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Mage solo/Arcane Warrior on Normal


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#1
Jilljitsu

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I wanted to try a solo game on normal before I try it on nightmare, but I got frustrated.  I'm still in the begining of the game in the Wilds and I think its really frustrating.  I've got this guide http://dragon-age.al...for-ps3-part-2/ so I know where to put my skill points, but I was wondering if anyone has ever tried it?

 

Should I just use my companions until I get the Arcane Warrior specialization?  Or is there some tip or strategy that I'm missing?


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#2
themikefest

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I've never tried that.

 

I do like playing as an Arcane Warrior, so I might try this. Thanks for the link.



#3
Mike3207

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I don't think Arcane Warrior is a spec you want to get at level 7. Your spellpower won't be high enough to make best use of Combat Magic at that level, unless you want to get it that early to equip armor and weapons.

 

I'd also say it'd be best to get all 4 levels of Combat Training.The last 2 levels add +6 to attack, and that's a significant boost for a arcane warrior.



#4
DarthGizka

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Had a peak at the guide, and it's no wonder you aren't getting anywhere. I can't see how you could solve the combat situations with this spell progression efficiently and without fuss, because the order is wrong. That doesn't mean it's impossible, of course, only that it is too tricky for me.

 

Here's a spell progression that works. Once you get the hang of the fighting style it lets you solo the fighting parts of the origin in under 20 minutes, the Wilds in about 30 minutes. Ishal separates the wheat from the chaff here. An elf with DLC items has sufficient juice to solo it in under half an hour, a human without DLC will need lyrium or more time. Soloing the ogre can take a quite while until you get the hang of that particular sport (like how to turn a Ram into an opportunity for Paralysis Explosion, reliably), so I'd recommend teamwork for that.

L01: Flame Blast, Mind Blast       // creation
L02: (Flaming Weapons)             // Fade
L03: Fireball                      // spider caves
L04: Walking Bomb                  // Ostagar
L05: Glyph of Paralysis            // Wilds or Ostagar
---: (Glyph of Warding)            // Joining
L06: Glyph of Repulsion            // Ishal (ground floor)

Mind Blast is key if you go the Flame Blast route, especially as countermeasure for things like Shield Pummel or Ram. If you see the ability telegraphed then you have just barely enough time to hit the hotkey for Mind Blast. The spell also lets you put some distance between you and a ticking bomb, or some critters that are breathing down your neck, so that you can Flame Blast them in peace. It is also useful in shaping a sparse crowd into a compact, fireballable cluster.

 

P.S.: at this stage, the glyphs are the most powerful addition for a caster, especially when soloing. Of the spells mentioned in the guide, Force Field and Vulnerability Hex have some utility for a caster mage (including the squishy phase of an AW) but they are much more situational than the glyphs. Heal is only useful for a no-pots run and in Redcliffe; Rock Armour is presumably useful for an AW later.


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#5
Mike3207

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I'd think you want to have a basic Heal early on.I always get it at level 1.



#6
DarthGizka

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One of the free potions from loot works just as well as a healing spell, and it costs neither mana nor spell points. The number of looted potions is more than sufficient even for a nightmare solo, but lesser pots are cheap to make or buy if you need more. The exception is Redcliffe (Lloyd & friends) since you cannot cast a potion at a friendly NPC.


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#7
DarthGizka

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I'm still in the begining of the game in the Wilds and I think its really frustrating.


I frapsed the fight in the basement, to show how Fireball and Flame Blast can be used effectively. Have a look, it might give you a few ideas to try out.

 

The Wilds add a few complications, like bigger groups of enemies scattered over wider areas, cloaked enemies that have to be 'fished' with AoE spells and/or Mind Blast, little cover against ranged enemies (indoors you can just turn a corner to cut LOS), and a fire-proof boss. Not to mention that Walking Bomb takes a bit of getting used to. I'll record the Wilds tomorrow, split into two 15-min sessions because of the YouTube limit.


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#8
Jilljitsu

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Had a peak at the guide, and it's no wonder you aren't getting anywhere. I can't see how you could solve the combat situations with this spell progression efficiently and without fuss, because the order is wrong. That doesn't mean it's impossible, of course, only that it is too tricky for me.

 

Here's a spell progression that works. Once you get the hang of the fighting style it lets you solo the fighting parts of the origin in under 20 minutes, the Wilds in about 30 minutes. Ishal separates the wheat from the chaff here. An elf with DLC items has sufficient juice to solo it in under half an hour, a human without DLC will need lyrium or more time. Soloing the ogre can take a quite while until you get the hang of that particular sport (like how to turn a Ram into an opportunity for Paralysis Explosion, reliably), so I'd recommend teamwork for that.

L01: Flame Blast, Mind Blast       // creation
L02: (Flaming Weapons)             // Fade
L03: Fireball                      // spider caves
L04: Walking Bomb                  // Ostagar
L05: Glyph of Paralysis            // Wilds or Ostagar
---: (Glyph of Warding)            // Joining
L06: Glyph of Repulsion            // Ishal (ground floor)

Mind Blast is key if you go the Flame Blast route, especially as countermeasure for things like Shield Pummel or Ram. If you see the ability telegraphed then you have just barely enough time to hit the hotkey for Mind Blast. The spell also lets you put some distance between you and a ticking bomb, or some critters that are breathing down your neck, so that you can Flame Blast them in peace. It is also useful in shaping a sparse crowd into a compact, fireballable cluster.

 

P.S.: at this stage, the glyphs are the most powerful addition for a caster, especially when soloing. Of the spells mentioned in the guide, Force Field and Vulnerability Hex have some utility for a caster mage (including the squishy phase of an AW) but they are much more situational than the glyphs. Heal is only useful for a no-pots run and in Redcliffe; Rock Armour is presumably useful for an AW later.

My first mistake, probally, was making a human mage.  Also, you are so right about that guide that I posted, it makes absolutely no sense.  Instead of hours of frustration I have just played with my companions and at level 9 now, I can see the build that was recommended is absolutely useless.  I'm still getting used to playing a mage - I usually play rouge so I'm trying to get used to it.  But I've read that Mana clash is super useful, do you think that its worthwhile trying to get it asap?



#9
Jilljitsu

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My first mistake, probally, was making a human mage.  Also, you are so right about that guide that I posted, it makes absolutely no sense.  Instead of hours of frustration I have just played with my companions and at level 9 now, I can see the build that was recommended is absolutely useless.  I'm still getting used to playing a mage - I usually play rouge so I'm trying to get used to it.  But I've read that Mana clash is super useful, do you think that its worthwhile trying to get it asap?

Also, thank you so much for your post!  I'll probally start over with a new mage soon!



#10
Jilljitsu

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I frapsed the fight in the basement, to show how Fireball and Flame Blast can be used effectively. Have a look, it might give you a few ideas to try out.

 

The Wilds add a few complications, like bigger groups of enemies scattered over wider areas, cloaked enemies that have to be 'fished' with AoE spells and/or Mind Blast, little cover against ranged enemies (indoors you can just turn a corner to cut LOS), and a fire-proof boss. Not to mention that Walking Bomb takes a bit of getting used to. I'll record the Wilds tomorrow, split into two 15-min sessions because of the YouTube limit.

Yes, thank you for the youtube video!  If you record the wilds, I would really appreciate it!



#11
Mike3207

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The main time you should have trouble at the Wilds is with the fight against the emissary.There will be a couple of stealthed rogues waiting to attack you as soon as you get in range of the emissary.If you can, loose a Walking Bomb against the emissary, and follow it up with a fireball if you can.I have seen the emissary heal himself if you only use the Walking Bomb.

After that, deal with the rogues before you cross the bridge.There will be a fair amount of archers and other troops, so have all your forces cross as a unit.If just one or two go ahead, it won't take them long to be knocked out of the fight.I go with 25% health in tactics, but if necessary take control and make a steady use of health poultices.
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#12
Ribosome

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Daveth has pinning shot, perfect against the Emissary! 



#13
DarthGizka

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Daveth has stealth, too, which gives him a good chance to apply the Pinning Shot without fuss. If you jump the pinned emissary with the whole team pronto then you can keep him disabled for quite a while longer, between Daveth's Dirty Fighting, Alistair's Shield Pummel, Jory's Pommel Strike, plus whatever the Warden happens to have. That should be long enough to hack the emissary into tiny, tiny bits. Beware of getting caught on invisible splinters at the edge of the bridge.

A frontal assault is likely to get Daveth dropped out of stealth and the team fireballed, but you can approach the bridge unseen and unmolested by keeping to the water's edge on the right-hand side. Apart from the little cloaked buggers, that is, but they are easy to take out.

Knocking down the emissary after he has turned tail makes him reconsider and stay to duke it out. That is of particular interest for a soloing mage, as the emissary's staff amplifies spirit damage a bit and the emissary's adds are a great opportunity for trying it out.

Hence, if you want to kill the emissary right there on the bridge to get his staff, open with Walking Bomb followed by Fireball and Flame Blast. If you want to play it safe, open with Fireball followed by Walking Bomb and Arcane Bolt while he is running away. If you want to see him running to his his sancturary position even after he's exploded, use Fireball, Flame Blast, Walking Bomb, Arcane Bolt. In any case, make sure that the Fireball throws the emissary towards your end of the bridge, not in the direction in which he wants to run. Needless to say, this requires a mage will all points piled into magic or a bunch of DLC items.

 

My first mistake, probally, was making a human mage.  Also, you are so right about that guide that I posted, it makes absolutely no sense.  Instead of hours of frustration I have just played with my companions and at level 9 now, I can see the build that was recommended is absolutely useless.  I'm still getting used to playing a mage - I usually play rouge so I'm trying to get used to it.  But I've read that Mana clash is super useful, do you think that its worthwhile trying to get it asap?

 

The racial advantages of an elven mage over a human one amount to +2 WIL and +1 MAG. The difference can make itself felt in small ways during the fights in the origin but on the whole it is so small as makes no odds.

What makes a big difference is the bonus kit that you get from playing Amgarrak and Witch Hunt (on any difficulty). That gives you the Vestments of the Seer, the Sash of Forbidden Secrets and the High Regard of House Dace, making you less squishy (+10 armour) and doubling your spellpower and mana. The Grim Reaper achievement comes with the Reaper's Cudgel or - as mousestalker so aptly named it - the Staff of Sovereign Summoning. You can sell that thing for several hundred gold, giving you enough funds to buy all spell tomes, the Staff of the Magister Lord and Lifegiver as soon as you can hit the shops.

But as you can see from the Empyrea videos, even a human mage without these items can trounce the opposition without breaking a sweat.

 

Sorry for taking so long to reply, but last weekend it was way too hot for staying in the city. The Wilds videos are uploading right now and I'll add linkage when they're up.