grasp.  And those broken walls by the temple to keep the dragon from pouncing on him.

Modifié par Grumpy Old Wizard, 22 décembre 2009 - 06:15 .


#32
Must have name

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I was in the process of doing a Mage Solo (without Arcane Warrior) a while ago and had done a fair bit (before I got distracted by finally doing a Warrior playthrough). Iirc, i'd finished the Redcliff / Circle quests and was just going to kill Jarvia before either going to the Urn / Dalish.
Starting out, I pumped points into nothing except Magic, and went down the Frost Line. Cone of Cold was invaluable (however, I started this before the patch which nerfed CoC, so I don't know how it'd fair now, you'd probably just have to kite mobs a bit). I also picked up Forcefield pretty early, then went and picked up Lighting Tree up to Tempest and everything in the Mana Clash tree. At this point clearing mobs was pretty easy with Storm of Century + Forcefield. Pretty sure I also picked up Glyph Explosion aswell, though I ignored the final Glyph, as frankly Mana Clash is better. The other talents to go for eventually are Blood Wound, Hexes, Virulent Walking Bomb and the Summon spell that comes after it.
One thing to do is the instant you get out of Lothering, go to the Mage's tower and make 99 Lesser Lyrium Poultices. It costs something like 3-4g and makes you very, very powerful, especially considering with Glyphs, Forcefield and CoC you can stall very well.

Modifié par Must have name, 22 décembre 2009 - 10:14 .


#33
Besetment

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You folks think the hex line is worth it for AW?

So far this is the end game plan:

Arcane Bolt -> Arcane Shield
Combat Magic -> Aura of Might -> Shimmering Shield -> Fade Shroud
Blood Magic -> Blood Sacrifice -> Blood Wound -> Blood Control

Rock Armor
Winter's Grasp -> Frost Weapons -> Cone of Cold -> Blizzard

Heroic Offense -> Heroic Aura -> Heroic Defense -> Haste

Mana Drain -> Mana Cleanse -> Spell Might -> Mana Clash
Mind Blast -> Force Field -> Telekinetic Weapons -> Crushing Prison

Weakness -> Paralyse -> Miasma

Last attempt I didn't feel like melee damage was a problem so I'm considering not going with high magic this time and bringing Dexterity up to 40 maybe even as high as 50 because stuff like Denerim thugs is so much easier when you have high defense.

Modifié par Besetment, 22 décembre 2009 - 10:33 .


#34
T0paze

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You don't need really need Crushing Prison if you have Blood Wound.
Blood Control is bugged. It's not that useful currently.
Forget about that Mana Clash line - it has only two useful spells, and of these two only Mana Clash itself can be useful for an Arcane Warrior, since don't need Spell Might. Max the Glyph line instead - it's much better, and Glyph of Warding will help you a lot.
Can't blame you for choosing to max the Haste line, since it seems natural. But I don't really think it should be your top priority. The Hex line is, in my opinion, much more effective for an Arcane Warrior.

Speaking of which, where are you going to get those 30 talent poits? That's like level 24, right? You won't get that far unless you want to use that infinite elfroot XP exploit. Remember, you're a mage, so all that XP from chests and traps will be unavailable.

Modifié par T0paze, 22 décembre 2009 - 10:50 .


#35
Besetment

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Nah its level 20. You get 4 from books. My last full party playthrough I only got to level 21 so I don't build towards anything higher than that. 20 is just an arbitrary cutoff point. I didn't make it that far on my first solo attempt. I don't expect to make it that far on the current one. Right now the reason I took Crushing Prison is because I need loads of disabling spells early on. I can't feisibly get Blood Wound until level 14 but between level 1 to 7 I need those spells like Winter's Grasp and Crushing Prison so when I pull mobs of 3s and 4s I can disable 2 or 3 of the scariest baddies and run away so I can deal with the remaining baddies 2 vs 1 or ideally 1 vs 1.

I understand that taking Mana Clash involves alot of redundancy but after 1 solo attempt, there are some parts of the game where I relied on Mana Clash so much that I can't even think of doing without it. :|

Modifié par Besetment, 22 décembre 2009 - 11:05 .


#36
T0paze

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At level 20 you have 22 spells (21 + Arcane Bolt). I think you also get two additional points at various stages of the game (Joining the Grey Wardens and some other event), so that's 24. Since you're talking about four books I assume that you want use a previously unlocked specialization (I think it's more like an exploit, but that's your choice). Anyway, that's 28. Or am I missing something?

Also, can't you just disable powerful enemies with Force Field?

Mana Clash is more effective against mages than Glyph of Neutralization, but the whole line sucks. WIth Glyph of Neutralization you can still prevent mages from spellcasting (killing them after that shouldn't be too much of a problem) without wasting three points on useless spells.

Modifié par T0paze, 22 décembre 2009 - 11:13 .


#37
Besetment

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I'm pretty sure you get 1x bonus talent for a) becoming a Warden B) beating Redcliffe c) wrapping up the Landsmeet.

You definitely get 3x spell books and 1x for making a pact with Connor's Desire Demon.

Other than that I wasn't counting but my level 21 dude had more talents by the end of the game than what I listed above.

Modifié par Besetment, 22 décembre 2009 - 11:30 .


#38
Besetment

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T0paze wrote...
Also, can't you just disable powerful enemies with Force Field?


Yeah you can but it has a cooldown. Anything more than 2 vs 1 will probably kill me in the early/mid game. My experience of solo'ing with an AW so far has basically been to exploit AI and terrain the entire time.

It works like this: If you pull a mob of 5 baddies, you force Field the most threatening one. Run away and shoot an Arcane Bolt at the weakest one. 4 will follow you. Crushing Prison the next most threatening one. Run away. 3 will follow. Winter's Grasp the third most threatening one and shoot another Arcane Bolt and the weakest one. Run away. At this point its 2 vs 1 where 1 is weakened and the most threatening enemies are miles away waiting to get unstuck. Early on you pretty much have to do that all the time, even against crap enemies like those deepstalkers in the Mage Origin. Later on you don't need to do that anymore to the weaker mobs but there are some which are big and spread out and hell I don't even feel like Blizzard + CoC + CP + Winter's Grasp is even enough to separate them in the way I'd want. Then theres the ones that resist any of above and that really sucks.

Bear in mind that some pop up mobs don't let you pull in small groups. Such as the Shrieks which spawn on the bridge in Dead Trenches. Blood Wound is great really. I love it and all but the earliest you can possibly get it is at level 14 and you have to keep another 2 talents points in reserve so thats another 2x dead levels. My first solo attempt I didn't even get to level 14 so hopefully you get where I'm coming from.

Certain mobs I already know you can take on in large numbers if you have to such as the Denerim thugs which give you no room to run away. But I only really got through those fights with a ridiculous amount of potion spam. Literally it was a case of quaffing a potion every 2 or 3 swings.

As for Mana Clash. You can cast it through walls which makes it insane. I've used it to kill the mages in Arl Howe's estate without aggroing the soldiers + wardogs. I've also used it to kill Emissaries around corners down in Deep Roads. Especially useful for mobs with 2 or more Emissaries as it means you can off one of them without aggroing, wait for the cooldown timer to expire then shoot down the other one before taking on the mob.

Modifié par Besetment, 22 décembre 2009 - 11:42 .