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My Arcane Warrior Build (some assistance plz)


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#1
HippeusOmega

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I made a topic on Gamefaqs but i thought i would post it here as well. See if i could get any more tips on spells and such. Keep in mind trying to make it a mage tank never done a AW yet but heard it gets god like after 14.

race: human male magi

stats: all magic

spell/talent points used up: 23 out of 35 (if i take my AW to 25)

Arcane Bolt, Arcane Shield

Combat Magic, Aura of Might, Shimmering Shield, Fade Shroud

Group Heal, Revival, Lifeward, Cleansing Aura

Glyph of Paralysis, Glyph of Warding, Glyph of Repulsion, Glyph of Neutralization

Mind Blast, Force Field, Telekinetic Weapons, Crushing Prison

Weakness, Paralyze, Miasma

Heal, Rock Armour

Ultimate Gear:

Weapon: Spellweaver
Shield: Fade Wall
Helmet: Helm of Honnleath
Body Armor: Dragonbone Bodyplate Armor/Warden Commander's Armor
Gloves: ???
Boots: Warden's Commander Boots
Belt: Andruil's Blessing
Amulet: The Spellward
Ring 1: Lifegiver
Ring 2: Key to the City

So far I'm lvl 3 AW and i have gotten these so far: Heal, Rock Armor, Mind Blast, and Force Field. Also how should i take over tanking for Alistair after 12-14? Never tanked with a mage before.

Modifié par Panznerr, 21 janvier 2010 - 01:12 .


#2
Guest_jeremyX_*

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Looks just fine. One thing, since you are no blood mage and plan to tank with buffs, and maybe cast a few offensive or crowd control spells too, you should have some points in willpower. i recommend about 30-35 naked. A tip: The diligence armor set gives a +5 willpower set bonus, and is very good. With rock armor and shimmering shield you get 60+ armor rating and almost invincible resistances endgame. Overpower godmode to be honest!

#3
Bozorgmehr

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Your Arcane Warrior is a pure tank, low damage output, low hitrate, +100% fatigue = unable to cast spells, but very, very tough to kill.



I recommend ignoring armor, get the Reaper's Vestments. Combined with sustainables like Rock Armor and Shimmering Shield, your armor rating will be massive:



Reaper's Vestments + Magus War Boots + Black Hand Gauntlet gives a base armor of 19 (with Life Giver and no cap or helmet) at 1.7 % fatigue. Add Shimmering Shield, armor 34 at 6,7 % fatigue. Add Rock Armor, armor 46 at 11,7 % fatigue. (Level 20)



Excellent protection + tiny fatigue = best of both worlds.



You don't need a shield, sustainables make your character almost indestructible - go for DW to maximize DPS. Dexterity will improve defense and more importantly your hitrate. Remember you’ll get 4 points in the Fade during the Broken Circle quest, 2 points from the Arcane Warrior Specialization and 4-7 points from buffs like The Key To The City, the Lucky Stone, Andruil’s Blessing and (if you don’t mind the looks like me) the Helm of Honnleath. This will get your Dexterity up to 20-23, put a couple of extra points into dexterity to get to 26, so you can equip trier 6 daggers.

Equip runes and use poisons, combined with Haste and Swift Salves your DPS will be huge.

#4
HippeusOmega

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jeremyX wrote...

Looks just fine. One thing, since you are no blood mage and plan to tank with buffs, and maybe cast a few offensive or crowd control spells too, you should have some points in willpower. i recommend about 30-35 naked. A tip: The diligence armor set gives a +5 willpower set bonus, and is very good. With rock armor and shimmering shield you get 60+ armor rating and almost invincible resistances endgame. Overpower godmode to be honest!


Where can I get that the Armor of Diligence set at? Last time i went to DA:O Wiki it uploaded a nasty virus on to my computer just spent the last 12 hours removing it.

Bozorgmehr wrote...

Your Arcane Warrior is a pure tank,
low damage output, low hitrate, +100% fatigue = unable to cast spells,
but very, very tough to kill.

I recommend ignoring armor, get
the Reaper's Vestments. Combined with sustainables like Rock Armor and
Shimmering Shield, your armor rating will be massive:

Reaper's
Vestments + Magus War Boots + Black Hand Gauntlet gives a base armor of
19 (with Life Giver and no cap or helmet) at 1.7 % fatigue. Add
Shimmering Shield, armor 34 at 6,7 % fatigue. Add Rock Armor, armor 46
at 11,7 % fatigue. (Level 20)

Excellent protection + tiny fatigue = best of both worlds.

You
don't need a shield, sustainables make your character almost
indestructible - go for DW to maximize DPS. Dexterity will improve
defense and more importantly your hitrate. Remember you’ll get 4 points
in the Fade during the Broken Circle quest, 2 points from the Arcane
Warrior Specialization and 4-7 points from buffs like The Key To The
City, the Lucky Stone, Andruil’s Blessing and (if you don’t mind the
looks like me) the Helm of Honnleath. This will get your Dexterity up
to 20-23, put a couple of extra points into dexterity to get to 26, so
you can equip trier 6 daggers.
Equip runes and use poisons, combined with Haste and Swift Salves your DPS will be huge.


Maybe i'll set it up for both DW and SaS since i like fade wall. Also how does my spells selection look for my AW? I have the option of getting at least another 12 spells i think if i take my AW to 25 and get all the tomes and the free spell point off the desire demon in Redcliffe's fade. I'll try out ure suggestion for gear also.

#5
sethroskull79

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I really want to make an AW sometime. My question is about the castable spells when using a sword. Is it as bad as they say when casting Cone of Cold or any other spell that you have to sheath you sword to cast? I was thinking about doing the Mage, Fire, Cold, Haste, Crushing Prison, Combat Magic Lines, with Group Heal and Heal too. Thats 26 spells. Would that be advisable?

#6
miltos33

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I agree that as an arcane warrior especially as one who dabbles with spirit healing your stats should not go all to magic but they should be split between magic and willpower. You should go for at least a 2:1 magic/willpower ratio. As for armor, I think that the best option is the superior dragonskin armor which gives +15 armor at -12.5% net fatigue, a large boost to your manna regeneration, and other nice bonuses.

Modifié par miltos33, 21 janvier 2010 - 03:52 .


#7
Guest_jeremyX_*

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Armor of Diligence can be found on Knight corpse during the quest for the Urn of Sacred Ashes. Gloves of Diligence can be found in a locked chest within the Shaperate in Orzammar. Boots of Diligence is sold by Owen in his forge in Redcliffe. It is only available if Valena has been saved from Castle Redcliffe during the invasion.

Base armor rating from set: 16
Base fatigue from set: 22%

Total set enchantment bonuses:

+0.5 Combat Health Regeneration
+8 Armor
+6 Defense

Set bonus:
+5 Willpower

Modifié par jeremyX, 21 janvier 2010 - 04:38 .


#8
sethroskull79

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So for an AW spellpower is basically your attack for Melee weapons or am I missing something? Cause as a mage you wouldn't have attack you have spellpower or the hand icon.

#9
DJ0000

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Yes, spellpower=attack

#10
sethroskull79

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So why all the DEX questions? If you pump magic 2 and will 1 every level. You will have a high spell power or melee attack score so you should be ok with hitting your opponent right? Now if you equip a sword that has +5 to attack, would that make your spellpower go up? I really want to try an AW build but I want to understand it first.

#11
Guest_jeremyX_*

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sethroskull79 wrote...

So for an AW spellpower is basically your attack for Melee weapons or am I missing something? Cause as a mage you wouldn't have attack you have spellpower or the hand icon.


magic (ie spell power) is for melee damage, spellpower only for spells. str and/or dex for attack. but you get attack bonuses from class and combat magic. a little dex for attack is smart as you get defence too from it. str is not nessesary at all for AW. you can buff attack from companion buffs, own buffs and items, so hitting is usually no problem

#12
Zecele

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I really want to make an AW sometime. My question is about the castable spells when using a sword. Is it as bad as they say when casting Cone of Cold or any other spell that you have to sheath you sword to cast?




Yeah it's a pretty significant delay. It cuts both ways too. You have to sheath the sword, cast the spell, and then redraw them to start auto-attacking. There is a mod ( I think ) that fixes it or if you aren't comfortable modding (or are playing on a console) just equip your staff in your second weapon set and swap it in when you want to case spells.

#13
sethroskull79

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So an AW has both Spellpower for Spells and Attack rating derived from Dex? I thought the first talent in the AW line Combat Magic makes your magic score count as your STR score so you can wear armor and wield swords. So magic would then determine your chance to hit and your damage, since STR does the same for warriors. My Sten in the current game I am in has only 16 dex but has almost 60 STR and his attack rating is over 100. So I would think that an AW with whatever STR and DEX is derived from the Fade and your character class and Race would be enough and then just pump up MAG and WILL so you can upkeep sustainables, attack with your sword and cast some damage spells. I want to cast spells like cone of cold, winters grasp crushing prison, Fireball, mana clash, but then run up and smash someone with the Spellweaver. Plus the Armor I wear will make him take less damage then a normal mage.

#14
Zecele

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You've asked a few questions there so I am going to break this up a little:

So an AW has both Spellpower for Spells and Attack rating derived from Dex? I thought the first talent in the AW line Combat Magic makes your magic score count as your STR score so you can wear armor and wield swords. So magic would then determine your chance to hit and your damage, since STR does the same for warriors.


Combat magic does allow your spellpower to affect your + hit but it's just not as much of a bonus as STR or DEX.  this is on purpose since frankly if an AW 's hit was as high as warrior they'd be even more OP than they already are.  Plus, you can make up the gap by running miasma and casting 'roic offense.

Here is the full definition as well as formula.  Note that they very clearly separate that magic is on a 1 to 1 parity with STR as far as equipment and melee damage go but not attack rating:

"While this mode is active, the arcane warrior channels magic inward,
trading increased fatigue for an attack bonus and the ability to use Magic
to determine combat damage. Aura of Might and Fade Shroud improve the
effects. Additionally, regardless of whether the mode is active, an
arcane warrior who has learned this spell may use the magic attribute
to satisfy the strength requirement to equip higher-level weapons or armor.

Note:
Attack Bonus: 5.0 + (Spellpower / 5.0). Damage Bonus: Magic is now used in place of Strength for weapon damage (not spellpower, as per the game's description).



My Sten in the current game I am in has only 16 dex but has almost 60 STR and his attack rating is over 100. So I would think that an AW with whatever STR and DEX is derived from the Fade and your character class and Race would be enough and then just pump up MAG and WILL so you can upkeep sustainables, attack with your sword and cast some damage spells.


He can still do that...he'll just have a lower unbuffed attack rating than Sten....  Remember that in addition to combat magic not giving the same return as STR and DEX do to hit you're still leveling up as a mage not a warrior so you're getting less of an attack rating buff per level.

I want to cast spells like cone of cold, winters grasp crushing prison, Fireball, mana clash, but then run up and smash someone with the Spellweaver. Plus the Armor I wear will make him take less damage then a normal mage.


If you want to do that then all you have to do is remember that you're biggest fatigue is combat magic and you can activate it after your mana bar is gone. So go ahead and launch all those spells and then just toggle combat magic on to mop up. That's pretty much how AW's play.

P.S. Even pure mages run out mana very quickly if you have more than two sustainables on them.

Modifié par Zecele, 21 janvier 2010 - 08:58 .


#15
SusanStoHelit

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I have 2 AWs (plus a lot of companion AWs), and I haven't put any points into strength or dex. You frankly don't need them. What you do need is Magic and Willpower. Some simply pump magic and don't cast much with their AW. I prefer to get willpower up to around base 30. This lets me cast first, with my staff in hand, and then if or when I run out of mana (or if my team needs me to melee), I simply click to turn Combat Magic on and to swap weapon sets - and run in.

You'll do plenty of damage as long as you remember to turn Combat Magic on (without it, you're nex to useless). And you don't need the dexterity for defense. My AWs either wear massive armour or AW robes (I'm on pc and can use mods). They seldom even need shimmering shield - and only briefly when they do need it. While extra dex would boost your defense, you don't NEED it, but if you want to cast as well as tank, you DO need some more willpower.

My two cents.

[Edited for formatting.]

Modifié par SusanStoHelit, 21 janvier 2010 - 09:31 .


#16
miltos33

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The attack of an arcane warrior is 5 + Spellpower / 5. So, while each point of strength or dex gives you +0.5 attack, each point of magic gives you +0.2 attack. But with the benefits you get from the specialization, the arcane warrior passive bonuses, and your other buffs, you make up for this deficit. I have found that the extra strength and dex you get in the Fade and from gear like Andruil's Blessing, Key to the City, and Lucky Stone are more than enough to end up with a decent attack. I agree that an Arcane Warrior should focus on magic and willpower and run in to melee only when is needed. This is the purpose of this specialization, it allows you to play as a flexible hybrid who is basically a caster and can also support the party in an off-tank role according to the circumstances.

Modifié par miltos33, 21 janvier 2010 - 10:05 .


#17
Fanghorne

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My AW is near indestructible and I run a little different set up.

I use Wades armor for great stam reduction. I have combat magic and shimmering up at all times with arcane shield and telekenetic weapons. If I feel like it, i can put up rock shield but i odnt really need to do it.

I will often open with a fireball staff equipped....run in and melee.

Using spellwweaver and a shield. The only issue is hit rate. base 18 +6 dex and still a significant miss rate. When he hits its for 70-120 a pop. He just doesnt take damage, unless combat magic/shimmering is knocked off, ie frozen etc.




#18
Mr_Raider

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DJ0000 wrote...

Yes, spellpower=attack


Not quite. For an AW, when combat magic is active:

Attack = 0.5*(str-10) + 0.5*(dex-10) + 0.2*(magic-10) +10 (level 2 AW spell).

Modifié par Mr_Raider, 21 janvier 2010 - 10:58 .


#19
Mr_Raider

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Zecele wrote...
He can still do that...he'll just have a lower unbuffed attack rating than Sten....  Remember that in addition to combat magic not giving the same return as STR and DEX do to hit you're still leveling up as a mage not a warrior so you're getting less of an attack rating buff per level.


do you know what the intrinsic attack bonus is per level for all classes?

#20
mosspit

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If my aw is to unload spells at combat followed by running in with sustainables blazing, will adding to willpower be justified still? I dun expect myself to spellcast much in combat magic mode (maybe confined to self buff using BM). Is this realistic/practical?

#21
sethroskull79

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Thanks for all the advise. I would cast first like said above by Fanghorn, then switch to melee and mop it up. Thats what I envision an AW to be and play like so thats what I would do. I would work in Haste because its that awesome in my opinion.

#22
Guilebrush

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Mr_Raider wrote...
Not quite. For an AW, when combat magic is active:

Attack = 0.5*(str-10) + 0.5*(dex-10) + 0.2*(magic-10) +10 (level 2 AW spell).


If I recall what I've read on other parts of the forum correctly I believe that the bolded part of the formula actually caps at 10? Don't forget you also get a +5 attack bonus just from choosing AW as one of your specializations though.

#23
Mr_Raider

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And i've read also that it doesn't cap.

#24
stonehead227

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Roses Thorn= Awesomeness Plus, the dexterity needed to get there gives you an awesome hit rate

#25
theflyingzamboni

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Fanghorne wrote...

My AW is near indestructible and I run a little different set up. I use Wades armor for great stam reduction. I have combat magic and shimmering up at all times with arcane shield and telekenetic weapons. If I feel like it, i can put up rock shield but i odnt really need to do it. I will often open with a fireball staff equipped....run in and melee.
Using spellwweaver and a shield. The only issue is hit rate. base 18 +6 dex and still a significant miss rate. When he hits its for 70-120 a pop. He just doesnt take damage, unless combat magic/shimmering is knocked
off, ie frozen etc.

How are you getting such high damage output? I've got 66 Magic with equipment, Spellweaver, flame weapon, and grandmaster flame rune and average 70-95 probably.  I hit 115 once, but I honestly don't know when it happened.  What do you have that I don't?

Anyway, I played Nightmare and can confidently say that my build is certified invincible. Pumped most points into magic and will with a bit in dexterity to get a defense and attack boost. If I wanted to ensure that no injury kits would be necessary, I'd just send my AW into battle alone and let him kill everything. I also effectively soloed several bosses (bad planning = dead companions = I win the fight anyway), and was able to solo the Archdemon easily.

Naked at level 23 his stats are 14 26 50 56 16 12. Yes he got all the Fade bonuses and used the Grimoire of the Frozen Wastes or whatever you get with the collector's edition.

Equipped with Spellweaver, Fade Wall, Wade's Superior Dragonbone Plate set, Andruil's Blessing, Helm of Honnleath, Spellward, Lucky Ring, and Lifegiver, they are 19 31 60 66 21 27. With everything activated (Rock Armor, Spell Shield, some weapon one, Miasma, Combat Magic, Shimmering Shield) 100 Physical and Mental resistance, 75% elemental resistances, 65 armor, 101 defense, 56 spellpower, 30% spell resistance, 40% healing bonus, 258 health, 277 mana.  I have enough mana and mana regen to maintain shimmering shield almost indefinitely, and can fire off several spells even with 103.5% fatigue (Cone of Cold anyone?).  Like Fanghorne I also begin with Fireball (and/or Crushing Prison for Mage). If I don't need Shimmering Shield, I have the mana to use pretty much however many spells I want to as long as I take a few swings in between. So yeah, Pure tank + moderate crowd control ability = not much dying. Might alter it slightly for Awakening when I get the chance. Maybe a few points out of Will and into Magic.  Strangely only 73% hit rate, although by the above posted formula it should be higher unless enemies just have really high defense. Any clues on how to raise this would be appreciated. Still have 43% of party damage though. 

Anyway, that's how I became a god.

Modifié par Led Guardian, 05 février 2010 - 04:45 .