Read few guides and still got few points I want to consider.
First of all going Human, Can't stand elves models in this game for some reason.
At any rate was planning on doing few DLC contents then broken circle for the extra bonus points.
Add to that of course the double books u get from Bodhan from first and second time you visit the camp (store reset). I got all dlcs so I start the game with the 340 gold mace which I'll sell for starters then when I'll have Rank 4 potion maker I'll make Potent lyrium potions for cash to get all the gear I want.
Also planned doing Nature of the beast > elves > Unlimited xp for 70 silver method.
So next....
First dilemma > shimmering shield.
according to the mana regen (-10) you get from it it sounds pretty easy to fix this issue with proper item set and have it run all the time > what you think?
Second,
Was thinking using my AW as main tanker after I'll get few skills but instead of casting spells around I'll use sustainable spells for utilitty and damage (miasma etc...). Only spell I want to cast in the game is Mana Clash for epic I win button.
Considering all of the above...
Weapon of choice...
1. As secondary weapon I'll take a staff preferably Staff of the Magister Lord which I'll use when I quickly need to deal ranged damage.
2. As main weapon I want some melee action.
* First option is Duncan's Dagger and Duncan's Sword.
All of the above got pros and cons and I just can't decide.
Armor wise I'm going with Wade's Superior Heavy Dragonscale armor set + switching chest piece into <a data-ipb="nomediaparse" data-cke-saved-href="http://dragonage.wik.../Evon_the_Great" href="http://dragonage.wikia.com/wiki/Evon_the_Great" s_mail"="">Evon the Great's Mail. I'll be using Helm of Honnleath as well.
For accessories I was thinking:
Amulet: The Spellward
Ring 1: Key to the City
Ring 2: Lifegiver
NOTE: need some clever way to mix Morrigan's Ring into the fray for some quest related missions and importing into dlcs.
Belt: Andruil's Blessing
Spells:
This are the spells I definitely think I'll use all times.
Entire Arcane Warrior line ofc (with some luck shimmering shield will be up all time), Entire Arcane Bolt tree (With main benefit of Arcane Shield), Rock Armor, Spell Wisp (got nifty trick iirc when u activate wisp + spell might few times u gain higher bonus to SP), Entire Mana Drain line (main here is spell might and rank 4 is mana clash for I win button, also pesky mages could be dealt with some Templar like spells which must be taken), Death Syphon (gets also Walking Bomb along the way), Miasma and Death Magic (Gets Drain Life along the way).
I'm aware that Death Syphon and Death Magic won't work at the same time but according to the need of the fight I'll be able to boost one field over the other.
Next is "Weapon" spell (fire\ice\telekinetic) most of those require at least one or more spells before that which I'm not planning to use at any rate, and I'll probably use damage runes of some kind on my weapons. Also most of the time I'll have either Morrigan or Wyne on the group and both of them always gets one of those buffing spells (wyne also gets haste). Then the Telekinetic Weapons looks nice and got some nice utilities on its line but over all I am not sure here at all.
Regarding healing spells I'll always have plenty of potions and both morrigan and wyne with heal spells \ buff spells.
Next is second sepc.
At the start I though about spirit healer for the Protective aura \ combat res and group heal. But then I've seen the aura won't heal the caster and then the entire point of the tree is bit wasted.
Which leave us with Blood Mage. This is pretty cool spec and considering I'll get huge Con' bonus from gear, books and quests give some nice options to further the AW offensive abilities. BUT with Dark Sustenance from the DLC you can convert 40 hp into 130 mana so as long as I got left with enough mana pool to cast a spell I can abuse this ability instead, also considering the miasma active all the time mobs should drop quicker negating some of the need to use offensive spell. Though Blood mage get extra points for CC and epicness in general.
Also not sure here.
For Awakening I was thinking adding Battle-Mage as third spec.
Thoughts? tips?
Thanks!
EDIT:
OK tested this idea.
on GOA Made new warden so I could level him to 20 instantly.
was pretty underwhelming... awful damage. decent tank capabilities but still died awfully fast to those trash mobs at the start area. All the sustains took most of the mana pool and shimmering shield barely remained active. Death Magic healing was pretty meh and didn't do the trick either.
Overall if I would have taken normal mage I could have snapped 1 spell and blast all of the mobs in that section pretty quick but my test toon for this build died awfully fast and was extremely underwhelming! must did something wrong.
Also Death magic \ Death Syphon can't be active at the same time so both of them kinda wasted points in here.





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