Best way to be Mage on NM?
#1
Posté 06 décembre 2014 - 05:21
#2
Posté 06 décembre 2014 - 06:37
you race down fire or lightning for fire mine or static cage.
#3
Posté 06 décembre 2014 - 07:03
Fire mine all the things
#4
Posté 06 décembre 2014 - 09:24
Have a secondary mage cast the Static Cage for crowd control, then you throw some Fire Mine in the middle of it. Also, lots of jars of bees.
It goes without saying that heavy use of crafting is a must to bump your damage.
The game gets progressively easier on NM, but the part before Skyhold is the toughest.
#5
Posté 06 décembre 2014 - 09:57
Get Static Cage+ ASAP
I dont know how i survive Heart Shall Burn without it
#6
Posté 06 décembre 2014 - 11:04
In order of most to least defensive:
Spirit
Ice
Fire
Electricity
#7
Posté 06 décembre 2014 - 11:47
Go full fire. FULL. Fire wall and fire mine bread and butter until skyhold.
After skyhold, respec Static cage + energy barrage + flashpoint.
Static cage + EB + flashpoint was actually SO STRONG for the remainder of my Nightmare play-through that I even stopped using my specialization skills.
#8
Posté 06 décembre 2014 - 10:02
I'm struggling with my nightmare playthrough as a mage as well, I know the game will get a bit easier after Skyhold since you get access to more spells and better gear combos etc but the part before that is well...a nightmare, so should I go fire for fire mine and spec Solas for static cage? will that help at all?
#9
Posté 06 décembre 2014 - 10:31
I just did a playthrough through Hinterlands, ending at halfway to level 8. (I am OCD when it comes to completing things as soon as I can... especially in single player games!). While I got little experience with a mage, I got enough nightmarea playthroughs under my belt. (This game had to come when I had exams... my grade will suffer because of this >.>): Anyways. If an experienced magquisitor want to correct me, I'd be happy to let them do that. Without further adeu:
You end the tutorial at level 3 + you got 2 starting points. That leaves me at 5 points. I respec the moment I am able to. The 2 starting skills? Not very handy, and rather costy. So that leaves me with 5 whole points to work with!
First 4 points: Energy Barrage(Storm tree), Winter's grasp(Winter tree), Immolate and Flashpoint(Inferno tree).
Next point(Level 4, or 3 as human): Winter tree - Fade Step
Next 3 points(Level 7, or 6 as human): Inferno tree - Clean Burn(right side), Pyromancer and Fire Mine(Left side)
Next point(Level 8, or 7 as human): Winter tree - Winter Stilness
Next 2 points(Level 10, or 9 as human): Inferno tree - Upgrade Fire mine and Immolate
Next point(Level 11, or 10 as human): Winter tree - Upgrade Fade Step
Next 2 points:(Level 13, or 12 as human/free skil point in crestwood) Spirit tree - Barrier and Guardian Spirit
Then I pick up specialization.
This gives.
Energy Barrage - 8 hits? That's a lot of damage!
Winter's grasp - Early game that extra CC is a life saver! And it sets up shatter combo!
Immolate - I love this little spell. Not as hard single target dps as energy barrage, but good in AoE situation!
Fire Mine - This thing hits like a truck. Put it down on cooldown. At level 6 I got a double 1k non-crit on some Large Bears. Beautiful!
Fade step - The best of the evasion abilities! It goes far, it moves through stuff and it's the nectar of the gods. It cost nothing.. I love it!
Barrier - Solas is your barier machine.. but it's nice with an "OH ****!" barrier for you. Not a priority though!
Passives: 50% mana regen when standing still, free ability after a crit, 25% burn duration, CD reduction on spell cast, Full barrier on low health.
Now, as stated, I am not experienced when it comes to the mage. I did notice a mage had more problems at lower level, due to no exceptional good skills early on (Twin Fangs, Mighty blow, Long Shot, etc). I also countered a small problem with this setup as well: Both Energy Barrage and Fire Mine moves your character, thus canceling Winter Stillness passive mana regen. So that's bad. I also noticed I used Energy Barrage a lot less after I got Fire Mine.
I have yet to try out Static Cage, so I will reserve my judgement there. It looks costly though!
* Take this as you will. Just me doodling around with a mage for the first time, and doing pretty well on nightmare
We'll see how it goes!
#10
Posté 06 décembre 2014 - 11:27
I just tried static cage and it's a real life saver against those terrors and lurkers. Also if anyone knows is the overwhelming damage a necromancer can dish out through combos with an other mage (pull of the abyss to fire mine to walking bomb comes to mind) worth the trade for the ultimate defence the knight enchanter offers in nightmare ?
#11
Posté 06 décembre 2014 - 11:32
Generally, the defense from a KE is nice .-- but ultimately an overkill. Unless you want to solo the game, just run without it in a team setup. You'll do more damage, and it's all fun and games.
#12
Posté 07 décembre 2014 - 11:02
#13
Posté 07 décembre 2014 - 11:23
Spirit tree : get barrier, peaceful aura and dispel
Storm tree : get energy barrage, conductive current, static charge (useless) then Static Cage with the upgrade
Fire : get immolate, flashpoint, clean burn if you can afford it, fire mine is good but not essential
Winter : get fade step, winter stillness and winter grasp
Barrier : basic defensive spells, remain useful throughout the gake
Dispel : can remove barrier, guard, detonate combos and detroy freshly summoned demons in Rift
Energy barrage : hit 12 times, but the main purpose of EB in this build is to trigger static cage lightning damage and trigger flashpoint
Static Cage : the key that bring everything together, CC-DPS-combo primer on one package
Immolate : cheap nuke spells, fast CD means this can be spammed
Fade step : in nightmare, enemies WILL get to you, esp those who immune to taunt. Fade step can avoid that
Winter grasp : excellent CC and combo primer
The basic rotation is cast static cage, then energy barrage, this will paralyze enemy and do heavy damage. Follow with auto attack to build mana, then use winter grasp or immolate. Static cage will trap normal enemies (not elites or heavy enemies) and do continuous damage for everyone inside it. Every attack that you and your teammates do will trigger static cage lightning strikes
#14
Posté 07 décembre 2014 - 04:01
I've just started a nightmare playthrough with friendly fire on and spamming Energy Barrage/autoattack is everything I do. Static cage is very useful too, especially against Terrors. Occasionally I Fade Step away.
#15
Posté 07 décembre 2014 - 05:14
You must have at least 1 dispel in your party. So if you are the only mage in your party, make sure you DO GET it!
You can dispel negative effects like chilled / burned / poisoned etc - as well as enemy barriers / buffs PLUS you can instantly eliminate up to 3 enemies from 2nd phase of Rift fights. Getting rid of lesser / greater Terrors or a Despair / Rage demon is huge on NM, especially pre-Skyhold. Just live with the idea that for a good part of the game your mage is mainly support / CC / buffer / debuffer and not the main damage dealer (both rogues and warriors will have access to better weapons and damaging skills way faster than a mage).
I don't personally like Winter Grasp. It eats a huge amount of mana while leaving you with very little to do anything else if you have to, and it only freezes 1 target. I tend to favor 35 mana dps spells so I always have enough to cast barrier / purge (If I'm the only mage in group, once more). Most stuff you will fight early on can be affected by fire panic effect as well as fear (excluding bosses / undead obviously). Most Demons / Undead are resistant to cold and vulnerable to spirit / fire / electricity.
#16
Posté 07 décembre 2014 - 05:18





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