I replayed DA:O plenty times as different builds of rogues and warriors. I've never played as a mage surprisingly enough. In other rpgs, when playing as a magic character, I tend to do crowd control and aoe abilities. Any suggestions?
Running through DA:O once last time, going as a mage for 1st time.
#1
Posté 03 novembre 2014 - 07:15
#2
Posté 03 novembre 2014 - 08:21
STR - nothing more needed.
DEX - 20-30 DEX will aid in Dmg Prevention.
CON - maybe a few pts, but mostly used for Blood magic.
WILL - 30-40
CUN - 16
MGC - all the rest.
Personally, adore Glyphs up to Repulsion, Mana Clash, Stone Fist, Force Field and Mental Blast.
#3
Posté 03 novembre 2014 - 09:15
Crowd control and aoe are basically the best things for a mage to get in DA:O, so that's a good plan. Particularly good spells are the first 3 glyphs, virulent walking bomb, fireball and cone of cold, add blood wound if you take blood mage. Mana clash is great for making enemy mages (and other magic users like demons and shades) not exist. Shock is decent since almost nothing in the game is resistant to lightning. Stonefist is nice for shattering a VWB victim and as a cheap knockdown
I'm personally not a fan of all those big-aoe-dot spells (though blizzard's crowd control makes it decent). In the time it takes to make a SotC you could've cast 6 other spells, and importantly that means your enemy has time to cast 6 spells - or scattershot you, or dirty fighting or overpower or grab or...
Statwise, I'd just throw everything into magic, though it's fine dropping 10-15 points into willpower. You can get enough mana from items and levelups (and more magic = more mana from potions), mages start with extra cunning so after the fade bonuses you hit 16, strength and dex are nigh useless, and constitution really doesn't do enough to save you - high magic will kill enemies faster and make them less likely to resist your crowd control, and that will be much more effective at keeping you alive than extra hit points will.
- Norwinn aime ceci
#4
Posté 03 novembre 2014 - 11:57
- mousestalker aime ceci
#5
Posté 03 novembre 2014 - 04:21
from my experience nothing is more glorious then a mix of blood mage and Arcane warrior.
you can pretty much solo everything on hardest difficulty level...
add the battle mage on awakening for impossible too much dakka status and u got it right.
#6
Posté 08 novembre 2014 - 07:24
While the Walking Bombs are effective spells, I would hesitate taking them as a first time Mage; very high Friendly Fire rate.
its fun seeing things blow the hell up though
#7
Posté 08 novembre 2014 - 01:19
Arcane Warrior, and to a lesser extent Bloodmage both require a specific kind of playstyle. So I'd stay away from these if you're looking for a typical 'mage' runthrough (even though, done right, they can be both powerful and lots of fun).
The great thing about the mage class is that it's pretty difficult to gimp. Just load up on Magic and Willpower (general ratio, 2:1) and picks the spells you like. It's hard to go wrong.
One thing to bare in mind is the level 4 spells are better than the level 1 spells, so putting 4 spell points into a single tree is generally better than picking 4 level 1 spells.
Also, some crowd control is certainly a good idea (things like Cone of Cold, Mind Blast, Paralyse and Glyph of Paralysis) as a pure damage caster will generate a lot of threat (that mages aren't necessarily built to take).
Other than that, have fun and pick what you like. Remember you have a LOT of spells at your disposal, so don't feel obliged to take a spec if they don't appeal - you can build some great and varied builds with just the vanilla spells.





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