Actually, you probably shouldn't put that many/any points into willpower (unless you're playing unpatched), since blood magic or death syphon makes it pretty much useless. You're better off going full magic with a few points into constitution (if you're a blood mage).
In terms of abilities, I would recommend taking a look at some of the guides/vids (if you don't mind minor fight spoilers). Arelex's guide is a pretty good start for an elemental force mage/blood mage, or you can take a look at my crit-mage for ideas of how to play a non-blood mage character.
In any case, the standard (easiest) approach to the DA2 mage is to use the abilities from force mage to pull the enemies all together (pull of the abyss), hold them all in one spot (gravitic ring), then drop a series of aoe spells on them (firestorm etc).
On nightmare this can present some friendly-fire problems (so lots of the guides will use all-ranged parties), but on lower difficulties there's no need to worry.
In any case, there's no need to fully specialise into particular trees - there's a few trees can be used for a one-point wonder.
It's beneficial to focus on either the
elemental tree (firestorm is probably the most powerful spell in the game and the cold spells provide some decent damage, CCC setup, and crowd control), and/or the
primal tree (tempest isn't quite as powerful, but doesn't cause friendly fire, and chain lightning and stone fist can dish out some decent CCC damage while petrify can set them up). These trees provide elemental damage, which can be used to deal extra damage via elemental weaknesses (e.g. cold dealing double damage to dragons).
Whichever you choose, taking rock armour can be a useful one-point investment for a bit of extra survivability.
The only other recommended trees would be the
creation tree for haste and heroic aura (best buffs in the game), the
force mage spec for crowd control, and maybe blood mage if you want to use blood magic (otherwise go spirit healer, at least just for the spec bonus).
The entropy tree has a useful one-point debuff (hex of torment), but isnt' really useful outside from that. Not that many people use the spirit tree, but it has one of the most fun spells (walking bomb) and provides a useful alternative in terms of mana. The arcane tree can be decent, but is usually best left for a mage companion. And, that's all I can think of off the top of my head. Just check out the various guides/discussions if you have trouble deciding - or perhaps experiment around a bit with various builds and judy reload an older save to choose what you want.
The black emporium is pretty useful in that regards - but I suppose it probably might not be worth paying anything extra for.
Overall, once you get into the deeper end of things you'll start to realise that the optimal abilities to use depends on your party composition, with things that work well together with certain party members (e.g. CCCs, threat management and crowd control) not working as well with others. But it shouldn't matter if you're not playing on nightmare.
Well, I think I've spieled on enough, goodluck with whatever you decide to do! haha
Modifié par mr_afk, 19 septembre 2012 - 06:00 .