Elven mage Fiona has reached level 14, and finally she's got all her most urgently needed spells:
AW(1) - Combat Magic (passive) BM(3) - Blood Magic, *, Blood Wound flame(4) - Flame Blast, *, Fireball, Inferno frost(3) - Winter's Grasp, *, Cone of Cold force(2) - Mind Blast, Force Field glyph(4) - Paralysis, Warding, Repulsion, Neutralisation bomb(3) - Walking Bomb, Death Syphon, Virulent Walking Bomb
So far she soloed everything on nightmare, with the exception of some bosses and some of the random encounters.
Now it is time to look at the future. She will be able to learn six new spells before the Attack at Nightfall, and around seven more before the big do with Archi, 13 total. That may sound like a lot but it isn't, since most of the remaining good spells cost at least two to three spell points, some up to eight.
To address her most obvious weaknesses she would have to take first two hexes (currently administered by Wynne) and either get the Sleep spell or learn to get by without it. She needs at least one medium-sized hammer - either Blood Control or Crushing Prison, preferrably both. And she has to do something about her lack of peak damage against groups of yellows and fire-resistant foes. Shock would do nicely for that, and a bit of Tempest wouldn't go amiss either.
There are two routes to big damage from here, and both cost eight points: SotC (+ Mana Clash), or Entropic Death. They are the biggest possible guns but they are all very situational; except for Mana Clash they are horribly inefficient. Entropic Death really starts to shine when there are two or more Death Hexes in the party, but each of the 'extras' costs four spell points for a companion.
In both cases the cost of eight points is partially mitigated by filling existing gaps. The shock line has already been mentioned; Blizzard can come in handy on occasion, and the first two or three hexes have to be taken by someone in the party anyway. The advantages of Mana Clash are well-known. It is not needed for SotC but having Spellmight and not spending one further point on Mana Clash would be blasphemous.
I've tried to find a plan that covers the necessities as well as one of the doomsday devices, but there just aren't enough points to go around. Never mind things like Stone Fist, Petrify and Heal which would greatly increase flexibility.
Entropic Death could work just barely, but only without Sleep and Heal unless something else is jettisoned:
1 BM(4) - Blood Control 2 shock(2) - *, Shock 2 force(4) - *, Crushing Prison 4 hexes(4) - Vulnerability, Affliction, Misdirection, Death 4 death(4) - Drain Life, Death Magic, *, Death Cloud
The SotC route is similarly limited but offers Spellmight and the mighty Clash as bonusses:
1 BM(4) - Blood Control 1 frost(4) - Blizzard 3 shock(3) - *, Shock, Tempest 2 force(4) - *, Crushing Prison 4 mana(4) - *, *, Spellmight, Mana Clash 2 hexes(2) - Vulnerability, Affliction
No room at all for things like Petrify, Heal, Spell Shield, Dispel and so on. Also, the doomsday spells would not be ready in time for when they would be useful in the Deep Roads and in Redcliffe, unless more urgent stuff is postponed for half a dozen levels just to be able to use a big gun one or two times.
Leaving out the doomsday stuff would free up 5 spell points:
1 BM(4) - Blood Control 3 shock(3) - *, Shock, Tempest 2 force(4) - *, Crushing Prison 2 hexes(2) - Vulnerability, Affliction
That would allow Petrify and Heal, or Stonefist and Sleep, or Stonefist and Heal and Dispel, in all cases with Rock Armour as a bonus.
What are your thoughts? I'm particularly interested in your experience with having certain spells available - i.e. their utility in everyday darkspawn detonation - versus having to do without them. I'm also interested in your experience post-Origins, like being able to continue without respeccing and thus saving the tome for Amgarrak or whatever, or spells that lose their luster once Archi is history.





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