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Arcane Warrior Tank Build


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#1
HellsChaos

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Arcane Warrior Build

Race: Elf
 

In Dragon Age: Origins, the arcane warrior is hands down the most powerful build in the game. Their ability to  absorb damage like no other (capable of having an armor rating of 60+) and use their spellpower score to determine damage, all while retaining the ability to cast powerful spells, gives them the ability to solo tank the  entire game. Rogues will have a much higher DPS capability, however lack in survivability in comparison.  Below I  will outline ideal stats and end game scores.

Note: A lot of the gear I will mention has come from the Return to Ostagar and The Golems of Amgarrak DLC. If  you do not have these, please use Spellweaver and Fade Wall for Weapon and Shield slots as well as replacing  The High Regard of House Dace with Ring of the Ages (or any other ring you deem to be important).

 
Attributes

In order of importance: Magic/Willpower, Dexterity/Strength, Constitution, Cunning.

 All arcane warriors start off as mages, thus they can use their magic score to determine armor and weapon  requirements instead of strength, including bonus to damage on melee attacks. Since magic is the primary  attribute in determining spellpower for spells, it is the primary score in determining all damage output for the  arcane warrior.

Almost as important is willpower. This is the only attribute that contributes to the arcane warriors mana pool,  which you need an abundance of to cast all the required sustained abilities and have anything left to cast your  offensive and defensive spells. 
 
Dexterity increases the arcane warriors defensive score and increases the likelihood of successfully landing a hit;  an important factor for melee weapons. 
Strength is almost as important, determining only the accuracy of the melee attack, playing a role in determining  the average amount of damage in melee combat as well as increasing the likelihood of scoring a critical hit.

Constitution is not as important, but should get some points to ensure that when your arcane warrior is damaged,  they can absorb anything that is above and beyond the armor score.
 
Cunning is not important at all, only needing flavor points if you want to improve on herbalism, etc. If you desire to  be more persuasive, put a little extra here and deduct from magic or use some attribute tombs here.
 

Specializations

This primarily depends on your subjective choice, however I found that the most effective specialization to support  the arcane warrior is Spirit Healer; group heal, revival, and cleansing aura are excellent supportive abilities.
 

Spells
This is where your arcane warrior can shine, or flop. Spell selection is crucial.

 Arcane warrior: full tree

Spirit healer: full tree

Mage: full tree

Creation: full trees in first two rows, spell wisp

Spirit: spell shield, walking bomb, death siphon, virulent walking bomb, fourth row full tree

 Though there are other great spells, there is a limited supply of points to allocate only after the mandatory  selection is completed: arcane shield, spell shield, rock armor, shimmering shield, and haste; which also  happen to be the sustained active spells. All spell types listed to take as full tree  are done so because these spells amplify the listed mandatory ones in some fashion. 
 

Gear
The gear selected needs to have high stamina/mana regeneration in combat, as well as improve base stats.  Below is a list of the best options for Origins. (Please see full list of item abilities and set bonuses at  www.dragonagewiki.com)

Headgear: Helm of Honnleath

Gloves: Wade's Superior Dragonscale Gloves

Chest: Evon the Great's Mail

Boots: Wade's Superior Dragonscale Boots

Weapon/Shield: Cailan's Arms set/ Duncan's Sword + fade wall

Belt: Andruil's Blessing

Necklace: The High Regard of House Dace

Ring1: Key to the City

Ring2: Lifegiver

 
End Game Stats (lvl 20+) Note: These are based off of my own Warden, variances are more then welcome and  appreciated for different play styles.
 
Armor: 60-63

Defence: 90

Spell power: 49

Damage: 53.3

 
Strength: 24 (18)

Dexterity: 26 (18)

Willpower: 44 (38)

Magic: 53 (44)

Cunning: 32 (20) (I made a persuasive Warden)

Constitution: 28 (12)

*Numbers in brackets are stats prior to equipment modification.

 
Physical Resistance: 100

Mental Resistance: 100

Fire Resistance: 75%

Cold Resistance: 75%

Electric Resistance: 75%

Nature Resistance: 75%

Spirit Resistance: 75%

* Resistances are shown after activating sustained spells.

 
In Dragon Age: Awakening, the expansion pack for Origins, you have more option choices and an additional, but   more complicated, build option. You will need to import your arcane warrior to get the specialization.
 
In both builds, attribute stats are the same and both take the third specialization of battle mage. You may wish to  purchase some manuals of refocus from vigils keep. Below I will outline the two different builds. Note both armor  sets and weapons will require you to spend a lot of time crafting items and paragon runes.
 

1. Tank
Very similar to your Origins build.

Gear
Headgear: Helm of the Sentinel

Gloves: Gauntlets of the Sentinel

Chest: Armor of the Sentinel (with Paragon Stout, Dweomer, and Reservoir runes)

Boots: Boots of the Sentinel

Weapon/Shield: Vigilance (with Menacing, Grandmaster Silverite, and Paragon Paralyzing runes) + Fade Wall

Belt: Andruil's Blessing

Necklace: The High Regard of House Dace

Ring1: Key to the City

Ring2: Ring of Mastery

* Note that this sword/shield combo has a lot less stamina/mana regeneration when compared to Cailan's Arms   set, but has a higher damage output. Keep Cailan's Arms set as secondary and switch between them as needed.

Added Spells
Battle Mage: full tree

Mage: second row, full tree

Entropy: first row, full tree

 
End Game Stats (30+)
Armor: 68-70

Defence: 132

Spell power: 94

Damage: 95.5

 
Strength: 44 (25)

Dexterity: 32 (25)

Willpower: 78 (56)

Magic: 80 (61)

Cunning: 27 (16) (Lowered to increase Willpower)

Constitution: 42 (15)

*Numbers in brackets are stats prior to equipment modification.

 
Physical Resistance: 150

Mental Resistance: 150

Fire Resistance: 75%

Cold Resistance: 75%

Electric Resistance: 75%

Nature Resistance: 85%

Spirit Resistance: 75%

* Resistances shown are after activating sustained spells. If you wanted, you could Switch Ring of Mastery for  Ring of Ages or switch Dweomer rune for Master of Immunity rune to max resistances at 85%.
 

2. Rooted DPS (this is a personally created build, no official name).

This requires some gear and spell changes and is very difficult to continuously monitor, but highly effective.

Gear: Origins gear with same runes as in sentinel armor (switch Lifegiver for Ring of Mastery).

Specializations: Arcane Warrior, Battlemage,  Keeper

Sustained spells active: elemental chaos, elemental mastery.

 
Point of this build is to get aggro and damage without attacking, though still an option if desired when mobs are in  immediate range. Being rooted immobilizes your physical movement, however enemies slain in the area add  to you health. THIS IS AN EXTREMELY HEAVY MANA UPKEEP COMBO!!! Need to eliminate any and all abilities or  spells not mentioned that have an upkeep. You want to get hit in this build, at least more often, bc physical  damage replenishes mana. As such, you need to monitor your health and mana levels, drinking pots as needed.  With the right gear and attribute points, you should not have a problem. Adding in the occasional mass paralysis  and rejuvenation will make things easier. If needed, only run elemental chaos, eliminating all other sustained  spells or even cast force field on yourself if your mana is not draining rapidly, if at all. 
 
If you really want to be creative, combine these builds (my favourite play style). Run around in tank mode and if you  are surrounded, pause, re-gear, and go rooted DPS. Switch back after.
 
Hope you enjoyed this post, and my humble opinion on the topic.

Modifié par HellsChaos, 07 octobre 2012 - 04:26 .


#2
keeneaow

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There are some equipment in origin that let you skip willpower altogether,
namely Blood armor & Warden commander boots, and Executioner helm.
Strength does nothing for Arcane warrior.
Agree 26 dex is enough, except for
Revenants and bosses, and in particular Gaxkang who you really want to make sure to beat at a high rate with a mana depleting magebane mixture (to avoid freezing)
so i prefer 32 dex.
So that mean you can pump up magic and thus damage to 70+.  (expect +24 dmg from flaming weapons alone)
If you dual wield Spellweaver with Ignacio's dagger, that you boost with spell wisp + spell might + flaming weapons,
you have by now doubled both your hit rate & dmg.

Since you start off as a mage, and since Blood armor demand high magic anyway,
i suggest starting out with allocating only in magic until you reach 42,
and after that allocate enough dexterity until you can wield The edge dagger,
or any other top dagger, and then resume pumping up magic again.

I couldnt see Rock armor in the list, so i want to mention that spell, it is the first spell i select,
along with spell shield.
All in all i reach 82 Armor, and am indestructible with following
Blood armor
Helm of Honnleath
Warden commander boots
Gloves of Diligence
Lifegiver & Key to the city rings
Spellward amulet
Andruil's blessing belt
Spellweaver sword
Ignacio's dagger ( + 12 armor, +15 defense, among other things)

The only spell i cast beside sustainables is mana clash, it is the only spell to make a difference,
since i'm immune to physical dmg but not quite so on magic, tho shimmering shield + spell shield
goes a long way.

I guess it goes without saying that spirit healer is right out of the question in this build,
only blood magic make sense, so some points in constitution is preferable

Modifié par keeneaow, 07 octobre 2012 - 06:41 .


#3
SeanNorm

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I'm not expecting a reply as this post is quite old buy when you say Blood Armor are you referring to the DLC Blood Dragon Set?

A google search for 'Dragon Age Origins Blood Armor' only yielded results regarding the DLC item.

Thanks.

#4
keeneaow

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yes, i'm referring to the DLC blood armor set, the most important piece is the chest piece
with + 50 health +willpover -10 fatigue, it is in the inventory from start,
the rest is in bodhan's shop.
ed: if you have RtO then nothing beats cailans arms and armor, the regenerations are +5 mana and +5 life
respectively

Modifié par keeneaow, 22 septembre 2013 - 03:24 .


#5
SeanNorm

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Thanks for the reply, appreciate it. You know what your talking about but I had one more question. Does Cailans arms even out do a Spellweaved/Fadewall combination in your opinion?

#6
dainbramage

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If you're PC, definitely. If you're console they're close, but veshialle is better than spellweaver.

#7
keeneaow

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Like DB said, Cailans stuff became an outright necessity on PC after the patch that is needed for RtO,
nothing else on PC suffice to keep combat magic, shimmering shield, and haste up,
and it even allow flaming weapons and rock armor.
(i was on v1.01 one year ago, that didnt shut down shimmering shield, but i could never make use of haste)

#8
Last Darkness

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Its fun and nice for a solo playthrough. A bit too slow though for my tastes.