This is my first playthrough as a Mage that I'll see to the end and I'm not entirely sure how I should build my character. I want him to be a destroyer, so I intend to learn all of the Primal talents, but from there I'm a little stumped. So far, I haven't found a robe that I really like, and I'm more interested in wearing heavier armor; perhaps Heavy Chainmail. I'm also thinking about becoming an Arcane Warrior, but I'm not sure what stats to focus on. Obviously, magic and willpower should be my main priorities, but I'm assuming strength should be my third priority so I can wear the heavier stuff?
How did you build your character, and what armor did you wear? What was your specialization? Also, any thoughts or advice regarding my character build?
Mage Armor/Specialization
#1
Posté 12 mars 2014 - 07:38
#2
Posté 12 mars 2014 - 07:42
As an arcane warrior focus on magic. You can throw some points into willpower if you really want to, but magic is your primary statistic. The arcane warrior specialization allows you to use your magic statistic in lieu of strength for just about everything. So you really do not need strength at all.
One thing that took me a while to realize is that when you equip gear as an arcane warrior treat stamina effects as mana effects. So if an item gives +1 stamina regeneration, it is treated as +1 mana regeneration for your purposes.
- luna1124 et Annayd aiment ceci
#3
Posté 12 mars 2014 - 07:55
As an arcane warrior focus on magic. You can throw some points into willpower if you really want to, but magic is your primary statistic. The arcane warrior specialization allows you to use your magic statistic in lieu of strength for just about everything. So you really do not need strength at all.
One thing that took me a while to realize is that when you equip gear as an arcane warrior treat stamina effects as mana effects. So if an item gives +1 stamina regeneration, it is treated as +1 mana regeneration for your purposes.
Thank you so much! You just saved me from wasting some of my stat points.
- luna1124 aime ceci
#4
Posté 12 mars 2014 - 08:10
You'll find detailed info in the classes and builds section. Arcane warrior works nicely with either of the remaining three specializations. But since this is your first mage run, you might want to stay away from Shapeshifter. Cailan's Armor set if you have RtO is nice for a blood mage-arcane warrior because of it's health regen bonus. Evon the Great's Mail from Wade's Empo together with Wade's Superior Heavy Dragonscale gloves-boots is arguably the best for all round protection and mana regen which you'll need to keep some draining abilities sustained. You can also mix and match different pieces of armor to suit your needs. For example, Warden Commander greaves will provide you large amount of mana.
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#5
Posté 12 mars 2014 - 08:51
You'll find detailed info in the classes and builds section. Arcane warrior works nicely with either of the remaining three specializations. But since this is your first mage run, you might want to stay away from Shapeshifter. Cailan's Armor set if you have RtO is nice for a blood mage-arcane warrior because of it's health regen bonus. Evon the Great's Mail from Wade's Empo together with Wade's Superior Heavy Dragonscale gloves-boots is arguably the best for all round protection and mana regen which you'll need to keep some draining abilities sustained. You can also mix and match different pieces of armor to suit your needs. For example, Warden Commander greaves will provide you large amount of mana.
Thanks, Blazomancer! This saves me a bit of time looking for armor that best suits my character. Also, I didn't mean to post this topic in the wrong section. Sorry!
- luna1124 aime ceci
#6
Posté 12 mars 2014 - 10:13
Arcane Warrior can be useful even for a pure cloth mage like my Fiona who's going to toast Archi in about half an hour. She took the specialisation purely for the passive benefit of being able to equip any armour and any strength-based weapon, including the mana spring known as Cailan's Arms. Being able to slip into Wade's Superior is especially useful if you solo a lot, especially for kiting revenants who aren't quite as enjoyable for a mage as they are for rogues and warriors.
The occasions for donning armour are rare for a soloing CC/nuker, but when you need the armour then you need it. Like for the ogre and his undead minions at the end of RtO, which I did early with a fairly slim spellbook. No Earthquake or Petrify yet, for holding bosses in an Inferno once the Paralysis Explosion wears off. Hence I had to lure the buggers back into the Inferno by running in and force-fielding myself, praying not to get knock-locked with multiple Rams. Great against revenants, too, and generally all buggers with high physical resistance whom you cannot toss back into the flames with Stonefist or Fireball, and who don't get knocked down by an Earthquake either (which is still invaluable for its slowing effect, though).
Or at the very end, being able to equip the Corruption helmet that you can loot (70% spirit resistance) means you don't need balms or Shimmering Shield to completely ignore Archi's ranged attacks. As long as you are careful that he doesn't jump in the air and comes down right on your back there is nothing Archi can do to pester you, except for calling minions to his aid.
Stuffing a weapon with Hale Runes and adding suitable other kit like the free Rock-Knocker helmet greatly reduces the chance of getting knocked down by a War Cry or webbed, and that's not possible without the Arcane Warrior passive.
If you like blasting things to smithereens then take a look at my nightmare solo CC/nuker spellbook as per level 23, which I posted in another topic.
Fiona has piled all her points into magic, without exception, and she generally handles enemies by nuking them before they get close enough. If they do then they get immobilised and nuked some more. If they are still not dead after that then she starts cone-kiting and blasting until they drop dead or until the CC spells (glyphs, Force Field, Earthquake etc.) have cooled down so that another Inferno can be arranged. Big DPS comes from the fire and bomb spells, especially from cone bombing and blowing up white enemies in the face of yellows and bosses. Cone bombing is especially important early on, for dispatching groups of enemies quickly and efficiently (starting with the basement in the origin).
The Battle of Denerim is a total blast because bombs go off immediately, without the usual need for crowd control and triggering the actual detonation. This means you effectively have three high-damage AoE hammers: Fireball with its big AoE and afterburn, and the two bombs with smaller AoE but really high damage. Archi isn't the only one who can detonate darkspawn - you can do it much better!
- luna1124 et Annayd aiment ceci
#7
Posté 12 mars 2014 - 11:06
Arcane Warrior can be useful even for a pure cloth mage like my Fiona who's going to toast Archi in about half an hour.
What kind of cloth/robe do you normally have Fiona dressed in? I haven't found anything that I like so far for my human mage, Daylen.
- luna1124 aime ceci
#8
Posté 12 mars 2014 - 11:34
I like the Reaper's Vestments-that combination of dodge and magic resistance is hard to beat.As for stats, it largely depends on the specialization you pick. i agree you don't want shapeshifter in your first playthrough, but IMO opinion it's a very good spec. There are no bad mage specs though.
Arcane Warrior-Combat Magic has 50% fatigue. You'll want a fatigue reducing set, maybe Evons and the Heavy Dragonscale Armour. Shimmering Shield carries a -10 mana regeneration penalty as well, so mana/stam reg gear is a high priority too.Stats-maybe 30 dex, 30 will, all other magic.
Blood Mage-spells are cast from your HP/constitution. Never did this spec, but maybe 30 base con + gear related con as well.It's the one circumstance where I'd use that con boosting amulet from Shale's personal quest.You can have armor runes in awakening, and there are runes that add up to +14 con in a single rune.
Spirit healer-you'll always have access to a spirit healer, or most of the time, but the skills are very useful as well. Group Heal and Revive can be very useful. I'd give both 5/5, but revive does have a very long recharge, so make it count.Cleansing aura can be useful at Redcliffe and help keep the allied forces alive. I'd say 30 will minimum with this spec, and try and find items that augment will power as well.
My advice on shapeshifter-give Morrigan the forms, and try controlling her when she shifts. If you like the shifting, then try it out on one of your subsequent mage playthroughs.
- luna1124 et Annayd aiment ceci
#9
Posté 13 mars 2014 - 12:05
Arcane Warrior...it has to be so...... Hit 'em with spells and slash 'em with steel
~~I use a medium Armor usually, like the ancient Elven for my girls. I switch armor a lot during a game, but once you get shimmering shield, you can wear Tevinter Robes or anything.
- Annayd aime ceci
#10
Posté 13 mars 2014 - 12:06
Arcane Warrior is hardly a destroyer, in the sense that it doesn't kill fast. It's unkillable. If you're interested in a destroyer, search for Nuke Mage.
#11
Posté 13 mars 2014 - 12:16
Combat Magic scales with spellpower, so do the shapeshifter forms. If you could find out a way to combine the specs, it'd be a very difficult mage to deal with. I really like the Keeper and Battlemage specs in Awakening, so i usually end up dropping one of them in Awakenings.
- luna1124 aime ceci
#12
Posté 13 mars 2014 - 12:36
I use a lot of mods, so yes, my Arcane Warriors are bad ![]()
- mousestalker aime ceci
#13
Posté 13 mars 2014 - 01:02
Speaking of mods, Phoenix Armour has a nice look in medium and medium.
- Blazomancer et luna1124 aiment ceci
#14
Posté 13 mars 2014 - 01:07
Speaking of mods, Phoenix Armour has a nice look in medium and medium.
Yep, use that also.
Dye it with the UDK and it is even better....
- mousestalker aime ceci
#15
Posté 13 mars 2014 - 01:27
Arcane Warrior...it has to be so...... Hit 'em with spells and slash 'em with steel
My thought, exactly!
Has anyone tried Arcane Warrior/Spirit Healer? Mentality being: to destroy, one should learn to heal. After all this help, I've decided to go with Arcane Warrior, for sure. Now, I'm deciding if I want to mix it with Spirit Healer or wait until Awakening for Battlemage, or all three. I don't want to leave my talents too thin though, trying to balance my points.
#16
Posté 13 mars 2014 - 02:49
My thought, exactly!
Has anyone tried Arcane Warrior/Spirit Healer? Mentality being: to destroy, one should learn to heal. After all this help, I've decided to go with Arcane Warrior, for sure. Now, I'm deciding if I want to mix it with Spirit Healer or wait until Awakening for Battlemage, or all three. I don't want to leave my talents too thin though, trying to balance my points.
You can respec in Awakenings and redistribute all your stats and specializations. The respec potions are about 6 gold apiece. Arcane Warrior/Spirit healer in origins, then you can decide what you want to do when you get to Awakenings.
It helps to have a secondary healer option. Quite frequently enemies will focus on Wynne, and it's not unusual for her to be knocked out of the fight. A secondary Spirit Healer is a good back up option.
- Annayd aime ceci
#17
Posté 13 mars 2014 - 03:11
Thanks, Mike3207 and everyone else! You've all been very helpful and I really appreciate it.
#18
Posté 13 mars 2014 - 03:50
Spirit Healer makes sense only with a melee-focussed party without a dedicated healer/buffer like Wynne. It makes no sense for a battle mage who wants to blow things up instead of waiting for non-mages to whittle the enemy to death slice by tiny slice. It makes no sense at all for a soloing mage since high magic stat means that a lesser health pot is all the healing you need 99.9% of the time at higher speed than casting a spell, and without wasting any mana.
Lifeward would have been nice if it worked but it doesn't. In the interest of science and knowledge I let my mage get overwhelmed by a Bereskarn while fully armoured... Wynne's Lifeward delayed death by about one second, since the healing effect is way too weak and way too infrequent. Between the glyphs, Fireball, Blood Wound, and Sleep you should never get into a situation where you need Lifeward. If all else fails, pull the emergency brake by force-fielding yourself and wait for your spells, health and mana to recharge, then come out with a Mind Blast and let rip.
Blood Mage is ideal because of Blood Wound - it is like an AoE verion of Crushing Prison with much faster recharge, or like a Fireball that doesn't hurt friendlies. Invaluable. If you equip +health trinkets like Blood-Gorged Amulet and Lifegiver in order to add more than a hundred HP - say, as life insurance in case of multiple simultaneous root grabs when you have low nature resistance - then you can use the extra HP as spell fuel if it turns out that they were not needed.
#19
Posté 13 mars 2014 - 04:15
I don't plan on having Wynne in my party often, and Morrigan will always be with my character, so I was thinking of having Daylen as an Arcane Warrior/Spirit Healer while Morrigan is built as a Shapeshifter/Blood Mage. Having the Spirit Healer specialization could come in handy when battling the Archdemon; if my companions fall, I can revive them to keep the Darkspawn off my back. I could have them automatically use health poultices once their health reaches a certain point, but I've noticed they don't always do so if overwhelmed.
#20
Posté 13 mars 2014 - 06:31
It depends on your playing style. Playing with a party is more difficult and labour-intensive than simply nuking your enemies, for which you need a free playing field. Your bread-and-butter damage dealers are Fireball and the bombs, and they cannot be used if friendlies mingle with the enemy. Ditto for Cone of Cold and Flame Blast.
Cone of Cold can be the backbone of a team tactic, i.e. cone - shatter, shatter, shatter, shatter. However, it involves a lot of micro-management and precision coning. You have to move your toons around in order to have the enemies move into just the right position for most effective freezing. It can be extremely efficient once you get the hang of it but it is much easier if your companions hang back. Cone, bomb, remote shatter, one dead group of enemies. No fuss, no muss.
As regards Archi, just been there five minutes ago. Your team will take hardly any damage if you let them hang far back on whatever platform you use as your base of operations, and you will take hardly any damage either with the Corruption helmet (even on nightmare). They can still keep darkspawn grunts off your back if you so chose, with bows and staves. The only danger for the team arises if you let them stay too close to you, because Archi will bombard you continuously with his AoE spells. That's assuming that you want to hold centre stage instead of playing eminence grise.
The Archi battle becomes slightly more difficult if you want to harvest his armies. In that case you'll have to deal with a couple of shrieks and yellows (all the grunts will perish in your Inferno/Tempest barricades). If you just want to kill Archi then it is easier, because you can park the team at the back of some platform where Archi's minions won't see them, and you can get close to Archi without pulling too many of them by keeping on the entrance side when it is time for heading to the killing ground.
In the previous endgame - a Landsmeet fork of the current campaign, for taking Alistair to the endgame at least once - I did exactly that. Archi was toasted from the platform to the far left of the entrance, because if you work there then Archi only changes between the two areas that can be reached from that platform (except once when he flies off to chew up some hapless ally somewhere far away) until he is ready to die and flies to the killing ground. When my toon headed over to wrap things up she found Irving there, and they started working back to back. Irving killing any approaching grunts to fuel Fiona's Death Syphon, and Fiona nuking Archi. Best endgame experience ever.
Having toons auto-heal - or having them healed by Wynne - can be very convenient but it deprives you of valuable information, i.e. how much damage your team is taking. There are also a couple of snatches with healing tactics for a mage, which means you will get healed properly all the time except when you need it most. If you command Wynne to cast Heal on you then she will do so, and she will even move if necessary. If tactics command Wynne to heal you then she may or may not do so, even if you are lying half dead at her feet. Not to forget that the game will shut down processing on your toons at the slightest provocation, so that even the range-independent party heal will not be forthcoming when it should.
Fiona did a lot of dying in the Elven ruins where it is easy to measure distances precisely and where you can easily summon hostiles when you need some. The result is that healing tactics are totally unreliable. They can be somewhat convenient on occasion, but whenever things get hairy then you have to watch things so closely that you might as well reduce your stress by managing the healing directly.
P.S.: I found it invaluable to solo the whole tutorial phase - up to and including Lothering - with any new character, in order to get into the right mindset for the class and to get intimately acquainted with its strengths and weaknesses. Even with one and the same basic party composition, battle dynamics change dramatically depending on who of them is the Warden (i.e., where the focus is).
- Annayd aime ceci





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