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All mage party tips.


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#1
InquisitorPotato

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so im making a party built out of 4 mages including my inquisitor and vivienne as my ice melee weapon tank.

Need as many tips as possible for this, since i am planning on going through nightmare mode with trials on.

I know there are amulets to help get mob agroo or even taunt and amulets to decrease threat so i got no worries on the taunt department.

#2
ottffsse

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Give Vivs or someone else in spirit revival with desperation upgrade. Give another mage revival with normal upgrade and if you dont control that mage make sure they have good mana regen so you can select them and use it when you feel the desperation mode is not cutting it (very rare). Dorian can use flame array! and walking bomb to self revive (flame array now works better then Wall of Fire because a enemy stepping on a firemine after Dorian is down will take a "hit" and e can self res if he has heal on hit)

 

Make each mage a master of a certain elemental branch and equip elemental pact belts on them. Profit. 

 

Mage you control can use something like deepstalker sigil to maximize damage further as you will be using that mage and can position yourself with fade step on the battlefield to flank, since Vivs will be tanking. 

 

Dragons can still be a pain unless you switch staves and craft extra elemental staves for each mage. 


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#3
PapaCharlie9

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What spec will you run IQ as? It makes a difference. I'd run my IQ as a KE and act like a warrior, let the other three attack at range, or alternatively, set Vivienne to Follow IQ and both do the warrior thing. I agree with ottffse about setting up Revival. Put the normal one on Vivienne and she'll resurrect you on the spot if she's right next to you in melee. Or you can put the desperation upgrade on yourself, as was suggested.

You don't have to worry about taunt. Just send Vivienne into melee distance with Fade Step and AoE everyone nearby. That will draw agro.

Keep in mind that Fire Array only does 1 damage if you cast it too close to targets. So you don't want it on your tank or whoever is doing melee.

Every mage should have a local defense or AoE skill. Fire or Ice Array are ideal. FT Masterwork with something defensive, like heal on hit or Walking Fortress proc, would be good on everyone.

 

With Trials, have upgraded Dispel on everyone, you'll need it. On the other hand, maybe only two mages need Barrier in an active slot, and neither should be KE. Set one on preferred and one on normal AI. The first cast will be overlapped and one will be wasted, but as the combat continues, they will get offset by mana depletion and should do a pretty good job of keeping everyone covered most of the time.

 

Pre-Skyhold is going to be toughest. Without a melee spec, everyone is a ranged attacker. You could get slaughtered in all physical attack mobs without tons of AoE and DoT. I'd suggest siding with the mages, since that should be the easier quest for an all mage crew (you could take one non-mage with you, since Dorian is a gimme), though it does make the Haven raid harder. You'll have to use the kiting/distraction trick and just keep someone at the wheel turning the crank all the time.
 



#4
InquisitorPotato

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Dont know if putting a lyrium sigil on vivs is a good idea. So far at lv12 with tier 2 mats she has 1.2k hp and around 300 armor rating. To lose half hp x,x

#5
Evelynne

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I may take my Cortian off the shelf and do this party setup. 

 

In my eyes, you should focus on hitting off as many combos as you can.

 

I'd likely go Rift Mage since we lose that spec in Trespasser (so if we're going Mage Pure, we'll be down a guy). Solas I would make a Storm mage, because of how Restorative Veil and Static Cage synergize (Infinite mana). 

 

I'd also make Dorian Storm, simply because we lose Solas, and there's only 3 combat trees to pick from.

 

The Inquisitor I'd likely say go with Fire, because you'll be in control of the Inq the most often. Which means you can appropriately position Flame Array and all of your damage.