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Dex for Mages?


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#26
Mr_Raider

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Lord Phoebus wrote...

Magic doesn't really substitute for strength for an AW, they can add their magic bonus instead of their strength bonus to damage, and they get a +1 bonus to attack for every 5 points of magic bonus to a maximum of +10 and a flat +5 bonus to attack that upgrades to a +10 when you get aura of might. 

So a pure magic AW has an attack of bonus 50 (base)+5 (AW spec bonus)+10 (combat magic +aura of might  passive bonus) +10 (60 magic) =75 attack.   Even with buffs you're going to have a hard time hitting anything with a 75 attack (It might be higher with combat training, but I don't think mages get the bonuses to attack and defense that rogues and warriors do from that skill).  Which is I why I suggest getting your dex to 30 if you want to melee with an AW since that gives you another +10 to attack, 85 is still pretty low for an end game attack but manageable with buffs (heroic offense should push that to 100, and miasma will lower opponent defense scores by 10).


Where did you read that arcane warrior AB from combat magic is capped at 10?

I can confirm that the 4th level of combat training gives +1 to armor on mages. You will see it on a naked character.  The Attack bonus is anyones guess, since you can't see attack on mage characters.

#27
Cybercat999

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This is not my first mage and whatever you might think, my experience from playing on nightmare tells me I need magic most I can get. Neither will nor con did anything for me in other playthroughs, only the maximum amount of magic makes difference on highest difficulty.


#28
jsachun

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Lord Phoebus wrote...

jsachun wrote...

Check Below link. and you'll see how the damage works with mages. You'll see that more often than not 100+ magic will not save you from having to use two spells as oppose to one to dispose a high level enemy.

http://dragonage.wik...wiki/Spellpower


That depends on the spell, whether it's part of a combo, whether the target is being hexed etc.  IIRC with vulnerability hex and affliction hex on a target one point of spellpower is worth about 6 points of damage with the entropic death combo (granted this is atypical).  However the strength of spellpower is making CC harder to resist, since the mental resistance and physical resistance checks seem to be made against a target number based either on spellpower or the magic attribute. I really can't recommend putting any points in Con or Will for a mage, maybe if you were soloing, but even then I think magic would help you more.  I've found the mana they get per level up + equipment/fade bonuses give you enough mana to cast through most encounters.  The increased regen when you're running low added in 1.02 helps too.


Seriously with will over  40+ (item & raw stats) I'm still found that I needed to use mana potions. Since they all attacked me as soon as I damage them.

#29
Cybercat999

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jsachun wrote...
Since they all attacked me as soon as I damage them.


Do you play solo? I have to do a LOT of damage for mobs to leave my tank and attack me. And then the Glyph of repulsion keeps them away long enough for him to get aggro back or my party to butcher them. Not to mention how much break I can get wih Blood Wound, it can decimate already damaged enemies.
I use very little potions for no points in will at all.

#30
jsachun

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No I don't, but I'm an elementalist so I do most of the parties damage & I don't like using berserk on my tank because it defeats the purpose of him being a tank as it lower his defense ratings.

I find that this is the quickest way to finish the game.

Modifié par jsachun, 09 janvier 2010 - 03:03 .


#31
Cybercat999

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My tank is Templar/Champion so no Zerker. I do same amount of damage on my mage as Leliana, Assasin/Duelist con/dex dual daggers; like I said my PC is CC oriented mage more than dps.
I have set Taunt and Threaten in tactics, just as every other ability/spell my companions have (I use Advanced Tactics and 25 Tactics mods).

Still Alistair keep his aggro formidably.

Oh, and I dont want to finish the game fast, I want to play as many fights I can without using pause at all :)

Modifié par Cybercat999, 09 janvier 2010 - 03:03 .


#32
ChaoticBroth

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Correction, Berserk doesn't lower defense. The only thing it lowers is Stamina regeneration, which is counteracted for by the third talent. Berserk is actually somewhat useful for a Tank, since it gives it +1.5 Combat Health Regen with the level 8 talent.



Proper use of Taunt, Threaten, and Force Field can help you keep aggro really well. I've never had Alistair (respecced to Berserker/Champion) fail me on any of my former Mage playthroughs. I've also never really faced the need to use potions, aside from the occasional one or two lyrium pots during really long battles.