Arcane Warrior + Blood Mage build
#1
Posté 17 janvier 2010 - 08:10
My team is probably going to consist of Alistair, Leliana, and Shale. On a side note, what's the best way to level up Shale? All strength would be my guess. I am on the Xbox version, if that matters.
#2
Posté 17 janvier 2010 - 08:16
Ronin 3000 wrote...
I was thinking of wearing blood dragon armor for the health boost, but I have no idea what kind of stats I should have. Stats are what I need the most advice on. I want to have Haste (for traveling faster) and Mana Clash (250 dmg achievement), but if having either of these spells on an AW/BM is negative, let me know. Also, should I wield a sword and shield, a staff, or switch between the two?
My team is probably going to consist of Alistair, Leliana, and Shale. On a side note, what's the best way to level up Shale? All strength would be my guess. I am on the Xbox version, if that matters.
Using that team I'd focus more on spell casting and support. So I'd go with Staff. Maybe focus in the Spirit area and get some neutralizing spells and defintiely something for crowd control. Glyphs would be a good addition.
Usually on Shale I just boost constitution and strength.
#3
Posté 17 janvier 2010 - 08:32
#4
Posté 17 janvier 2010 - 11:29
As for a "caster" AW Blood Mage, I would say 30 ish willpower, just enough to activate all your sustainables and and get one round of spells off, 20 con, and the rest in magic (about 60)
#5
Posté 18 janvier 2010 - 12:12
P.S.
I play in Hard mode and have not pumped any stat other than Magic. I rarely use lyrium potions with this build.
#6
Posté 19 janvier 2010 - 06:12
My second playthrough I'm taking out shale and focusing myself as the pure tank, morrigan as damage spells, wynne as healer, and lelianna as ranger to keep me alive and ranged attacker.
#7
Posté 19 janvier 2010 - 09:56
#8
Guest_jeremyX_*
Posté 19 janvier 2010 - 10:09
Guest_jeremyX_*
#9
Posté 19 janvier 2010 - 07:33
ALWAYS put two points on magic when leveling as spellpower =more damage both for spells and melee weapons. I would pick Arcane Warrior first and put the rest of the points into willpower and mabey a couple into constitution. After you get blood magic stop putting points into willpower and put them into constitution. Only ever put a few points into dexterity if you are using mellee weapons. You don't need to put many points into dex as Combat Magic significantly increases your hit rate.
You can dual wield with spellweaver which, is probably the best choice for mixing melee attacks with spellcasting as it offer bonuses to magic and mana regeneration, but I prefer to use 2h weapons, I just think it's more fun.
I start off with Warden Commander Armor at the beginning as the stamina bonus increases your mana pool but it is probably more sensible to use light or medium armour at the beginning as the fatigue significantly decreases the amount of spells you can cast, but again i think it's cooler and you can always use Lrium potions. Later I prefer to switch to Dragonbone plate as it prevents fireball knockdowns and offers a lot of protection but sticking with Warden Commander Armour is good too. You definately want an armour set bonus that decreases the cost of mana/stamina for activating talents as the AW activated modes can take a lot of mana.
If you prefer spellcasting, you should get the Staff of the Magister Lords as it is the best in the game, if not it is still good to fall back on.
Essential spells are heal, mana clash, spell might, all blood magic up to Blood Wound and all the AW talents. Other good spells are crushing prison, the curse of mortality line, Inferno and Arcane bolt as they can be cast weapon in hand. Finally, get cone of cold and fireball, they require your weapon to be sheathed but they are worth it, plus you can always cast them with a staff and then switch weapon sets.
My battle tactics are, always keep combat magic active and keep shimmering shield active most of the time(makes you pretty much impossible to kill), this will use up a lot of mana which is where blood magic comes in.
At the beginning od battle use blood wound to halt the enemy rush, firebball to damage them and melee them to death. CoC is usueful against bosses as it interupts overwhelm attacks and can freeze bosses for a couple of seconds.
I love this build so much, makes you feel like a god, good luck.
#10
Posté 20 janvier 2010 - 01:45
#11
Posté 20 janvier 2010 - 02:03
mosspit wrote...
To DJ0000: Why is spell might essential?
It's on your way to mana clash
#12
Posté 20 janvier 2010 - 02:32
Mr_Raider wrote...
mosspit wrote...
To DJ0000: Why is spell might essential?
It's on your way to mana clash
Mr_Raider's opinions = DJ0000's opinions?
I was looking for a way to maybe utilize spell might differently in the context of an AW build. The fact it got an "essential" mention implied that there is something deeper about this spell.
#13
Posté 20 janvier 2010 - 04:18
#14
Posté 20 janvier 2010 - 04:52
To apply this directly to the AW/BM, as Mr_Raider said it increases the power of blood wound which is probably the most important spell in my battle tactics as it does massive damage so I only have to pick off the remnants of enemy groups. As Raider also said, it increases your melee damage, a lot.
I personally always keep spell might on as I prefer to keep my spellpower high permantly. The good thing about this is that when all your mana runs out you can use blood magic and keep spell might active to strengthen your spells, meanwhile your mana is recharging.
By the way, spell might doesn't constantly drain mana, it makes spells cost more mana and reduces mana regeneration, having a few lyrium potions as a last resort can solve this problem if you really need it, but the armour should reduce the cost of activating spells anyway.
Sorrry for the monstrously long post by the way, I can't believe anyone read all of my rambling.
#15
Posté 20 janvier 2010 - 06:03
#16
Posté 20 janvier 2010 - 06:33
#17
Posté 20 janvier 2010 - 06:48
On a side note, when fighting bosses like Gaxkang you may need spell might to give you a high enough spellpower for mana clash to work, make sure tou remember that, it makes things so much easier.
Sethroskull79- Yes more magic= more spellpower= more melee damage when combat magic is active, that's why spell might is usefull, it's like adding 15 to attack.
You may need a few points in dexterity, but I put four or five at most through the whole game and my hit rate was over 90% with melee weapons.
#18
Posté 20 janvier 2010 - 07:14
#19
Posté 20 janvier 2010 - 08:10
Crushing prison is useful, get Morrigan to freeze someone and cast crushing prison, this shatters and doesn't sheathe your melee weapon.
Mana Clash/Spell Might line is a definite, no explanation required.
AW lines makes you close to impenetrable and you need it all to get the best out of your AW.
Ice is useful as well, requires you to sheathe your weapon but sometimes you will need to freeze enemies foor breathing space. Also, keep in mind if you cast cone of cold or fireball, etc right at the beginning of battle you can cat it before your weapon is drawn so you don't lose time in sheathing.
My first arcane warrior spread her talents over a few areas but my second was much more effective because she got full lines rather than a bit of this and that.
The problem with haste is that it uses mana very, very fast so it is not recommended to mix it with AW which uses a lot of mana, give it to Wynne and give her plenty of Lyrium potions.
Spirit healer is a good 2nd specialization as it can all be cast without sheathing your melee weapon. It takes a lot of mana to cast SH spells though so keep plenty of Lyrium available.
The talents I got were, AW line, Blood magic(excpt for blood control because it itsn't programmed correctly), Fire line, Cold line, Death Cloud Line, Crushing Prison line and Mana clash line and heal(single spell, not the whole line). Most of these can be cast without sheathing your weapon and most of the best spells available are included.
Lightning can be useful because it can decent of damage but I found that the death cloud line appealed more to me. Pretty good line to have but, with the other spells I had and the fact that it required the sword to be sheathed I found that it wasn't worth it. It was tempting to get the Storm of the Century spell combo though.
Really, you could easily replace the cold or fire line with something else as they both require weapon to be sheathed but for me fireball and cone of cold were worth it. Also, I'm pretty sure that Inferno is one of the few spells that the Archdemon doesn't have a massive resist against. I really just got Blizzard as an extra option, not really necessary but nothing else appealed to mem at the time.
I would suggest that you save your money in this playthrough as I had to reach level 23 and buy all the tomes of Arcane Technique to get alll of these spells. Well worth it though.
More importantly though try a few things out, I played 3 mages before I came up with what I believe is the best build. I just learned from my mistakes and read the advce on this forum.
Another long ramble, sorry about that.
#20
Posté 20 janvier 2010 - 08:14
#21
Posté 21 janvier 2010 - 12:38
DJ0000 wrote...
Mosspit- Wades Dragonbone Plate Armour adds 2 or 3 to mana regeneration, as does Staff of the magister Lords, as does Spellweaver. Using any item that adds stamina regeration adds mana regeneration to a mage. Spell might only loses 2 to mana regeration so you can easily outweigh this with the armour, weapons an accesories.
Shimmering has ~10mana/sec penalty. For me survivability is important. I prefer getting shimmering on constantly first before considering spell might. Otherwise I cycle. It will be unlikely for me to have both on unless im bathing in mana regen.
Modifié par mosspit, 21 janvier 2010 - 03:00 .
#22
Posté 21 janvier 2010 - 01:51
#23
Posté 21 janvier 2010 - 06:49
#24
Posté 21 janvier 2010 - 07:52
mosspit wrote...
DJ0000 wrote...
Mosspit- Wades Dragonbone Plate Armour adds 2 or 3 to mana regeneration, as does Staff of the magister Lords, as does Spellweaver. Using any item that adds stamina regeration adds mana regeneration to a mage. Spell might only loses 2 to mana regeration so you can easily outweigh this with the armour, weapons an accesories.
Shimmering has ~10mana/sec penalty. For me survivability is important. I prefer getting shimmering on constantly first before considering spell might. Otherwise I cycle. It will be unlikely for me to have both on unless im bathing in mana regen.
Fair enough if that's what you prefer. If survivability is important to you I would suggest getting Lifegiver from Garin aswell.





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