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Spell Order for New Mage?


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#1
Stasis_Sword

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I'm hoping to create a spell sword type of character light/medium armor, sword, descent amount of spells. Currently planning on specializing in arcane warrior/blood mage. I have a descent idea of the skills I want (although I'm open to suggestions), but I'm really unsure of which ones to get first. 

My initial inclination is heal, primal spells (tier 2/3) then miasma (so I can hit things). Problem is I feel like I wouldn't get mana clash, crushing prison or the glyphs forever. Any thoughts or advice would be appreciated.

  • Combat Magic
  • Aura of Might
  • Shimmering Shield
  • Fade Shroud
  • Blood Magic
  • Blood Sacrifice
  • Blood Wound
  • Mana Drain
  • Mana Cleanse
  • Spell Might
  • Mana Clash
  • Mind Blast
  • Force Field
  • Telekinetic Weapons
  • Crushing Prison
  • Glyph of Paralysis
  • Glyph of Warding
  • Glyph of Repulsion
  • Heal
  • Arcane Shield
  • Rock Armor
  • Weakness
  • Paralyze
  • Miasma
  • Winter's Grasp
  • Frost Weapons
  • Cone of Cold
  • Blizzard
  • Flame Blast
  • Flaming Weapons
  • Fireball

Modifié par Stasis_Sword, 01 janvier 2013 - 07:54 .


#2
dainbramage

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You can't properly wade into melee until you've got shimmering shield, so your spells basically have to tide you through until then. Keeping that in mind, I'd do something like this:

1: Glyph of Paralysis, Walking Bomb
2: Heal
3: Death Siphon
4: Virulent Walking Bomb
5: Glyph of Warding
Joining: Glyph of Repulsion
6-8: Flame Blast, Flaming Weapons, Fireball
First camp tome: Combat Magic
9: Heroic Offense
10: Save
11: Save
12: Aura of Might
13: Save
14: Shimmering Shield, Blood Magic, Blood Sacrifice, Blood Wound
Next: Mana Clash
After: Rejuvenation + Regeneration + Arcane Shield + Rock Armour
After After: Haste
After After After: Miasma (should be at level 22 if you got every tome)

Speaking from experience, miasma I don't think was worth the early spell points, and I'd say it's very skippable if you'd prefer to have crushing prison (and the other 3 good spells in its line) - over 100 attack is doable on your own (120+ with rally and a song of courage) and I found that it had an annoying habit of being buggy and causing combat to lag. My solo AW had an 83% hit rate and end of game and usually had miasma and heroic offense both disabled. OTOH the crushing prison line isn't a necessity - high threat targets don't exist because you're an AW, and you've still got blood wound and paralysis explosion if you need to disable something. Semi-ditto for mind blast - you never need a panic button. And kinetic weapons only outperforms flaming weapons on rage demons and dragons. Arcane shield is also very skippable - it makes your defence go from abysmal to poor, and you usually won't notice anyway thanks to your 60+ armour. Spell wisp is also nice to have if you have a spell point to burn. Mana Clash comes pretty late, sometime between levels 15 and 18 - generally the only dangerous mages you'll fight before this are the blood mage hideout. Unfortunately you can't really take it earlier than this because you're sacrificing spells that you really need.

I also didn't include any cold spells and instead recommended virulent walking bomb. Basically because paralysis explosion and VWB (coupled with an arcane bolt or two to make the bomb pop) will generally take out any scary packs of enemies, and it stays as a devastating nuke all game long. Beware though, especially when in melee, that a 300 damage VWB explosion really doesn't give a **** about your armour and can and will one-hit-kill you if you're playing on hard or nightmare.

Modifié par dainbramage, 02 janvier 2013 - 07:25 .


#3
keeneaow

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Rock armor & spell shield is the first thing to do,
i would not survive the first few levels without it.
Then spell wisp, and Flaming weapons is a given at lv 7.
then max mage/arcane line as your level qualify,
max arcane warrior line as your level qualify.
And finally mana clash. (and BM)
oh, and telekinetic weapons do have an edge vs golems & dragons,
so it has a function, so if you ar really keen on crushing prison,
so you could take this line instead of fire line, in the beginning

You can get an extra ability point from the desire demon in redcliffe,
you can buy an ability point from Bodahn when you first get to camp,
and another when you get back.
And then you can also buy at the base of the mage tower, and from the wonders of thedas,
so at least I am never short of ability points.

Modifié par keeneaow, 02 janvier 2013 - 09:29 .


#4
Stasis_Sword

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@dainbramage and @keeneaow thank you for that very helpful replies. Especially loved the walking bomb recommendation.

Couple quick questions:
1). Can someone help explain the fire/ice/telekenetic bonuses? It appears there is some hierarchy of usefulness I'm not aware of. Also can you stack any of them?

2). Are there benefits to take the haste line myself or can I just delegate that to an npc?

3). Would the hex line be worth investing in (increased damage, +crits)?

4). I hear sleep/horror is a great combo, but I probably have enough CC right?

5). Quick party question: I'm assuming I'm going to be the CC/debilitator/some damage and I can get another mage to handle healing/hasting (maybe with a little attack). Anything wrong with that?

#5
dainbramage

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Stasis_Sword wrote...

@dainbramage and @keeneaow thank you for that very helpful replies. Especially loved the walking bomb recommendation.

Couple quick questions:
1). Can someone help explain the fire/ice/telekenetic bonuses? It appears there is some hierarchy of usefulness I'm not aware of. Also can you stack any of them?

2). Are there benefits to take the haste line myself or can I just delegate that to an npc?

3). Would the hex line be worth investing in (increased damage, +crits)?

4). I hear sleep/horror is a great combo, but I probably have enough CC right?

5). Quick party question: I'm assuming I'm going to be the CC/debilitator/some damage and I can get another mage to handle healing/hasting (maybe with a little attack). Anything wrong with that?


1. Flaming weapons adds 0.267x SP fire damage (max 20). Frost weapons adds 0.133x SP cold damage (max 10). Telekinetic weapons adds 0.143x SP armour penetration (max 12.5). Each mage can only run one at a time, however with 3 mages you can run one of each and gain the bonuses (two of the same don't stack). So that basically sets up the heirarchy, flaming weapons simply does the most damage against targets that aren't fire resistant. Of those that are fire resistant, forms of dragons have high armour, so telekinetic weapons is workable. That basically leaves rage demons where frost weapons would be optimal, but honestly it's not worth the points except as a pre-req to cone of cold. Alternatively morrigan can provide it if she'll be in your party.

2. You can definitely delegate it to a different party memeber. However haste stacks, and having 2 hastes is quite good as you attack twice as fast as with no haste, and 50% faster than with one haste (one haste is 33% faster than no haste).

3. Like a lot of spells, it's good but you usually don't have enough spell points as an AW.

4. Again yeah, that whole line has good crowd control. However paralysis explosion and blood wound can provide enough.

5. Nope, that's perfectly fine. As before though, double haste is very powerful.


-----------------

If you're not a particular fan of melee, you can simply get AW and the first talent only and use that to equip heavy armour (Wade's heavy is particularly good due to its low fatigue, and you can switch in Evon the Great's mail and still get the set bonus), while ignoring the rest of the defensive and melee spells (rock armour, arcane shield, haste etc) and kill stuff with spells while still being particularly hard to kill. The stuff I advised is assuming you actually want to hit stuff with an axe.

Modifié par dainbramage, 02 janvier 2013 - 11:25 .