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Gaming the System: How I became a Battlemage


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#1
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Let me begin by saying that I doubt anything I write here is much of a revelation. Also, in spite of appearances, I still consider myself largely a purist. Having said that, you can only play an RPG so many times before you start wanting to play the game the way you'd like. So after many hours, playthroughs and restarts, I decided to make Hawke mine... Once and for all.

I have always played as a Mage in both installments of Dragon Age. Finally, my frustration with not being able to use a 2-Handed Sword or a Sword and Shield started to get to me. Believe it or not, this was largely due to what I considered the immersion breaking use of Magic in and around Kirkwall... Especially during the day and/or in public places. In a place that was crawling with Templars and a largely no account Apostate protagonist, my mind just couldn't get around how Hawke managed to wander the streets as he did. So yes... I gamed the system.

For the sake of role-playing, I finally took the time to learn a bit about editing save games and mods. I then set my mind on being a Mage who was trying to hide in plain sight. With that in mind, I set out to find an armor set and weapons I could live with. Then, I made my Hawke an Entropy/Spirit/Creation Mage who specialized in Spirit Healing and Blood Magic. In my mind, hiding in plain sight meant using spells that weren't overly apparent which ruled out all Elemental and Primal spells. Likewise, I didn't use any Blood Magic spells in the open, so for all intents and purposes, "to the naked eye", I was a very resilient Warrior, around whom, "odd things happened". ;^)

Now, I know that to most people, the Entropy line is not sexy and "better suited to Merrill"... Well, I wholeheartedly disagree. Hitting an enemy with Horror or the Misdirection Hex before charging in was about as sexy as it gets. Hitting a group with an upgraded Entropic Cloud or Sleep, effectively locks them down for other party members and left me free to pick and choose who I wanted to destroy... (I'm looking at you Rogues, Assassins and Hunters.) Using Creation glyphs also proved to be lots of fun... For me. Putting a Glyph of Repulsion in the right spot locks enemies down because they're only rising to fall again, and again, and again. In other words, "He/They slipped, fell down, hit their heads and just couldn't regain their balance." Glyphs... They're not just for choke points! Likewise, when I consider the waves of enemies, using Walking Bomb and Spirit Bolt helps rid your group of enemies in chunks... Pun intended. Also, Dispel Magic (especially with Transmutation), works nicely against enemy mages, Templars and Lieutenants alike. I especially like when enemy mages cast a Barrier spell and I use Dispel on the ground next to them to pull them right out of it. With Transmutation, they get a blast of Spirit damage on top it. Which either kills them outright (due to previous damage) or takes a huge chunk out of what health they have. *Sweet!* All said, my character debuffs, locks down and destroys in the way an Arcane Warrior should. Up close and in his enemy's face.

In regards to my specialization choices, Force Mage is the one people love to love, but my Arcane Warrior thought that skill set would draw too much attention, so Spirit Healing (obviously) and Blood Magic were the best choices. I went with Spirit Healing first for obvious reasons. By the time I hit level 14, I'd acquired Vitality which is the magic key in all of this. Activating Blood Magic with Vitality in the background worked to perfection. Up until that point, with Healing Aura active, I couldn't cast offensive spells, but with all the hacking, slashing and bashing, it didn't much matter. Once I acquired Blood Magic, Vitality kept refreshing my health, which allowed me to stay in the fight and still cast spells. With the armor and weapons/shield I'd chosen being made to level with me (not over the top), in order to "keep things honest", I was "in my role" and kept asking myself why I hadn't done this earlier. The only thing I had to get my head around, was casting with the wave of my weapon, which is *a lot* faster than with a staff and without the posing that goes along with it. Ultimately, I reasoned that an Arcane Warrior doesn't pose. In the heat of battle, who's going to be stupid enough to pose? Look at what happened to that git Ser Wesley.

At the end of the day, I do consider myself a purist. I played the game the way it was written and just wanted to try something new. Now, I can't imagine playing Dragon Age II any other way. My character is not overpowered and he's completely versatile. When he's facing enemies he doesn't want to get close to, he goes with the staff. When he wants to punish those pesky (read: annoying), disappearing Rogues, Hunters and Assassins, he can enjoy the visceral thrill of whacking them with a shield or sword. Sure, some will say that I necessarily would have to gimp my character in order to make this build viable and to that I agree... To a point... But when the goal is enjoying the gameplay and having your character function in a believable role... Any disappointment over lost Cross-Class Combos or One-Hit Kills quickly makes way for "How does this shield taste?" Also, playing this way made me more mindful of using, tactics, potions, grenades, and poisons. Mythal's grenade suffices nicely when your companions fall. Elfroot and Restoration potions are a godsend for Warriors and Lifeward potions put everyone's mind at ease. All of this has the added "benefit" of making Anders irrelevant. *BONUS!* Tar Bombs, Combustion Grenades, Arcane, Crow and Fell poisons give your companions more versatility and makes destroying your enemies that much more fun... And that too is playing the game the way it's meant to be played.

P.S. *I AM PLAYING ON HARD* and I did not use the console to give my character any Warrior skills. He is a Mage and nothing else. A very resilient, grenade throwing, poison using Mage who uses his spells "under the right circumstances"... As any Apostate in a strange town would. Your mileage may vary! (In other words... How you play is up to you!) ;)


Modifié par Tremere, 14 janvier 2015 - 12:10 .

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#2
Reznore57

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That's kinda cool!
I was playing a male mage Hawke , picturing him like a good warrior with a few magic tricks up his sleeves.Obviously seeing him walking around with a staff wasn't so great.
I'm curious about the modded weapons you used.

Anyway nice post !

#3
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Reznore57 wrote...

That's kinda cool!
I was playing a male mage Hawke , picturing him like a good warrior with a few magic tricks up his sleeves.Obviously seeing him walking around with a staff wasn't so great.
I'm curious about the modded weapons you used.

Anyway nice post !

Hi Rez... Thanks for taking the time to check this out.

The set I'm using is the Guardian of the Fade, which includes the armor and a sword and shield. This set is for males and females, but was intended to be used by Warriors. I had to edit a save game in order to make it all available to my Mage. Once I did, the sword fighting animations just take over, so there's no mod needed for that. The only somewhat "odd" thing is the way spells are cast with a swing of the sword and in some cases, the Warrior stomp as I call it. On the other hand, casting in this way is much faster than it is with a pure Mage. I especially like when I wade into a group of enemies and hit them with Mind Blast. It pretty much has the same effect as the Telekinetic Burst you find in the Force Mage specialization, except this has the stun effect. *Sweet!* The effect is not a cheat, as this is the natural effect of Mind Blast, so it would be no different with a pure Mage. Just the fact that it's being done with a sword and using the natural Warrior animations makes it seem more devastating. Of course, you can do this with a Two-Handed weapon as well. You just have to either edit a save game to remove the restrictions on your weapon of choice or use the console to find a weapon that has none. The one I found when I first tried this play style was the Champion's Warblade which does 25 Physical damage and has no restrictions. Once I saw this was possible, I quit the game and started over as I indicated in my original post. I wanted to build this type of character from the ground up.

Granted, you won't see the full effects of this style right away... Say, from level 7 on is when you'll start to see the possibilities. Once you do, you'll no doubt find yourself enjoying it more and more as the game goes on. This is also why I chose Spirit Healer first. Once I hit level 7, my strategy was (Heroic and Healing Auras activated)... Glyph of Paralysis, Haste... Choose target > Attack, Mind Blast. Look around... Glyph of Repulsion (to guard my back). Mages and the like are hit with Dispel (Transmutation), Attack, Mind Blast. The good thing is that as a Mage, your attack level is calculated by your Magic attribute, so you don't need to pump strength, except for the sake of armor and fortitude. However, if you have the gift pack from BioWare (free), you get the Hawke Family Crest (ring) which gives you resistance to knockback... Making that ability redundant if you take Force Mage. *BONUS!*

P.S. If I'm not mistaken, there's a mod that globally removes restrictions from items in the game. I haven't used it as I didn't want to introduce that much change into the system. Besides, once I'm content with the set I'm using, I don't look to change much... If at all.

Modifié par GabrielXL, 05 novembre 2013 - 10:07 .


#4
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For the sake of experimentation, I gave Hawke two daggers, to see how he'd fare as a Rogue Mage. *smh* Nasty! :devil:

Not my style, but I had to know. Suffice it to say that now I know why people say, "Rogues are killing machines".

[UPDATE]
This is easily the best playthrough I've had of DA2 to date. Not only does playing as a Battlemage better suit the character Hawke (IMO), it makes his ability to walk among the populace more plausible without a staff stuck to his back or "having to" cast spells openly.

All of this makes me hope that BioWare goes back to how they handled characters in DA-Origins. If the player wants to be a sword swinging Battlemage... So be it.

Hell... I even gave Merrill a bow. After all, she is Dalish. ;)

Modifié par GabrielXL, 11 novembre 2013 - 03:06 .


#5
Ferretinabun

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This is an excellent idea. I can never play mage Hawkes for exactly the same immersion reasons that bug you.

And now that I think about it, being a 'secret mage' would help to explain some of those nifty rogue abilities which seem to defy the laws of physics so dramatically...
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#6
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Ferretinabun wrote...

This is an excellent idea. I can never play mage Hawkes for exactly the same immersion reasons that bug you.

And now that I think about it, being a 'secret mage' would help to explain some of those nifty rogue abilities which seem to defy the laws of physics so dramatically...

Hello Ferretinabun... *chuckles* You know... I had no real idea about how much Mage Hawke bothered me until I started playing like this... Years later. I do know that there were plenty of times (even through multiple playthroughs) where I just shook my head; wondering how this scene or that made sense. Honestly, I will never go back to playing a primary staff wielding Hawke again. It doesn't make sense from a role playing perspective (IMO) and this playstyle is just *TOO* much fun.

#7
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Here's some gameplay footage:

I Am a Spirit Healer Battlemage


Modifié par Tremere, 31 mai 2014 - 08:42 .


#8
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The Battlemage's Call: Debuff, Debilitate, Destroy!

Battlemage - Defeats the Arishok


Modifié par GabrielXL, 18 novembre 2013 - 09:59 .


#9
Lancerhawk13

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Can this be done without mods? I want to try it, I miss the arcane warrior spec, but I'm on PS3 and cannot mod or edit saves.


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#10
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Can this be done without mods? I want to try it, I miss the arcane warrior spec, but I'm on PS3 and cannot mod or edit saves.

Without mods on PS3... I don't know. In any event, you'd need a save game editor, which would allow you to remove requirements from weapons and armor. I'm not sure, but I think there are utilities to do that on PS... But again, I'm not sure.



#11
Guest_Caladin_*

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I played this way in a couple of my play throughs, definitely very very fun, but (always a but i know) it makes the game very very easy i found.

 

I personally used a mod that took away the restrictions from all armor/weapons went spirit healer/force mage and elemental i believe with sword/shield an steam rolled everything in my path, there was basically no cast times when having sword n board equipped, every spell was instant an on top of that chain lightning and stone fist aswell as being instant cast incurred no cooldown, so although fun most defer OP, i took the mod out an was defer a problem with that, pity im clueless about editing files would love to play this way without the OP effects.

 

Anyhow my rant over, was a great read m8 thnxz


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#12
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I played this way in a couple of my play throughs, definitely very very fun, but (always a but i know) it makes the game very very easy i found.

 

I personally used a mod that took away the restrictions from all armor/weapons went spirit healer/force mage and elemental i believe with sword/shield an steam rolled everything in my path, there was basically no cast times when having sword n board equipped, every spell was instant an on top of that chain lightning and stone fist aswell as being instant cast incurred no cooldown, so although fun most defer OP, i took the mod out an was defer a problem with that, pity im clueless about editing files would love to play this way without the OP effects.

 

Anyhow my rant over, was a great read m8 thnxz

Thanks for the reply and insight from another perspective. Still, there are differences in our approaches which may (or may not) account for some differences. First, I didn't use a mod to remove weapon restrictions. I also used weapons that were already free of restrictions that I got via the console, or in the case of the staff I used, was given to me in the beginning. Likewise any editing I did came via the savegame editor, which I used to allow the weapons to level up with me. So, while weapons remained viable during my entire playthrough, they were far from overpowered. This makes me curious about the mod you used, because I'm wondering if it may have influenced the strength of your weapons, spells and cooldowns. Also, for the sake of role-playing, I didn't use any of the elemental spells or the Force Mage specialization as "my Hawke" didn't want to draw obvious attention to the fact that he was a Mage. ;) Of course everyone knows that Fire, Frost and Lighting are devestating tools, but my Hawke chose not to use those. I do agree that casting was instantaneous, but I didn't see that as a bad thing and with me, there we're definitely cool-downs on spells, potions and the like. So again, this leads me to wonder about the mod you used.

 

You can see some of how I played via my signature and earlier posts which are linked to videos I posted at Vimeo and DailyMotion.



#13
KaiserShep

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In an ideal world, I'd totally have a dual-wielding force mage. It'd be like a motherloving Jedi in Thedas.


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#14
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In an ideal world, I'd totally have a dual-wielding force mage. It'd be like a motherloving Jedi in Thedas.

Oh man! I tried that too! Suffice it to say that I found out why it's said that Rogues in DA2 were absolutely murderous. :D *hahaha* I didn't have any of the Rogue abilities, but the combination of Entropy Magic and Daggers... *shivers* Nasty!!!


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#15
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http://www.nexusmods...ge2/mods/2143/?

 

That mod there m8


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#16
KaiserShep

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Oh man! I tried that too! Suffice it to say that I found out why it's said that Rogues in DA2 were absolutely murderous. :D *hahaha* I didn't have any of the Rogue abilities, but the combination of Entropy Magic and Daggers... *shivers* Nasty!!!

 

If you were able to get the rogue's stabbing abilities in conjunction with the mage powers, you'd be laughably overpowered. Assassinate, Vendetta/backstab and twin fangs are all powers that can wipe out the entire health meter of the majority of enemies. If I had force mage at my disposal along with that, I'd have to go to nightmare to get battles to last long at all. Admittedly, I get a great deal of satisfaction in killing enemies quickly, and rogues are where the party's at for this.



#17
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If you were able to get the rogue's stabbing abilities in conjunction with the mage powers, you'd be laughably overpowered. Assassinate, Vendetta/backstab and twin fangs are all powers that can wipe out the entire health meter of the majority of enemies. If I had force mage at my disposal along with that, I'd have to go to nightmare to get battles to last long at all. Admittedly, I get a great deal of satisfaction in killing enemies quickly, and rogues are where the party's at for this.

When I tried it, it was just a case of giving *my Hawke* daggers. No Rogue abilities at all. In my case, I wanted to experience Hawke as a Mage trying to hide in plain sight. So, yes, he could use a sword and shield or daggers, but he was still a Mage.



#18
Dabrikishaw

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I modify my PS3 saves using Bruteforce Save Data and daoediter. I can remove restrictions on certain weapons on my choosing. I could try this myself so one of my Mage Hawkes can use the Hawke Shield. 


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#19
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I modify my PS3 saves using Bruteforce Save Data and daoediter. I can remove restrictions on certain weapons on my choosing. I could try this myself so one of my Mage Hawkes can use the Hawke Shield. 

Thanks for sharing this information! Let me know how it turns out. :)



#20
Dabrikishaw

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Oh I've already done it. Changing rune slots, increasing weapon stats, stuff like that.



#21
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Can this be done without mods? I want to try it, I miss the arcane warrior spec, but I'm on PS3 and cannot mod or edit saves.

Check out the post by Dabrikishaw. ;)



#22
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Oh I've already done it. Changing rune slots, increasing weapon stats, stuff like that.

Nice! Still, I want to hear what you think about play this way! :D *laughs* You have me fired up about playing the game again! I especially liked changing the Mage gear that came with the DLC, so I could wear it right away. I didn't like having to wait to wear Malcolm's Bequest and the Apostate's Mask. I mean really... What's the point? ;) A sense of achievement is nice, but by the time you got to wear them, they were underpowered.



#23
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Well, it increases replay value by a ton. I can't be sure that I can add skill trees but giving a mage anything that isn't a staff gives that mage an instant cast. I'd also like to try editing companion armor off, but I'm not sure if that will work for Fenris, Merril, and Varric. After I edited a weak piece of equipment like Ring of the Magister into being stronger, it jumped from a cheap white item to an expensive 5 starred purple item by itself. 


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#24
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Well, it increases replay value by a ton. I can't be sure that I can add skill trees but giving a mage anything that isn't a staff gives that mage an instant cast. I'd also like to try editing companion armor off, but I'm not sure if that will work for Fenris, Merril, and Varric. After I edited a weak piece of equipment like Ring of the Magister into being stronger, it jumped from a cheap white item to an expensive 5 starred purple item by itself. 

No... I don't think you can edit your companions armor. Unfortunately. :D *chuckles about the Ring of the Magister*



#25
Dabrikishaw

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Well, I'll give it a shot later on today.


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