Mage attributes
#1
Posté 06 décembre 2009 - 11:52
Damage dealer = 2 magic 1 willpower
Healer = 1 magic 2 willpower
This sound right?
#2
Posté 06 décembre 2009 - 11:55
But anyway I always do 2 magic 1 willpower even if it's healer, more magic = more efficiency on spells, more mana on pots
#3
Posté 06 décembre 2009 - 12:01
#4
Posté 06 décembre 2009 - 12:57
40 Willpower.
40 Magic.
40 Constitution.
16 Cunning (r4 coercion).
As a bloodmage, my guy was pretty awesome.
Modifié par Talogrungi, 06 décembre 2009 - 12:58 .
#5
Posté 06 décembre 2009 - 01:03
Modifié par deathwing200, 06 décembre 2009 - 01:04 .
#6
Posté 06 décembre 2009 - 01:25
I went with 2/1 magic/ will power early on but later started to put more in will power. If you want to use any sustained powers like spell shield, ect you do need to put points into will power. I don't want to drink a potion after every couple of spells. My mage with a more balanced magic/will power distribution can cast a number of spells without drinking pots even with several sustained abilities up.
When I play another mage I'll go 2/1 magic/WP early until I unlock all spells and then balance out will power. Well, unless I play a blood mage. Looking at the formulas for damage in the wiki it just is not worth it to put all points into magic and have to constantly drink pots.
Anyways, it is a matter of personal taste and playstyle. A lot of the spells you'll be casting will be crowd control spells.
I did not put any points into cunning. Level 3 cohersion seemed to work just fine for me. I'm playing a good mage. No stealing or shaking others down for rewards for me.
I'm playing on hard difficulty. No need for constitution or dex for a caster. I'll probably finish this playthrough (which is my first) today.
#7
Posté 06 décembre 2009 - 06:10
I see what you mean Wizard. I'm probably going to go Blood Mage / Spirit Healer. Does that mean I'll need some constitution?
I'll probably pump mostly magic with a bit of willpower, because mana potions are quite scarce in this game I find.
#8
Posté 06 décembre 2009 - 06:43
deathwing200 wrote...
Everything into magic and maybe a bit into con and dex if going AW/BM. Don't listen to people telling you to put points into cunning (useless) and willpower (underpowered and redundant). Compared to the above guy, my magic rating was in the 60's, which lead to more powerful spells and better dps as AW - and I never ran out of mana.
How is cunning useless? Coercion is a very useful skill.
I do agree about Willpower, it isn't worth it.
#9
Posté 06 décembre 2009 - 06:45
#10
Posté 06 décembre 2009 - 07:10
#11
Posté 06 décembre 2009 - 09:13
#12
Posté 06 décembre 2009 - 09:14
Anyway, Willpower is most definitely worth it. That's true for Warriors and Rogues, too!
#13
Posté 07 décembre 2009 - 10:25
Where do I learn Spirit Healer? I'm not interested in having Wynne in my party either.
#14
Posté 07 décembre 2009 - 10:27
Chezdon wrote...
Ah crap I forgot about the Fade. Waste of 2 or 3 points. Nevermind, I'm sure I'll still manage!
Where do I learn Spirit Healer? I'm not interested in having Wynne in my party either.
I had to get the book as Wynne doesn't seem to teach it no matter how high your approval is with her strangely enough, though maybe that was because I was playing a warrior at the time, but still you don't seem to get the option ever...
#15
Posté 11 décembre 2009 - 05:28
Jones
#16
Posté 11 décembre 2009 - 05:36
Also,Lesser lyrium pots costs <4s per piece to make, and those are more than enough to give you mana in the rare cases you do run out of mana (which won't be very often, maybe 5% of your fights if you know what you're doing).
#17
Posté 11 décembre 2009 - 05:46
#18
Posté 11 décembre 2009 - 05:46
#19
Posté 11 décembre 2009 - 08:36
forget about physcial attribs (STR, DEX and CON)
put some into CUN (to get coersion) (you might want to wait until after the fade, though)
the rest goes into MAG and WILP (2:1), preferably MAG
I put all the extra pts (from books etc) into MAG.
#20
Posté 11 décembre 2009 - 09:13
My next playthrough will be an evil mage and first time on nightmare, I plan to put every point into magic and will try to compensate in the early game where you miss will the most by picking cheap efficient spells first and then move on to the more powerful expensive stuff.
Blood magic should help out with mana as well.
Modifié par Gliese, 11 décembre 2009 - 09:14 .
#21
Posté 11 décembre 2009 - 09:18
1 normal
1 Arcane warrior
I don't understand the whole constitution for BM thing , my strategy for BM spells was to just pop on BM and then cast the spell and then drop it off and use drain life
To actually rely on constituion and actually make all your spell casting power come out of your own HP seems to dangerous to me
#22
Posté 11 décembre 2009 - 09:19
rheed wrote...
Still having only 16 cunning for coercion is quite useless, as it also counts how much cunning/str you got to see if you are successfull on intimidating/etc. Dunno tho if as a AW counts your magic stat for it. Anyone knows?
4 ranks in coercion will let you pass any check in the game regardless of attributes.
#23
Posté 11 décembre 2009 - 09:28
Tonya777 wrote...
I have done 2 mage playthroughs
1 normal
1 Arcane warrior
I don't understand the whole constitution for BM thing , my strategy for BM spells was to just pop on BM and then cast the spell and then drop it off and use drain life
To actually rely on constituion and actually make all your spell casting power come out of your own HP seems to dangerous to me
No it seems unefficient to boost con and use hps for spells. Even if the cost is 80%, you start of with 50 points more mana than health (not counting the 5 start points that could boost either). You then get an additional 6 mana and 4 health per level giving another 50 point advantage at the level cap. All of the mana points would be wasted, and as you say using health would leave you more vulnerable to damage.
Also magic gives more mana from potions which gives a further bonus.
Modifié par Gliese, 11 décembre 2009 - 09:29 .





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