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What kind of Mage should I be?


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#1
Cody2Hottie

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It's funny how this game series finds ways to pull one back in lol. I thought I was done with the series take a long break in order to play other games hell maybe finally play Persona 4 Golden lol , after about 2 weeks I began looking for builds online looking up magic spells for each tree and paying my time more to Dragon Age then the other games I've been trying to play.

So now I'm back in the mood to play Dragon age , I'm going through Origin's as we speak as a Human Mage Paladin (Arcane Warrior/Spirit Healer) :) mainly just for the Amell last name he has just to make it "Canon" even though I know it isn't to the story :)

The problem with DA2 is ...I don't know alot about it I've played enough to know Nightmare is possible but in terms of builds I haven't a clue. In my last post a while back I said I wanted to be a Primal Force Mage , which got some good replys then I've been told in act 2 or so I should use the "Maker's Sigh" to rebuild my build into more of a Elemental attacker due to the "BS" enemy resistance that happen in that act.

This is more of a "Me" problem but I hate respeccing unless I really really screwed something up with my build. So if someone can help me out what is a very good Nightmare Mage build I can use that I don't have to respec that much (I Understand respeccing at level 5 due to the first Skills you get that you might not want , That I totally understand an I do that too).



#2
Elhanan

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I choose not to use Nightmare as it adds some rather questionable Immunities (eg; Mabari vs Fire), as well as Friendly Fire which would be fine normally.

That said, I do recommend full Primal, Elemental, and possibly Creation. Also some spells in Force, Arcane, and Spirit, as desired. I prefer the Mana Regen perks on both of the elemental schools (always have used both), and find Creation helpful for Hawke as opposed to using a Follower for this school. I have read that using more Force magic could be useful in NM, so possibly choose to fill that school in exchange for Creation choices.

But the Mage offers a lot of versatility, so trying other combinations could also be viable. I realize that this is not a Level guide, but it does not seem to be needed, IMO; depends on what strengths one wishes to prioritize.

#3
Gtdef

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It's not the build that makes a good Nightmare Mage. It's having multiple elemental staves for the immunities. I know the resistance chart by heart so these "immunities" are of no consequence. The damage boost you get from the corresponding weakness is so big that immunities become trivialities at best.

 

Best advice I can give is going on the wiki and checking what staves you can get and when. Nature and Spirit are pretty important since these 2 bypass most of the immunities in the game. A cold staff is good for dragons, electric for most demons. Also having a fire staff for Legacy dlc will be handy for the Dwarf boss since the boar takes extra damage.

 

As for the build itself.

 

For attributes, I'd go for a 2 magic/1 willpower till 18 willpower (to be able to use the best gear available) and then continue with 1 magic/1 con till you reach around 250 health before gear. (For clarity, this means that one level you get 2 magic/1 con, next level 1 magic/2 con). You can optimize this more but it doesn't matter much in the long run.

 

A common optimized nuker mage would end up getting

4 actives from elemental (ball, firestorm, grasp, cone) 8 talents

3 actives from spirit (bolt, bomb, filler dispel to get the mastery) 8 talents

2 from blood (sacrifice, hemo) 5 talents

4 from force (push, pull, maker fist, ring) 6 talents

3 from arcane (blast, barrier, prison) 5 talents

Also get Rock armor (1 point, dont bother with primal any more than that).

 

That's 33 talents that you can barely get by the end of the game at level 29 with all the extra talents from tomes and arcane emporium. Of course you will have to prioritize, for example rushing Prison is kind of pointless unless you want to use a warrior constantly in your party (which is a bad idea, more on that later). A good idea is to go elemental first, grab rock armor, spec Force mage, after finishing with elemental start on spirit, Get blood mage and focus on getting the passive upgrade for the toggle.

 

You can get an early Horror and Heal for act 1 and respec out of them with Maker's Sigh later.

 

Your important abilities for the majority of the non boss fights are Gravitic Ring, Pull of the Abyss, Firestorm and Walking Bomb.

 

Everything else is situational. Cone of Cold is mostly for getting out of tight spots, Fireball/Hemo/Fist/Mindblast to get rogues out of stealth, Winter's Grasp to cause brittle for your archer to cast Archer's Lance for big damage (mostly used to detonate Walking Bomb), Arcane Bolt for disorients etc.

 

As for the rest of the party, the optimal setup is Merrill, Anders and and archer (Varric or Bass will do, I prefer Varric).

Both your mages should spec Elemental and Primal.

Anders should get creation first, Heroic Aura and Haste, both upgraded by lvl 12. Then by lvl 15 do his quest and he gets Vengeance for free. Grab Martyr. Don't bother with Panacea, it's useless.

Merrill should focus getting her specialization talents. Grabbing one point in hex of vulnerability is a good idea too and for late game you may want to spec her into Barrier. Wrath of the Elvhen is an extremely strong spell. It's nature damage and a lot of enemies are weak to this. She can literally solo the Templar Varnell and his mob.

Varric should get Fatiguing Fog upgraded, Archer's Lance and then focus on the autoattack talents (Speed and Marksman tree).

 

The main playstyle is throwing a gravitic, then pull everyone into it, cast walking bomb triple firestorm, tempest, and every other aoe you have while keeping grasp, petrify and other control spells for assassin elites. This will obliterate everything that isn't outright immune to it. 

 

If you want to use melee for their quests etc, upgrade their gear for runeslots and get fire resistance runes on them. This way they will become immune to fire damage, and tempest doesn't hit allies. So no friendly fire damage for your Nightmare run :P . Also respec Fenris out of Mighty Blow or deactive it from his tactics unless you want to commit suicide every 15 secs or so.

 

Now for tips. Never throw away a staff that does different elemental damage than the one you have. Only throw it away if you find a better one of the same element. This is the single most important tip I can give you. 

 

For Deep Roads you will need as much electric resistance as you can get (buy the recipe from the vendor in the Gallows), and Spirit and Frost staves (buy the Stone's Breath staff from Bonnie Lem's if you like). Spirit deals with Darkspawn, profanes and the Wraith. Frost deals with the Dragon and the golems (and profane/wraith). If you have a nature or electric staff handy, use it for the demons, but it's not very important. Shades themselves aren't that durable. The are either weak or normal and the hardest spot is a room with a golem and 10 shades. If you nuke the golem fast enough you can kill the shades with aoe spells. For the Wraith fight make sure all your mages carry either a spirit or a frost staff. If they do the fight will be trivial. Select your whole group and kite the wraith around. When it breaks down, pop haste, every spell you've got on his head, and autoattack it. This should do enough damage to get it under 50%. When he reassembles he will instantly go into breakdown phase again and you can finish it off. If you have enough electric resistance the adds won't be a problem.

 

For act 2, nature damage is the most important. It cuts through qunari, demons and the templar's mob. Make sure you've got Wrath of the Elvhen. Merrill will rock this act. For act 3 spirit it's mainly spirit since you will face a lot of templars.

 

A build order should look something like this

http://biowarefans.c...eElBCv0yjnEeBCv

 

Just make sure to buy all the tomes and stuff that give you free talents. I made the build order without them in mind but the idea is that every time you use a tome, just take the next spell from the list that you are qualified to get (level and spell requirements).