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Last Hurrah: Blood Mage/SH Caster Mage


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#1
Ribosome

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I'm just about to begin my final run through Origins and Awakening + the DLC's so I have an import ready for DA2...because I really need to actually finish that game. I'm going to play as a female human mage on NMM and since I want try some new things to spice up this run, I'm going to avoid touching the Arcane Warrior spec and opt for a pure caster BM/SH that has a focus on damage dealing and CC (and some possible debuffing here and there). Only problem is I feel like I'm terrible with building mages in general because I'm so indecisive on which spells I should go with; I have difficulties sorting between the worthwhile and the crap.

I know this has been discussed to death on this board, but I just thought I'd lay out what I have planned so far so I can get feedback, because I'm having trouble finalizing this due to blood wound making several spells feel redundant from my point of view, and any feeling I get that I'm "wasting" precious spell points unsettles me.

I don't like doing the whole level-by-level breakdown thing so this would assume level 25 with all the tomes and points from story events.

~~~Gear (Origins)~~~
Weapon: Staff of the Magister Lord
Helm: The Libertarian's Cowl
Chest: Vestments of the Seer
Gloves: Black Hand Gauntlets
Boots: Magus War Boots/The Lion's Paw (or maybe Fade Striders for more spellpower?)
Belt: Sash of Forbidden Secrets
Amulet: Lifedrinker
Ring: Lifegiver
Ring: Key to the City

Spirit Healer:
Group Heal

Blood Mage:
Blood Magic -> Blood Sacrifice -> Blood Wound

Mage: 
Arcane Bolt

Primal:
Winter's Grasp -> Frost Weapons -> Cone of Cold

Creation:
Heal
Glyph of Paralysis -> Glyph of Warding -> Glyph of Repulsion

Spirit: 
Mana Drain -> Mana Cleanse -> Spell Might -> Mana Clash
Mind Blast -> Force Field -> Telekinetic Weapons -> Crushing Prison

Entropy: 
Vulnerability Hex -> Affliction Hex -> Misdirection Hex -> Death Hex

So, that's 24/35 possible spells. With what I've got planned out so far, a lot of the bases are covered, I think (feel free to correct me if I'm wrong)? I have no idea what to do with the rest of my spell points, though..maybe capitalize on more damage options in the primal tree or more control through entropy spells? 

If it helps, my main group will be Alistair for tanking, and Wynne to take on the primary healing role. She'll have cleansing aura, mass rejuvenation, petrify, and haste so there's no need for my PC to invest in any of those. The last spot boils down to either Leliana or Morrigan (the latter only adding to my headache regarding what spells my PC should take, but I'll very likely just have her mirror my role). I'll probably update with Awakening stuff at a later date.

Modifié par ViaNegativia, 18 octobre 2013 - 09:47 .


#2
keeneaow

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IMO, spells in awakening are better,
so i would save myself a lot of points ready to use once i enter awakening.
Attunement: the whole line at once
Battle mage: up to stoic
Keeper: yes, i would skip SH and get keeper as last specialization,
surrounded-one with nature-natures vengeance-thornblades was very powerful on tactics,
one issue for myself tho, is that i'm too slow to do this manually.
Also save skills for vitality & clarity, i never really did understand how it is possible to survive without rock armor :)

#3
dainbramage

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I'd agree with spending most of the rest on damage and/or CC, and that you'v already basically got what you need.

I would take:
For nukes, either up to fireball and maybe shock in primal, or else VWB in spirit. If you do the latter, animate dead's also fun and only one spell after VWB.
For disables, the whole waking nightmare line in entropy is nice. Unfortunately the top line is pretty disappointing, especially compared to the glyphs.
Finally, I like the spell wisp line in creation, though I know a lot of people don't. But a cheap spellpower boost is nice, grease is an aoe knockdown and slow... and hit it with a fire spell and it does more dps than storm of the century. Spellbloom's useful regen, and stinging swarm is a nice high-powered nuke. Or you can just leave it at the first two if you don't need regen or a single-target(ish, with good spellpower and lots of time a single swarm can win a whole fight on its own) nuke.


Awakening definitely offers high powered spells, but you get a respec tome so you don't need to build around it in origins.

Modifié par dainbramage, 19 octobre 2013 - 04:43 .


#4
SuicidalBaby

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Double blood mages/SH + Alistar/dw Lei or Sten/archer+Ranger Lei
The SH base regen is too valuable not to have as a blood mage.
Morrigan is just a herbalist bot for middle game for money and the quest in Orz

I tend to go Creation/Mana Clash/Blood with an arcane fill at the end for more damage. Cone of Cold + Glyphs for early CC followed by Group regen full line, Blood mage at 14 to Wound, then Stinging Swarm for great ff friendly damage and even more SP/Mana.

This build is good for me as I tend to enjoy playing from the melee aspect during combat and let my mages operate at full speed via tactics with minimal micro management and pausing, hence more healing all around. With this build, only the glyphs are dormant until i need a mass CC via combo. Def glyph is constant on Wynne for protection.  So all but a few spells are used by tactics.

with Sten, its all about Earthquake + Indomitable resulting in almost complete control of the battlefield. Blood Wound/Scattershot stuns are just icing on the found cake.

Modifié par SuicidialBaby, 19 octobre 2013 - 03:43 .


#5
keeneaow

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On the combat health regeneration from SH as a reason to use with BM,
+0.25/0.5 combat health regeneration, well that's nice and all,
but 0.25 from SH is a lot less than the +5 combat health regeneration you get if you pick AW
and use Cailan's armor, 20 times less more specifically

Modifié par keeneaow, 19 octobre 2013 - 04:49 .


#6
Ribosome

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dainbramage wrote...

I'd agree with spending most of the rest on damage and/or CC, and that you'v already basically got what you need.

I would take:
For nukes, either up to fireball and maybe shock in primal, or else VWB in spirit. If you do the latter, animate dead's also fun and only one spell after VWB.
For disables, the whole waking nightmare line in entropy is nice. Unfortunately the top line is pretty disappointing, especially compared to the glyphs.
Finally, I like the spell wisp line in creation, though I know a lot of people don't. But a cheap spellpower boost is nice, grease is an aoe knockdown and slow... and hit it with a fire spell and it does more dps than storm of the century. Spellbloom's useful regen, and stinging swarm is a nice high-powered nuke. Or you can just leave it at the first two if you don't need regen or a single-target(ish, with good spellpower and lots of time a single swarm can win a whole fight on its own) nuke.


Awakening definitely offers high powered spells, but you get a respec tome so you don't need to build around it in origins.


Fireball seems like a perfect fit for the group makeup I have in mind for everything taking place pre-blood wound, since Alistair/Sten can just shrug it off with the respective Shieldwall/Indom + the band of fire, so that sounds like one of the better options. I imagine VWB working in a somewhat similar fashion since I'll only have one melee in the group at any given time and I can pop forcefield on him before it goes off. 

The last (green?) creation line is something I've personally never looked into before, but after reading a little more into it I feel like it's another good fit with what I have going. Grease sounds like a very nice option to take early-ish to toss out before the fireball (which I'll be shooting towards Alistair/Sten many, many times before blood wound is accessible). And then I imagine spellbloom as a nice spell to stick on the backline to synergize with Wynne's Cleansing Aura, even more so once everyone gets blood magic. And the swarm looks just plain fun, more damage options are fine by me.

That fills out the remaining 10 spell slots, so that's what I'll go with. I forgot to mention that I use the no companion starting abilities mod so I can just stick waking nightmare onto Morrigan for another CC option to tide me over until blood wound. That's probably one of the few things she'll be taking that I won't be getting, otherwise she'll just be sort of mirroring what I'm doing. In past playthroughs I've always given her shock and regeneration and I don't see that changing (in fact I may now be considering getting regeneration on my PC as well). 

Now if you'll excuse me, this sounds like it's going to be the most fun playthrough I've ever planned...

Modifié par ViaNegativia, 19 octobre 2013 - 07:31 .