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Spell Choices & Progression for CC / Nuker Mage (Feedback Wanted)


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#1
SergeTroy

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So, I've finally come up with a non-modded head for my female elven mage that I like (it's the one in my profile, but I plan on giving her the Reaper's Vestments for style points).  With that major hurdle out of the way, I am free to focus on the less worrisome issue: The spells she will actually use.  Here's the full list, level by level (with a capstone of 25th if I get to that point by end game).  Please Examine And Critique Honestly  :D

 

It should be noted I am using the full list of DLC items, (Promotional, CE, mini-campaign unlockables (such as the Reaper's Cudgel (sold))).  I'm running this on Nightmare difficulty, with a full group once I start Lothering.

0.	Arcane Bolt
1.	Winter’s Grasp + Mind Blast
2.	Frost Weapons
3.	Cone of Cold
4.	Flame Blast
5.	Glyph of Paralysis
The Joining: Walking Bomb
6.	Vulnerability Hex
7.	Glyph of Warding
Tome of Arcane Technique: Flaming Weapons
Tome of Arcane Technique: Fireball
Tome of Arcane Technique: Force Field
8.	Mana Drain
9.	Mana Cleanse
Tome of Arcane Technique: Spell Might
10.	Mana Clash
11.	Glyph of Repulsion
12.	Affliction Hex
13.	Spell Wisp
14.	Drain Life
15.	Blood Magic
16.	Blood Sacrifice
Tome of Ethereal Suggestion: Blood Wound
17.	Blizzard
18.	Death Magic
19.	Curse of Mortality
Champion of Redcliffe: Death Fog
20.	Rock Armor
21.	Stone Fist
22.	Misdirection Hex
Landsmeet: Death Hex
23.	Arcane Shield
24.	Staff Focus
25.	Arcane Mastery

As far as goes my general level & story progression:

 

Lothering – Denerim (Market Place)1 – The Stone Prisoner – Warden’s Keep – Broken Circle – Return to Ostagar - Nature of the Beast – Denerim & Orzammar (partially) – Arl of Redcliffe – the Urn of Sacred Ashes – Paragon of Her Kind – Denerim & the end game

 

I expect to be 9th to 10th level on starting Broken Circle, 11th to 12th level on entering Nature of the Beast, & 15th to 16th level when I start Arl of Redcliffe, as high as 16th entering 17th when I begin the quest for the Urn.

 

  1. On my first visit to Denerim I’ll pick up a number of important items & maybe start the ‘Crime Wave’ quest line (even if I don’t I’ll have Stealing rank 1).  Important items obviously include the Archivist’s Sash and Tome of Arcane Technique.  Because associated buildings scale in level to the Area they’re in, I’ll visit Genetivi’s House, and confront Weylon, also opening up the ambush for when I travel to the Circle Docks & the Spoiled Princess.
  2. In Denerim, I may not do the Blood Cult Warehouse – working on that – but I will trigger and slaughter every guard patrol I can.  For Orzammar, I plan on siding with Bhelen, and plan to get so far as to open up the Provings & the Palace for the Ambassador’s Assassination.  Hoping that I will not lock the Deep Roads just by saving Lord Dace.


#2
Mike3207

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I'd get Arcane Shield a lot sooner, level 3 if you can. That defense boost is very useful, especially if you combine it with Spell Wisp/Might. I'd drop both Rock Armor and Mind Blast. Mind Blast doesn't stun people for very long and then you're back to being attacked. Rock Armor is really more useful if you pick up Arcane Warrior. Otherwise, Reaper's vestments gives you more than enough armor.

 

Not a fan of blood magic, but it's your choice. The shapeshifter talents ignore spell resistance on Nightmare, which might be useful for that level. I'll admit I'm a pretty committed shapeshifter fan though.

 

There's also some good information in this thread-very similar to yours.

 

http://forum.bioware...-ccnuker-mages/



#3
SergeTroy

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@ Mike3207 -

 

Thanks for the reply!  I did see that thread earlier, as a matter of fact, and it was one of the stronger arguments for picking up Sleep and dumping the Spell Might / Mana Clash line.  Will admit that Mana Clash has a ... it's not cheating, but it makes some encounters so easy, there's no real call for tactics, you just steam roll so many different opponents.  Personally prefer Blood Magic over Shape Shifting in Origins, what can I say (Blood Wound baby!).  I may try it out with a utility healer / support build I've been considering, but that's down the line.  I should not that I'll actually be using Vestments of the Seer when I'm in actual combat, along with the Sash of Forbidden Magic, etc.  I understand (and don't disagree) that they're overpowered items, but when I consider the ridiculous spell power Wynne can have by end game, my conscience is somewhat soothed.  The Reapers Vestments or even the Chasind Robes will be my clothing of preference for cut scenes, just because I prefer that collar and look.

 

I did reconsider and changed out the line a bit, not getting Arcane Shield or Rock Armor quite as early as you suggested, but still a helluva lot earlier than previously.  I actually decided to restart the game (wasn't that far in) based on the new build.  The biggest concern I have in the earlier levels is Gazarath, as I swithed to the Fire line for starting, but I am taking Winter's Grasp & Glyph of Paralysis, so I hope I should be able to solo him.  Prior to the Tower of Ishal, I plan on running this mage as a semi solo character for XP purposes, challenge and such.  After that ... well, it's Nightmare and I've been gone a while.  ;)

 

Should be noted I plan on running with Wynne, Leliana, & Shale / Alistar / Sten most often.  Wynne will take Mana Clash line in full as well as Tempest, so that between the two of us we can get off a good Storm of the Century, when need be.

0.	Arcane Bolt
1.	Flame Blast + Winter’s Grasp
2.	Flaming Weapons
3.	Fireball
4.	Glyph of Paralysis
5.	Mind Blast
The Joining: Vulnerability Hex
6.	Walking Bomb
7.	Glyph of Warding
Tome of Arcane Technique: Frost Weapons
Tome of Arcane Technique: Force Field
Tome of Arcane Technique: Arcane Shield
8.	Cone of Cold
9.	Glyph of Repulsion
Tome of Arcane Technique: Rock Armor
10.	Stone Fist
11.	Disorient
12.	Horror
13.	Sleep
14.	Inferno / Blizzard (Review Party Builds at this time)
15.	Affliction Hex
16.	Blood Magic
Tome of Ethereal Suggestion: Blood Sacrifice
17.	Blood Wound
18.	Blizzard (Based on 14th level choice)
19.	Drain Life
20.	Death Magic
Champion of Redcliffe: Curse of Mortaility
21.	Death Fog
22.	Misdirection Hex
The Landsmeet: Death Hex
23.	Staff Focus
24.	Arcane Mastery
25.	Spell Wisp

For an easier overview of the End Game spell book (Hello Archdemon!), it looks like so.

Blood Mage
Blood Magic – Blood Sacrifice – Blood Wound

Spirit Healer
None

Arcane
Arcane Bolt – Arcane Shield – Staff Focus – Arcane Mastery

Primal
Flame Blast – Flaming Weapons – Fireball – Inferno
Rock Armor – Stonefist
Winter's Grasp – Frost Weapons – Cone of Cold – Blizzard

Creation
Glyph of Paralysis – Glyph of Warding – Glyph of Repulsion
Spell Wisp

Spirit
Walking Bomb
Mind Blast – Force Field

Entropy
Vulnerability Hex – Affliction Hex – Misdirection Hex – Death Hex
Disorient – Horror – Sleep
Drain Life – Death Magic – Curse of Mortality – Death Cloud



#4
Mike3207

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Darth made a good case for picking up Glyph of Neutralization as a replacement if you don't get the Mana Clash. In any case, I can't see a lot of reasons for getting Stonefist unless you use it for the Shatter combination.

 

Other choices for the final spell if you drop Stonefist are Spell Shield for the magic resistance or starting the last Entropy line so you can get Paralyze. I imagine it's lack of spell points more than anything.

 

I get around the spell limits by duplicating the tomes that give you spell abilities, but realize that's not for everyone. It might also not be possible on PC like it is on console.

 

Az for Garazath, both Cone of Cold and Glyph of Paralysis should help to keep him in place while the allies attack. It's not a solo run, correct?

 

It can be hard determining which elemental line to pick up first. I happen to like certain aspects of Lightning as well. It's ability to drain stamina can be helpful, but like anything else, lack of spell points.


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#5
SergeTroy

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It pretty much is for the Shatter combo.  As Darth_Gizka mentioned, 

Just use CoC, Stonefist on the WB, baddies go boom, and "Next?"   :D


Totally agree with you on spell tomesand the wish for more. It's not that I really need more than what's available by end game, I just need them all a lot sooner. Preferable to maxxed out by 19th or so. :(