This should help.What you'll need among your
party is Fire at least 1 (preferably 3 - I'm not sure Flame Blast actually works to create a Grease Fire), Summoning to 2, Cold to 4, Lightning to 3, Mana Manipulation to 3, Telekinesis to 4, Glyphs to 3, Sleep to 3, Hexes to 4, Draining to 4 and Death to 4. Furthermore, the character with Mana Manipulation has to have both Death and either Cold or Lightning.
You don't need Earth, since you can get Shattering off Cold and Telekinesis, which you'll need anyway.
Note that a lot of these, however, you can do with Companions. Wynne starts with a point in Glyphs, so you can get her to Codex Spell Glyphs for you. Morrigan has a lot of the Primal and Entropy stuff, although you may not want to fill out every line she starts with a point or two in - especially since you'll need to load her up with Mana Manipulation and Death if you're relying on her to pull off the SotC.
What I'd probably advise that you do as the PC is to take Fire, Lightning and/or Cold, Mana Manipulation, and Death - this lets you contribute to a Grease Fire and a SotC, and you can pull off Advanced Reanimation on your own. Morrigan starts with the tools for Improved Drain, and with further development she can pull off all of the Entropy combos for you, as well as picking up whichever of the Cold/Lightning line you don't take yourself (or, if you take both so you can independantly pull off a Storm of the Century, she can take Telekinesis so that you and Wynne don't have to). Wynne starts with Glyphs, so have her progress down that chain to get Paralysis Explosion. That just leaves putting two points in Summoning where you can afford it for Grease Fire - Wynne is probably the most convenient, but if you can afford it, putting it on your main character will give you another Spell Power-booster in Spell Wisp.
If it helps, here's my setup - it's given me every entry except Advanced Reanimation, which I'm not all that interested in:
Main Character: Level 21, used 3 tomes:
Arcane: 4
Spirit Healer: 1
Fire: 4
Cold: 4
Lightning: 4
Healing: 1
Mana Manipulation: 4
Telekinesis: 4
Unspent: 3
(Note: PCs seem to get extra spell/talent points at levels 5 and 20. I'm not sure if this is because those levels are seen as milestones or because it's plot-based and I just happened to hit the second at 20 (the first happens after the Joining), but companions don't get them - they get approval-based special benefits instead. Even taking that into account, I seem to have picked up another unaccounted-for point somewhere. Don't ask where. I can't remember...although it
might have had something to do with Warden's Keep.)
Wynne: Level 20
Arcane 1
Spirit Healer 4
Earth 4
Healing 4
Boons 2
Glyphs 4
Summoning 3
Morrigan:
Shapeshifter: 2
Cold: 4
Lightning: 1
Telekinesis: 1
Hexes: 4
Sleep: 4
Draining: 4
Unspent: 2
As you can see, there's a little wiggle-room in there - some of those points will come already selected by NPCs, but there are a lot of points that I spent that
weren't expressly for the purposes of gaining Codex entries. In fact, if I was so inclined, I'd be only a fifth of a level from filling up Death and claiming that last Spell Combination - but I'm not so inclined. My character isn't a necromancer. ;-) (I'm actually considering expanding the character's healing talents so I can do without Wynne in the final battle, and possibly putting a point into Arcane Warrior and wearing one of Wade's armours. That, or unocking Elementalist legitimately rather than using the mountaintop experience bug and reloading.)
Orderwise, go with you preference. The most useful of the lines that provoke spell combinations have, in my experience, been Cold, Fire, Telekinesis, and Glyphs. Lightning is underwhelming unless combined with other Primal spells, while the Entropy skills I haven't really used enough to comment much on, although they seemed to be reasonably effective when I did try them out.
Modifié par draxynnus, 20 janvier 2010 - 11:35 .