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Best element for Mortalitasi.


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#1
The-Oracle

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What's the best element to pair with the Mortalitasi spec? Fire,Ice, or Storm?

#2
PapaCharlie9

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Well, the ideal one would be Spirit, given that they worship the dead. But you can't equip that on melee weapons, so ... how about Electricity?

For the other rune options, Corruption, Cleansing for sure, and maybe Demon Slaying?

#3
HannahRose

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What Charlie said. However, if you're asking about which skill tree to invest your points in, then I personally like the storm tree for necromancers. The wisps + static cage are just too much fun. :P

 

On the other hand, the inferno tree has more synergy with Necro's fear based skills.

 

On the other OTHER hand, the frost tree is also pretty damn good considering you can run right into the middle of the battlefield, and on the off chance that ice armour ever fails you and you happen to die, and/or Guardian Spirit is still on CD, your simulacrum will kick in, and we all know how good that is.

 

TL;DR: Every tree has its strengths and weaknesses, and any of them can/will make it through the game just fine, so it really all comes down to personal preference. I'd say give them each a shot, and if you don't like them you can always just reset your skill points. You don't even have to buy any of the DLC to do that this time around, either. :P



#4
Bayonet Hipshot

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Use Fire and Storm.



#5
ottffsse

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Visually probably lighning is the best as static cage + chain lighning + walking bomb = carnage. But you will do more damage with fire/ inferno because of that fire mine spell. Best to take both fire and lightning. 

 

Don't use winter beyond the top of the tree, the only mage that can really get the most out of the the blizzard spell (final winter spell) is the rift mage.


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#6
Bayonet Hipshot

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Visually probably lighning is the best as static cage + chain lighning + walking bomb = carnage. But you will do more damage with fire/ inferno because of that fire mine spell. Best to take both fire and lightning. 

 

Don't use winter beyond the top of the tree, the only mage that can really get the most out of the the blizzard spell (final winter spell) is the rift mage.

 

Agree with Ottffsse here. Plus having Fire, Lightning and Spirit will allow you to take care of pretty much any enemy in the game. For example, if you encounter those idiotic Qunari in Trespasser, just use Lightning and Spirit to destroy them. 

 

Also, if you are going to be a Necromancer, pick up Fade Step and its upgrade Energizing Step, it will help. 



#7
actionhero112

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Static cage is mediocre. Would only take against Fire resistant dragons. 

 

50% damage every hit is super pathetic especially on a 24 second cooldown base with that exorbitant mana cost. 

 

Putting it in perspective, you would need to hit a target 30 times to make static cage's actual damage as useful from a damage perspective as chain lightning (Not even considering the cooldown difference and mana cost). This is doable but takes set up that honestly I doubt most people do. Then when you consider you can cast chain lightning 3 times before static cage comes off cooldown, well the slot efficiency for the spell just keeps going down. 

 

It takes significant point investment to get to, that honestly could be better spent elsewhere. The big draw with static cage is the potential discharge detonator, which even then is much more difficult to land than just ice mine. 

 

Tbh how I think of the trees is,

 

Fire > Mage Damage

Ice > Mage Utility/CC

Spirit> Mage Defense

Storm > Energy Barage/Chain Lightning

 

Going further in storm beyond these first talents and the passives is iffy to me. 



#8
PapaCharlie9

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Static cage is mediocre. Would only take against Fire resistant dragons. 
 
50% damage every hit is super pathetic especially on a 24 second cooldown base with that exorbitant mana cost.


Don't Static Cage bonus hits proc FT Masterworks? That's what I thought the value was. If you Energy Barrage a target in a Static Cage, you double your chances of procing a Masterwork.

Static Cage hits also benefit from Crit Damage bonus if you crit, so you're bonus should be higher than the base 50%.

Ice Mine/Chilling Array does seem to proc FT Masterworks, so while I agree that Winter is mostly CC/Utility, offttse's Ice + Fire Array technique seems to be a good way to get the most out of FT procs, like Walking Bomb or Hidden Blades. Maybe that's what "Utility" means? ;)

#9
actionhero112

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Don't Static Cage bonus hits proc FT Masterworks? That's what I thought the value was. If you Energy Barrage a target in a Static Cage, you double your chances of procing a Masterwork.
 

 

Everything can proc fade touched masterworks besides DoT. I would not suggest taking any mediocre skill just because it can proc masterworks slightly quicker. 

 

To me, the truly good masterworks are either always in effect, or are walking bomb. Because you cannot proc a masterwork while the effect of it is ongoing, I am hesitant to value any skill whose purpose is to soley proc them. 

 

Plus because of how the Walking Bomb masterwork works, it's more beneficial to proc with a modifier much higher, not the lowest it can be. 

 

 

Static Cage hits also benefit from Crit Damage bonus if you crit, so you're bonus should be higher than the base 50%.

 

Damage modifiers come after, so it will always be 50%. An ability critting will not change the modifier. 

 

 

Ice Mine/Chilling Array does seem to proc FT Masterworks, so while I agree that Winter is mostly CC/Utility, offttse's Ice + Fire Array technique seems to be a good way to get the most out of FT procs, like Walking Bomb or Hidden Blades. Maybe that's what "Utility" means? ;)

 

Utility meaning fade step, wall of ice and mana surge, ball providing benefits that can't really be quantified as defense or offense, at least to me. Every tree is going to have a some measure of all qualities, besides perhaps defense, but Ice Mine has the best CC in the game, a freeze duration triple that of the unreliable paralyze from static cage, and is the tree with fade step. It is the tree for Utility and CC. 

 

For the point investment, mana cost and damage it offers, it's just not worth it. 



#10
PapaCharlie9

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Damage modifiers come after, so it will always be 50%. An ability critting will not change the modifier.


My bad, I meant the effective bonus, once everything is multiplied out. 50% sounds bad, but if a single hit of Energy Barrage is doing 660 points per hit, I'm not going to complain about another 500.

But yeah, the skill point cost, mana cost, and cooldown costs are large, no argument there.
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#11
The-Oracle

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I love the suggestions I got storm and fire and now Dorian is a beast!

#12
ottffsse

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My bad, I meant the effective bonus, once everything is multiplied out. 50% sounds bad, but if a single hit of Energy Barrage is doing 660 points per hit, I'm not going to complain about another 500.

But yeah, the skill point cost, mana cost, and cooldown costs are large, no argument there.

not to mention when some mooks get caught inside your lightning cage and you lay a fire array on them...ouch. I mean what are you going to take that's obviously better at cc+damage than lightning cage? Wall of fire? really?

 

You can decimate stuff like this: 1.) lightning cage+, 2.) ice/ flame array (procing masterwork walking bomb) . 3.) boom! say 15-28K fire damage+15-28K spirit damage + 50%K aoe more lighning damage all in aoe (all approximate figures but you get the idea). 

 

Or vs single large targets like dragons and giants: 1.) lightning cage 2.) walking bomb manual long distance cast 3.) energy barrage + energy barrage (with energy bombardment). Thanks to such an opener I could shave of half of highland raveger's health bar by half in like 10 seconds or so (with ice staff and winter pact belt).  



#13
actionhero112

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not to mention when some mooks get caught inside your lightning cage and you lay a fire array on them...ouch. I mean what are you going to take that's obviously better at cc+damage than lightning cage? Wall of fire? really?

 

You can decimate stuff like this: 1.) lightning cage+, 2.) ice/ flame array (procing masterwork walking bomb) . 3.) boom! say 15-28K fire damage+15-28K spirit damage + 50%K aoe more lighning damage all in aoe (all approximate figures but you get the idea). 

 

Or vs single large targets like dragons and giants: 1.) lightning cage 2.) walking bomb manual long distance cast 3.) energy barrage + energy barrage (with energy bombardment). Thanks to such an opener I could shave of half of highland raveger's health bar by half in like 10 seconds or so (with ice staff and winter pact belt).  

 

Ice Mine's CC lasts 6 seconds. It's the longest in the game for mages. It's also not dependent on Enemy movement, meaning it's more reliable. The only CC that's probably better is Wall of Fire on certain large targets. Static Cage's Paralyze is literally 2 seconds. Mighty blow is better CC than that.  

 

The only real use for the spell is on bosses and even then I would only take it on the fire resistant ones. (Such as the aforementioned Highland Ravager)

 

Also the static cage double energy barrage combo is overrated. Still only gets you 1200% damage modifier from static cage. Again you can use Chain lightning for a 1500% modifier, every 8 seconds which is better for your clean burn rotation. 

 

Tbh, you're being disingenuous. You don't get that damage until you get the superior pact belts, and you only get the superior pact belts in the trespasser dlc. Ergo, game's pretty much done at that point.

 

Plus why would you ever double energy barrage if you can double fire mine. Fire mine is just better.



#14
Bayonet Hipshot

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Tbh, you're being disingenuous. You don't get that damage until you get the superior pact belts, and you only get the superior pact belts in the trespasser dlc. Ergo, game's pretty much done at that point.

 

 

 

This is another problem that I do not see many build guides address and it is that powerful items are usually only available towards the end game / late game, by which time your character's story is almost done. Sure, you can use the Golden Nug but personally, its a form of cheating to me so I don't.

 

Necromancer, more than any other mage specialization, suffer from the late game / end game issue. Many of the best Necromancer spells are way down in the spell trees. This means that for most of the game, the Necromancer won't be exceptionally powerful until they get close to late game.

 

So OP, please keep that in mind. Spells like Walking Bomb, Fire Mine, Static Cage as well as passive such as Simulacrum are down the skill tree.

 

By contrast, the Rift Mage specialization is viable right off the bat. The Veilstrike + Immolate spam combo can be performed with very little ability point investment. Frost Step + Winter's Ruin combo can be obtained very early on and it costs one ability point less than say, having Frost Step and Chilling Array. Furthermore, the only passive you really care about with Rift Mage is Restorative Veil whereas Necromancer relies on Death Siphon, Power of the Dead and Simulacrum.

 

My point is that Necromancer requires a lot of ability point investment for it to become powerful. On the upside, Necromancer does not suffer from any Shock-Weakness bug that Rift Mage has to deal with so can use whatever staff type you like and Necromancer has good health sustain whereas Rift Mage has good mana sustain. So its boils down to what you are willing to put up with.



#15
ottffsse

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Actionhero: I am talking about blue pact belts not purple you get those as soon as you get trial rewards from mid game I had a full set of blue belts for my mages alread. Some war table missions give you the blue belts too. And they're really good, they take less health off and deal almost as much damage as the purple ones. With good critical chance and modifier 20k flame arrays are usual with the blue pack belt. Tricky part is getting the Imperial vestments fade touched material lots of save scumming trial rewards chests or just killing brutes and saving before hand in the wastelands.

B hipshot : I sort of agree on the late development but necro is good early game with walking bomb, energy barrage and chain lighting (later cage) afterwards you can go down to firemine. Or early if you prefer it to lighting cage. And in general rift is also only really good after lvl 15 or so so you can get fire mine and all the rift mage abilities and passives. The only mage that is sort of really set by level 12-13 is ke. At that point you have fade cloak, fire mine and fade shield. What more of the core do you really need to beast as ke?

#16
PapaCharlie9

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So, first, I have to admit I thought OP meant this weapon, the Mortalitasi:

http://dragonage.wik...ortalitasi_Club
68yiqg.png

not Necromancer class.  :?
 

So OP, please keep that in mind. Spells like Walking Bomb, Fire Mine, Static Cage as well as passive such as Simulacrum are down the skill tree.
 
By contrast, the Rift Mage specialization is viable right off the bat.


Huh? There's no "by contrast" between those two statements. You don't get specialization skills "right off the bat," meaning, when you could have any of the others you mention that are not spec. If you had only said Walking Bomb, okay.

Besides, who doesn't respec upon getting a specialization? I usually get the spec around level 8, so I've got 9 to 10 ability points to spend. I could spend 5 in Inferno to get Searing Glyph (not to mention 2 good passives) and still have 5 leftover for the specialization tree.

I do agree that RM gets two of its best abilities for just 2 points total, 4 with upgrades. That's a pretty good discount and sort of makes up for the fact that the RM tree itself doesn't have as good a damage ability as Necro. Said more negatively, as an RM you are forced to spend in other trees, like Inferno, to get decent damage abilities, to supplement Stonefist.

#17
Bayonet Hipshot

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So, first, I have to admit I thought OP meant this weapon, the Mortalitasi:

http://dragonage.wik...ortalitasi_Club
68yiqg.png

not Necromancer class.  :?
 

Huh? There's no "by contrast" between those two statements. You don't get specialization skills "right off the bat," meaning, when you could have any of the others you mention that are not spec. If you had only said Walking Bomb, okay.

Besides, who doesn't respec upon getting a specialization? I usually get the spec around level 8, so I've got 9 to 10 ability points to spend. I could spend 5 in Inferno to get Searing Glyph (not to mention 2 good passives) and still have 5 leftover for the specialization tree.

I do agree that RM gets two of its best abilities for just 2 points total, 4 with upgrades. That's a pretty good discount and sort of makes up for the fact that the RM tree itself doesn't have as good a damage ability as Necro. Said more negatively, as an RM you are forced to spend in other trees, like Inferno, to get decent damage abilities, to supplement Stonefist.

 

I only respec once and that is after the prologue. I roleplay it by saying that the Mark and the trip to the Fade had messed up my protagonist's magic (only a fool would learn Flashfire after all). After that, I choose my spells in such a manner that they are progressive.



#18
Cribbian

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Storm + Necromacer = Spellslinging Dr Frankenstein. A perfect fit.



#19
PapaCharlie9

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I only respec once and that is after the prologue. I roleplay it by saying that the Mark and the trip to the Fade had messed up my protagonist's magic (only a fool would learn Flashfire after all). After that, I choose my spells in such a manner that they are progressive.


Okay, well at least that is a reason I can understand. But please realize that that colors your advice about builds and is pretty atypical.