Aller au contenu

Photo

NM Mage Compendium - Alpha .01


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

This is a work in progress.  

 

Please bare with me as this project will be on going for the foreseeable future with complete builds and party compositions for all companions.

 

Overview:

 

This is a general guide on mages which covers everything from how a.i. behaves with each skill to how those skills function with friendly fire as well as any inconsistencies abilities may have. 

 

Behavioral A.I. Settings:

 

Mana/Stamina % Reserve: Always turn this to 0% for all of your characters except your main tank, leave 20% there so you can taunt specific targets when needed.

 

Targeting Behavior:  Starts acting very weird if on anything but follow controlled character.  More testing may be needed.

 

Healing Potion Reserve: Set to all for the rest of your party.  Main Tank will be set to 8.  Rely on your Spirit tree and your mages to Revive so you can conserve these potions until you absolutely need them.

 

Healing Potion Hp % Threshold: 20-30% on your Main Tank.

 

Party Composition:

I run with 2 mages, a rogue, and warrior tank, but this could easily be run with 2 warriors 2 mages if thats what you want.  A rogue can always be brought back to clean up locked doors later.  (with the exception of the Winter Palace mission)  For some Dragons, especially those with adds, I prefer 2 Sword and Shield Warriors so you can handled all the mobs and shred Guard off the main Dragon.  For the most part I allow the little ones to live through the fight unless there is a target of opportunity to use a Spirit Mark on or just kill outright for a small relieve in incoming damage, but Blackwall does a fine job of handling the runts.

 

The Tac Cam:

I try not to use this sorry excuse for a tactical device unless I absolutely have to.  If you watch a few of my later dragon videos, you'll see exactly how and when I use the camera.  Those are the only times I actually bother to use the damn thing because they are the only times controlled movement over multiple ranged party members is required.  I also use it to check on immunities and resistances of a given target from time to time, but that's hardly using it tactically.  As much live action as possible is the way to play this game.  

 

Leading the party through your Warrior/Main tank is the best way to achieve a semblance of control on the battlefield as visual threat will take care of a great deal of possible issues that can arise.  This also gives you the freedom of using the Fire/Ice mines with Friendly Fire on as their delay is perfect for setting up enemies that are around the tank.

 

General Progression Guide:

 

Equipment:

I try to carry at least 2 staves of each element all the time so that my mages can take advantage of certain situations, but in general you want your mages to be using 2 different elemental types so that they will not be completely negated should you run into a particular enemy.  Early on, Lightning is a safe bet for both mages.  Actually, for most of the game, lightning is a safe bet to use.   If you're facing undead, bring fire.  Most of the time the game will set 2 different immunities against you, so don't pigeonhole yourself to one element.

 

Level 1-7:

I prefer to isolate and separate with a single melee tank and 3 ranged; 2 mage and an Archer rogue.  You only need 1 mage with upgraded barrier at this point.  Each mage should have Winter's Grasp and Flashfire for their disabling effects.  Keep the top 2 damage staves of each element so you can equip both of your mages properly.  But, it's unlikely you will need to worry about specific damage types until you get around level 10.



#2
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

A.I. Tactic Behavior: 
 
This is where I will break down how the Artificial Intelligence uses each ability.  For the most part we see a level of competence out of the a.i., but nothing is perfect.  With the inclusion of Friendly Fire, the list of abilities you can trust to this system shrinks significantly.  This will be a comprehensive list.  And just as a precursor, use manual activation of Focus Abilities.
 
*** = All Good
** = Requires you to work with the spell.  i.e. Fire/Ice Mine - You control the tank while avoiding the area of effect.
* = Not a chance.  It hurts you more than the enemy.
 
This will be describing a situation where FF is enabled.
 
 

YA1sC6I.png?1
Mage:
 
1363c90757b1be980bbe35f4f61f3d4e.png
 
Barrier: *** - Great Defense; Average Cost; Great Cooldown: Get the upgrade and forget about the use. A.i. does such a great job with this one that you only need one mage with it prior to level 10.  (upgrade & Prioritize)  
 
Dispel: *** - Great Utility; Low Cost; Low Combo Damage; Great buff: Required against Despair Demons and awesome at removing effects from your allies, like burning, frost/freezing, and the occasional lightning ring. This will also stop enemies from spawning during rifts if cast on their spawn points.  Possibly the best ability in the game.  (upgrade - Disable)
 
Mind Blast: *** - Great Utility; Low Cost; Low Combo Damage; Knockback: the a.i. doesn't force the use on this one, it will use it when it's needed and not before.  This will affect your people, but only slightly, no damage, only a slight disorient.  Not as effective as it was in Dragon Age 2.  I wouldn't say it's worth the upgrade. (the upgrade does not work)
 
Revival: *** - Awesome Utility; High Cost; Long Cooldown: Great ability that saves you from having to spend time picking people up off the ground.  Great buff on the upgrade.  I should also mention that it works very well with Simulacrum from the Necromancy tree when timed correctly. (upgrade & Prioritize)
 
 
c82b86ee9ba9d4cf5bfb7c5eb9b1a57b.png
 
Energy Barrage: *** - Good Damage; Great Debuff; Medium Cost; The only downside to this ability is the cast time.  Does break Winter Stillness buff. (upgrade)  (stack this with Conductive Current for an excellent damage increase for your staff type.)
 
Chain Lightning: *  - Will use your tank as a jump to get to an enemy.  If there is only one enemy it will go back and forth between the 2 until the spell ends.  Wrecks your party if an enemy is close to the group.
 
Lightning Bolt: * - Low Damage; Low CC; High Cost; I dont really see a use for this particular spell as the negatives outweigh the positives on it and there are many other places with better value for an ability point.
 
Static Cage: * - Low-High Damage; Great CC; High Cost; Traps your melee along with the enemy.  This also triggers the damage on anything taking damage in the area of effect.  Same situation as Chain Lightning except you can control this one.  (Manual activation only.)
 
 
3797e63ce54a3149728ce19b5e588ae2.png
 
Flashfire: *** - Average Damage; Great CC; High Cost; 16 second fear on a single target. (upgrade)
 
Fire Mine: ** - Excellent Damage; Good CC; Low Cost; Have control of your tank at all times when allowing the a.i. to use this ability.  It's an amazing effect that you will love watching up close. (upgrade)
 
Immolate: * - Great Damage to cost ratio, but extremely dangerous to allow with Friendly Fire. Not recommended.
 
Fire Wall: ** - Good Damage; Great CC; Low Cost; This one is all about the CC fear. The upgrade is nominal at best. More testing needed for this one, depending on how the fight turns this can be very helpful or extremely dangerous based on your tank's position to your a.i. mage.
 
 
1526fdb500e08bdeb080b76b2322c477.png
 
Winter's Grasp: *** - Average Damage; Great CC; High Cost; Must have ability on every mage.  Disable via tactics vs Cold Resist enemies. (dont upgrade)
 
Ice Mine: ** - If you're controlling the tank this ability is incredibly powerful combo setup, cc and debuff. (upgrade)
 
Wall of Ice: * - If you're looking for complete chaos from your ranged characters, this is the spell for you.  when it's cast and cuts off line of sight from your enemies, the a.i. forces your ranged to move up to the wall's corner in order to auto attack what's behind it.  You can, of course, have them attack targets on the near side if there were any, but with the random nature of their casting patterns there is no way for you to predict where this will land during combat.  Manual cast only.
 
Blizzard: * - No. Just No.  far too dangerous to use.
 
 
b54f4745df1599d285b464eae79ed381.png
 
Horror: *** - Great Utility, Excellent Debuff, Medium Cost; The aoe and debilitating effects are enough to warrant this alone, the armor reduction is just a cherry on top.  Great skill.  (upgrade)
 
Simulacrum: *** - All the passives in this tree will be picked up, I just wanted to point out the ability to use Simulacrum with Revival to pick yourself up.  If you time this correctly you can self revive.  How cool is that!
 
Spirit Mark: *** - Good damage, Great Utility, Medium Cost: This is an automatic pick up.  If you have issues with the spirit blocking rift closures or cutscene triggers because you can't turn it off, switch characters then switch back and try again.  Turn the spirit off by reactivating the ability. (ugrade)
 
Walking Bomb: ** - Good Damage, Fun Ability, High Cost: Great fun with the upgrade.  Get the target and any other enemies near a ledge for a great time.  This will damage and knock down your allies, but any barrier or guard will protect them.  The virulent portion will not affect allies.  Still Suggested.  (Upgrade)
 
 
8593ffd236f77092c31824d5746bed9c.png
 
Spirit Blade: *** - Great Damage; even better damage vs guard; low cost; This will pull and keep the mage in melee combat but since this ability does so much damage the passives in this tree build tons of barrier in order to keep the mage safe.
 
Fade Cloak: *** - Excellent behavior from the AI on this.  Good timing and consistent use at the right times.  Great skill.  Do not upgrade it however as this is very dangerous to your team.
 
Disruption Field: *** - Excellent skill, Perfect use by a.i. on this.  Great lead in to WOMBO Combos and setting up areas to kite large groups of melee through. (upgrade)
 
 
6d4e54b1810e0d389b6d175b7bc9179e.png
 
Veilstrike: *** - Great debuff and interrupt when you have all the passives in this tree.  No negative effects on allies. (upgrade)
 
Stonefist: *** - Great damage and interrupt utility.  Stacks well with Pull of the Abyss. (upgrade)
 
Pull of the Abyss: ** - Great area control except when against any type of "Brute" or those invulnerable to movement impairing effects.  Quite dangerous when left to tactics against "Brutes".
 
Firestorm: * - Nope.  Manual activation only.  This will wreck your team.
 
Warrior:
From all accounts the 2h warrior is fairly squishy on NM so we will be sticking to the Sword and Shield option for his description.  It's what I use and suggest for this difficulty environment.

 

b2943230e8e844e589ca5924c081d4f1.png

 

Shield Wall: *** - vs 1-2 normal enemies this works very well, from bears to Dragons.  This only starts to run into trouble against brute types; Brutes, Giants and anything that has large knockdowns.  It's always best to kite those types as avoidance tanking is the best way to handle such encounters.  Vs larger groups of at least 4, the a.i. simply becomes out flanked and the value of this becomes marginalized because of incoming damage.

 

Shield Bash: ** - the a.i. does a great job of recognizing combo opportunities like frozen or stunned but does not use this freely against armored targets.

 

Payback Strike: ** - slow combat animation, very effective at knocking enemies down, short cooldown.  You get great use out of this ability but the animation and timing used by the a.i. can leave it vulnerable against enemies that can't be knocked down, which are the ones you should be kiting with the tank anyway.

 

Lunge and Slash: ? - need to test.

 

 

ddc992f73bbad403c5732900b4fb6641.png

 

Grappling Chain: * - open use of this is discouraged as it's animation time can be lengthy and if used against immune targets simply wastes traverse time to the target.  Best for situational manual use so you can jump to the tank and pull someone off your squishies.

 

Combat Roll:  *** - great use out of this one, it may have the effect of dragging mobs into your ranged characters given the random nature of combat and the range on this ability.

 

Horn of Valor: *** - Awesome Damage buff when upgraded; good use; medium stamina cost; the a.i. doesn't have problems with spammable abilities like this. (upgrade)

 

War Horn: *** - Good use; the ability itself is very strong against almost everything.  It's a rare creature that is immune to fear, typically just dragons.

 

 

 

8240044373d20294938b1a7a36eeae13.png

 

 

War Cry: *** - Good use out of this ability.  Great guard building ability. Must have. (Prioritize)

 

Challenge: *** - Great range; great stamina gain; long animation.  a.i. uses this very well and spams it often. (upgrade - Prioritize)

 

Charging Bull: * - horrible use out of this, do not allow the a.i. to ever use this.

 

Unbowed: *** - Great ability; free to use; awesome guard builder.  (upgrade - Prioritize)

 

Bodyguard: *** - Great ability; low cost: great damage mitigation when upgraded.  (upgrade)

 

 

95f721658c1bfa5df47959ebb7f07328.png

 

Spell Purge: *** - Excellent Detonator, low cost, great utility - the a.i. will not recognize when to use this spell for utility.  It will only recognize combo detonators, but the damage caused by using this to detonate is extreme.  Great ability! (upgrade - Prioritize)

 

Blessed Blades: *** - Great ability; low cost; constant uptime.  a.i will spam this as often as it can.  (upgrade - Prioritize)

 

Wrath of Heaven: *** - Awesome Damage, Utility, and combo set up.  This will stun allies, but will not damage them.  In combination with Spell Purge, this combination will near 1 shot most groups of standard enemies.  Demons don't stand a chance. (upgrade - Prioritize)  Do it Now!

 

Rally: * - manual activation of focus abilities only.

 

 

58f4a40dc0e749ce45befd911cfb057e.png

 

Line in the Sand: ** - Great Utility, low cost. - A situational ability that can reduce flank options for the enemy but really only good if you are controlling the tank yourself.

 

Walking Fortress: *** - The reason for this skill tree.  Top 3 abilities in the game.  The a.i. uses this when ever possible, which can mean when there isn't any need for it.  Like during a dragon's Wing Buffet when the tank is under the dragon and safe from damage for the duration of the ability.  But at other times it will trigger this just before a fireball hits.  (upgrade - do not prioritize)

 

To the Death: * - do not let the a.i. use this.

 

Counterstrike: * - manual activation only.  I don't even bother with this ability.  The point is best used elsewhere.

 

 

 

283a7cf388a10eeca86dedf1bad24469.png

 

Ring of Pain: *** - works well enough, especially when stacked with Static Cage.  a.i. does not disable the ability.

 

 

 

 

Rogue:

 

_86c3864a1ea4b788a23c61a397fad2f2.png

 

Twin Fangs: *** - Great damage, average cost, essential. (upgrade)

 

DeathBlow: *** - abusive damage, average cost, ridiculous damage. (upgrade)

 

Flank Attack: *** - Awesome Utility as a 2nd stealth trigger and avoidance ability, low cost, low damage.  Stacks very well with Shadow Strike and Stealth.  (upgrade)

 

Spinning Blades: *** - High Cost, High damage possibility; a.i. uses this ability at will so it could leave the rogue stamina hungry.  Fire Flask remedies this of course but only up a third of the time. (upgrade)

 

aa3360fa4a8d373941a2f8e326acbb78.png

 

Leaping Shot: ** - Low cost, huge variance on damage and effective use from a.i.; also tends to send the rogue out of the fight by jumping off cliffs, ledges, what have you for the remainder of the combat encounter.  The upgrade is nice, but not if you're going to bother using this troublesome skill. (upgrade if you plan to use it)

 

Long Shot: *** - Great damage, average cost, Great Detonator; everything as advertised. (upgrade)

 

Full Draw: *** - Great damage, long animation, upgrade is negligible considering the target will in all likelihood be under attack by your entire team.

 

51f3eaa666cdad99328282534024a96a.png

 

Poisoned Weapons: *** - Absolutely Necessary! the upgrade is 25% damage period not just to the poison.  (Upgrade & Prioritize)

 

Caltrops: * - Utterly useless.  Disable

 

Toxic Cloud: * - Dangerous to your tank with FF, also the passive on the way to this ability causes the same issue.  Do not pick this up with FF.

 

Throwing Blades: ** - ok damage, average cost, sundered effect can be gained elsewhere with better investment along the way in the Subterfuge tree.  Not worth the ability points.

 

Hook and Tackle: ** - an ability that puts your rogue next to the enemy from just about any range.  good if you're a dagger rogue, bad if you're ranged.  Great utility, but very bad to let the a.i control this volatile ability. (upgrade)

 

ee24ce9af18a9d75ff84cdd6434322c8.png

 

Stealth: *** - Get it, upgrade it later.  (upgrade & prioritize)

 

Evade: ** - a forward roll that can get the a.i. into more trouble than it should be in.  Rely on stealth to clear threat and escape, the cooldown reduction from Shadow Strike will keep you in good favor as dagger rogue.  (disable)

 

Knockout Powder: ? - testing required.  Usually not enough points to get full Subterfuge tree.  Points spent on left side in order to pick up Ambush which stacks well with a Blinking Rogue.

 

Shadow Strike: *** - the reason we are here.  Great damage, Great utility on the cooldown reduction, Great Detonator.   This is a melee attack, do not put on ranged character.   (upgrade)  do not prioritize

 

 

f26b7dbce855689a4bf296acf18c5f33.png

 

Spike Trap: *** - required. works fine. dont bother with the upgrade it's not worth the ability point.

 

Fallback Plan: *** - a rogue that can heal himself.  get it. do not upgrade it.  the point is to heal, not to isolate Varric with any enemy.  (DO NOT UPGRADE)

 

Elemental Mines: *** - Great skill, Great damage, Great defensive measure.  (upgrade)

 

Hail of Arrows: *** - manual activation required to avoid wasted use.

 

 

e4445a3b1935bd12167893eafad74d95.png

 

 

Hidden Blades: *** - Great damage, no risk, high cost, long cooldown.  Honestly this works better from a Masterwork item than an activated ability.  (upgrade)

 

Knockout Bomb: **? - have to pick it up on the way to get Gaps in the Armor which is essential for this build.  Unsure of it's effects on teammates, will test soon.

 

Mark of Death: *** - Doubles all damage dealt to a target in the 8 second window.  Get this now.  (upgrade)

 

Cloak of Shadows: * - manual activation only.  there are much better focus abilities, not worth the investment.

 

 

a1d7f1626980037fef237adc36e288a9.png

 

Flask of Frost: *** - Awesome damage reduction, low cost, great duration with passives. the upgrade will cause problems if you are attempting to maintain control with your tank.  (do not upgrade) (Prioritize)

 

Flask of Fire: *** - Awesome Utility, low cost, great duration with passives, Abusable.  Get it first, upgrade it right away.  Your first 2 points in Tempest go to this skill.  (upgrade & Prioritize)

 

Flask of Lightning: *** - You are the Flash.  Get it, upgrade it. (upgrade & Prioritize)

 

Thousand Cuts: ** - manual activation only.  Best Focus ability in the game.  Damage is unreal.


  • Gel214th et ThomasR26 aiment ceci

#3
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

Builds:

 

Mage:

 

Level 7 - no respec

 

Level 12

 

Level 17 Necro

 

Level 17 Knight Enchanter

 

Clean Burn should be your next point spent for this build as it will allow this build to move quickly through the fights.  After that just start looking for obtainable upgrades that work within the setup.  Finish the KE tree and upgrade the rest of the Spirit tree.

 

Level 17 Rift Mage

 

@ 23 you should be fleshing out the remainder of the specialization trees and filling in upgrades on the supporting trees that synergize with your main focus.  Later than that you should take what works within that system for as little investment as possible by using as many passives as you can get.

 

Skill Synergies:

 

 

 

 

 

 

 

Dragon Videos


  • Windev et ThomasR26 aiment ceci

#4
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

Multiplayer

 

 

General Guide:

Don't feel the need to rush through your MP experience.  Enjoy the grind.  Otherwise you will find yourself buying chests like no tomorrow and in the end it will be all for nothing.  Right now, content is fairly limited, making it easy to get burned out on the experience very quickly.  There will be new content soon enough.  Get into it for the long haul and just relax.

 

Crafting Guide:

Melt Everything!  Ok, not everything.  Right now, anything without a primary stat, health bonus, or top damage it's category is worth more as a base material.  Melt everything else and unlock as many classes as you can.



#5
brazen_nl

brazen_nl
  • Members
  • 1 178 messages

FIRST! \o/



#6
ThomasR26

ThomasR26
  • Members
  • 29 messages

Posting here as a reminder for myself to come check back every now and then (and although I'd love to contribute I'm nowhere near nightmare level of skill yet)

 

Looking forward to it :)



#7
Tbone3336

Tbone3336
  • Members
  • 17 messages

Definitely looking forward to this! Friendly Fire and NM all the way!



#8
eno detah

eno detah
  • Members
  • 192 messages

tag - thank you



#9
Necroe-

Necroe-
  • Members
  • 109 messages

imho i think eneryg barrage should get a star off for the fact that it breaks winter's stillness while pretty much anything else does not.



#10
TheMagickHat77

TheMagickHat77
  • Members
  • 26 messages

Thanks for this!  Looking forward to more.



#11
Private Lev

Private Lev
  • Members
  • 1 messages

i will try this build out, once i finish my first playthrough :) Cant wait to play a mage !!! 



#12
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

error



#13
Jaeger65

Jaeger65
  • Members
  • 50 messages

I prefer to isolate and separate with a single melee tank and 3 ranged; 2 mage and an Archer rogue. You only need 1 mage with upgraded barrier at this point. Each mage should have Winter's Grasp and Flashfire for their disabling effects.





Or you could carry an extra staff. Say if you're storm/spirit Mage you could carry an extra fire staff with cold rune and you have all barriers covered.

#14
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

what are you talking about?  I was talking about Barrier, the spell, not resistances.



#15
Jaeger65

Jaeger65
  • Members
  • 50 messages
The elemental force fields (ie barriers) that keep you from certain areas like the rogue's locks and the fighters' shield bashing a wall or something.

I thought you were talking about the opposite attack to disable those barriers (fire against ice barriers, ice against fire, electric against spirit).

#16
Lordamion

Lordamion
  • Members
  • 26 messages

Actually, you can destroy those barries even with the same element damage, the game just recomend you to use that for a bonus damage (wich at the end its the same).

 

What he was talking about, is to carry different staff for diferent enemy`s resistance/inmmunity, with the bonus damage using energy barrage with upgrade conductive current you get a free dps bonus.