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#1
Guest_Tancred Of The Chantry_*

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Human Mage

Specializations: Blood Mage and Spirit Healer; this won't be a BM + AW build

Goal: a "pure caster" focusing on debilitation, de-buffing, and damage

Assuming the mage reaches at least level 23 before the Archdemon is killed:

1 – Arcane Bolt, Glyph of Paralysis, Drain Life
2 – Vulnerability Hex
3 – Mana Drain
4 – Disorient
5 – Horror and Sleep (the latter due to completing the Joining, which has always been level 5 for me)
6 – Affliction Hex
7 – Blood Magic
8 – Misdirection Hex
9 – Death Hex
10 – Death Magic
11 – Curse of Mortality
12 – Blood Sacrifice
13 – Glyph of Warding
14 – Blood Wound
15 – Glyph of Repulsion
16 – Blood Control
17 – Waking Nightmare
18 – Death Cloud
19 – Mana Cleanse
20 – Spell Might
21 – Mana Clash
22 – Spell Shield
23 – Dispel Magic
Landsmeet spell (even though I use a PC, I still get the bonus +1 spell/talent): Group Heal

Arcane Shield, Staff Focus, and Arcane Mastery will be gained through the three tomes.

Comments or criticisms (positive or negative)?

Edit: I completely forgot that mages receive a bonus +1 spell for completing the Arl of Redcliffe questline (it's a bonus talent for warriors and a bonus skill for rogues, I know). If anyone has a recommendation on what to choose for that, it would be appreciated. Thanks!

Modifié par Tancred Of The Chantry, 30 novembre 2012 - 01:57 .


#2
Ferretinabun

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It's a perfectly viable build. You've picked a specific party function - debuffing/crowd control, and are maximising it effectively.

Several options for your Arl of Redcliffe spell: Winter's Grasp and Mind Blast are both great CC spells (I favour the former, since MB is situational, whereas WG is always useful, for damage as much as CC). Heal is also a great spell for healing those squadmates you've just crippled via Blood Sacrifice - it also fits your character nicely (manipulation of life force). Also, no mage should really be without it. In fact, WG, MB and Heal are all rather powerful for first level spells and are great early game, so if you do decide on one of them, you should consider slipping it in a little higher up the list than as the Redcliffe reward.

Also, companions. Firstly, you'll need a health bag to drain for Blood Sacrifice. Someone nice and tanky. Alistair and Constitution-build-Shale are the obvious choices. Constitution-Dog could work: he doesn't have the talents to hold aggro, but you've enough CC to take care of that, and Dog makes an excellent mage-assassin. Though with all your crowd control you could probably get away with draining a ranged companion such as Morrigan or Leliana for a blood bag, as long as you make sure the enemies stay off them completely: they're fragile enough as it is.

Then you need raw damage power to make up for your almost total lack of it. Sten/Oghren are good (if you remember they're always fragile early on, so don't use them for Blood Sacrifice). As is Morrigan built as a nuker. Offensive Shale is a wreckingball too, and even with a Strength-build she'll have 38 Constitution, so she's an option for BS at a pinch. Leliana doesn't really dish out the big numbers until late game, but you'll probably want her for your lock-picking - Zevran needs too much micromanaging to be really effective, and you'll have your hands full enough with your warden. Wynne seems the useless option.

#3
Blazomancer

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My blood mage build was exactly like yours, except that I went for the Crushing Prison tree, rather than the anti-magic tree and also got Winter's grasp. As Ferrentinabun mentioned, winter's grasp is really useful while the nukes are in cooldown, and it don't even need line of sight, plus it's more or less instant cast rather than being a projectile like arcane bolt. I guess Spell shield and Dispel magic had very little and/or situational use for my playstyle, but I have nothing against them.

There's two more tomes of arcane technique you can get - one by making a deal with, or intimidating the desire demon in the fade while solving the connor situation; and one extra from Bodahn if you buy it during the first archdemon dream sequence, that is the first time you set camp. In fact, everything that you buy that time, will get reset the next time you visit camp.

#4
dainbramage

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I'd take mana clash ASAP, by level 21 you're not going to have much to use it on and it's incredibly useful. Similarly, I wouldn't bother with spell shield or dispel magic; mana clash will handle anything that casts those before they can be cast. And the arcane line isn't worth getting. Staff damage and 5 spellpower aren't worth 3 spell points, they'd be better invested into some good old nukes (the best of these being VWB, fireball and the cone spells), or the grease line (spell wisp and spellbloom combined will give you much better results than arcane mastery, grease is excellent CC and does the same DPS as a 100 spellpower inferno, and stinging swarm is a good single-target nuke).

EDIT: Regeneration is also a serious boon for a blood mage. Cycling blood magic on and off, paired with regeneration, is effectively infinite mana. Though if Wynne or Morrigan is providing that then your main doesn't need it, obviously.

Modifié par dainbramage, 04 décembre 2012 - 03:35 .