Looking for an Arcane Warrior Build
#1
Posté 21 août 2016 - 03:30
#2
Posté 21 août 2016 - 12:04
Very good question. I've always found arcane warrior somewhat disappointing. Basically, the mage can wear heavy armor and use the arcane sword when the enemy is in melee distance, but no special activated skills...unless of course certain of the skills from the various mage schools work best with arcane warrior?
#3
Posté 21 août 2016 - 12:15
There are three types of AW
i. Fully melee with sustains - melee auto-attack with sustained magic on
ii. Half melee and half caster - cast magic first then finish with melee
iii. Fully caster - armor is just for show if wear armor, or else just want to use Shimmering Shield and become ethereal while wearing robe
So before you build an AW you must decide which type you want to to build because all three are different. Keep in mind that wearing armor and Combat Magic add fatigue and spells cost more.
- Elhanan et Deadly dwarf aiment ceci
#4
Posté 21 août 2016 - 01:11
For such a design, I generally use this design:
STR - base; MGC will supplement the rest.
DEX - 20+. The reason more can be included here is some like to use Daggers which requires DEX as a prereq; same for DAA.
CON - 12+. A few pts here can help; up to 20 for DAA, but this may not be required. This one may vary depending on how often melee options are selected.
WILL - 30+; adds fuel to the firer, so to speak. Increase to 40 if desired for DAA.
MGC - everything else, as this is the Primary attribute.
CUN - 16+. Only the base is needed for aiding Skills, but more can be chosen to help dialogue choices.
#5
Posté 21 août 2016 - 02:40
If fully caster i don't think gong melee is really necessary, no point in going melee. Shimmering Shield is just for OP defense buff, and just that if really need it anyway. It is more effective against magical attacks than anything, better than any anti-magic buff spells. Anti-Magic Ward is only 10 seconds, Spell Shield will drain your mana on hostile spell impact, while -10 mana for Shimmering Shield can be bypassed by items and it can last long
#6
Posté 21 août 2016 - 03:02
If fully caster i don't think gong melee is really necessary, no point in going melee. Shimmering Shield is just for OP defense buff, and just that if really need it anyway. It is more effective against magical attacks than anything, better than any anti-magic buff spells. Anti-Magic Ward is only 10 seconds, Spell Shield will drain your mana on hostile spell impact, while -10 mana for Shimmering Shield can be bypassed by items and it can last long.
There are occasions when Mana can get low, and having a decent weapon and/ or shield can be helpful in Mana Regen, as well as aid defense during some encounters; planned or unplanned. But I utilize a good staff as my primary weapon, and place my set of arms choice as a secondary plan.
But I agree that Shimmering Shield is superior to many other options. What I do like is the versatility of having the choice.
#7
Posté 21 août 2016 - 03:19
There are three types of AW
i. Fully melee with sustains - melee auto-attack with sustained magic on
ii. Half melee and half caster - cast magic first then finish with melee
iii. Fully caster - armor is just for show if wear armor, or else just want to use Shimmering Shield and become ethereal while wearing robe
So before you build an AW you must decide which type you want to to build because all three are different. Keep in mind that wearing armor and Combat Magic add fatigue and spells cost more.
Now how would you go full melee with no special warrior talents? Just get the most massive armor you can find and put the most powerful runes on arcane sword? That, to me, seems like a very second-rate warrior. The way I've played AW falls somewhere between your ii. and iii. Casting is always the mage's primary weapon/primary purpose. However, having armor and a sword mean the AW doesn't get crushed quickly if the enemy gets within melee distance. The AW can defend him/herself in melee against lower level enemies and hold off stronger enemies until the tank comes to the rescue. I always give this to Wynne since making your healer more survivable seems like a good idea.
One of the few things Inquisition actually improves is AW which they now call Knight Enchanter. Even this isn't full melee though...
#8
Posté 21 août 2016 - 03:23
There are a lot of effective ways to build an Arcane Warrior.
In general the most powerful weapon you can have equipped is the staff though. Which means that most of your core abilities won't be much different than with any other mage. So you will need to decide which sort of powers you like. A decent core of powers would be something like this:
Arcane Shield
Fireball
Stonefist
Cone of Cold
Walking Bomb
Mind Blast
Vulnerability Hex
Those and the powers en route to those will cover mostly anything in the game, especially if you add glyph of repulsion and paralysis (paralysis explosion is great).
As far as AW stuff is concerned, I don't run armor on them any longer, just robes. Robes are a bit better for casting, some have decent defense or armor buffs, and your various sustains should be sufficient to reduce damage. For example, a "tanky" robe would be something like Reaper's Vestments with +12 armor, +6 con, and 10% chance to dodge. Other robes with mana regen also are helpful. You can get up to 12.25 armor from Rock Armor. Arcane Shield gives defense. Various other items give defense, dodge or armor.
I prefer to go dual wield on AW as far as melee is concerned to take advantage of attack speed. Since they didn't scale on hit procs for attack speed, generally more attack speed is better, and can outweigh the loss in attribute modifier from going DW without DW training. So damage runes, potentially flame weapons, poisons. Usually it isn't worth going melee until you have exhausted mana using bread and butter mage spells though. So use those to open an encounter, then initiate sustains to support melee, and stab whatever is left.
It is helpful if you have your weapon set switch key bound to something that is easy to press so you can go between staff and melee weapons quickly, as staff gives you the best spellpower, and not all spells can be cast with melee weapons drawn.
It is most efficient to just invest attributes into magic on AW (Combat Magic uses magic, not spellpower for melee damage calculations). The caveat is that if you wanted to go pure melee with dagger-dagger, you can invest in dex for more rapid melee attack gain, but that is for something of a specialized hipster build that will utilize as many on hit effects as possible (and you will still need high spellpower to max out defensive and weapon sustains).
#9
Posté 21 août 2016 - 04:05
Now how would you go full melee with no special warrior talents? Just get the most massive armor you can find and put the most powerful runes on arcane sword? That, to me, seems like a very second-rate warrior. The way I've played AW falls somewhere between your ii. and iii. Casting is always the mage's primary weapon/primary purpose. However, having armor and a sword mean the AW doesn't get crushed quickly if the enemy gets within melee distance. The AW can defend him/herself in melee against lower level enemies and hold off stronger enemies until the tank comes to the rescue. I always give this to Wynne since making your healer more survivable seems like a good idea.
One of the few things Inquisition actually improves is AW which they now call Knight Enchanter. Even this isn't full melee though...
To be fair, there are only a couple W&S activated Talents that I like: Shield Bash and Pummel. These and Shield Wall, plus the Passives to improve them are what makes this a superior Warrior.
However, the AW can improve his default standing with spell buffs, runes, Heraldry, etc. In my own experience, I prefer not to use DW, as even a full set of Hale runes does not help much, though Dweomer runes can be useful. But a decent shield and arms set can make melee something quite unpleasant for enemies.
#10
Posté 21 août 2016 - 04:35
Now how would you go full melee with no special warrior talents? Just get the most massive armor you can find and put the most powerful runes on arcane sword? That, to me, seems like a very second-rate warrior.
You can actually build them to be competent front-liners. Dual-wield daggers, get enough magic to hit 75 spellpower (where flaming weapons caps), and rest in dex. It won't quite match the dps of a DW warrior or rogue, but it's not actually too far behind - it's somewhere around 70% the dps of a backstabbing rogue. While being indestructible and buffing your party with haste and flaming weapons + debuffing enemies with miasma.
#11
Posté 21 août 2016 - 11:41
Now how would you go full melee with no special warrior talents? Just get the most massive armor you can find and put the most powerful runes on arcane sword? That, to me, seems like a very second-rate warrior. The way I've played AW falls somewhere between your ii. and iii. Casting is always the mage's primary weapon/primary purpose. However, having armor and a sword mean the AW doesn't get crushed quickly if the enemy gets within melee distance. The AW can defend him/herself in melee against lower level enemies and hold off stronger enemies until the tank comes to the rescue. I always give this to Wynne since making your healer more survivable seems like a good idea.
One of the few things Inquisition actually improves is AW which they now call Knight Enchanter. Even this isn't full melee though...
Yes we can go full melee and can solo with it ![]()
Useful sustains
- Arcane Shield
- Flaming Weapon*
- Frost Weapon*
- Rock Armor
- Telekinetic Weapon*
- Spell Shield or Shimmering Shield
- Miasma
Optional sustains
- Death Siphon
- Death Magic
- Cleansing Aura
* depends on enemy you face
By these sustain spells alone you can solo as AW, just activate Combat Magic and all sustains. Other Mages on your party can cast offensive spells especially Misdirection Hex and Death Hex
- Deadly dwarf aime ceci
#12
Posté 22 août 2016 - 01:52
Wow, I have to say, I wasn't expecting so many responses so quickly.
So, my plan is to make a melee arcane warrior. From that, I had figured spells like miasma and death magic were must haves. Given my character was going to be wading into the thick of it.
I was also thinking having some ice spells would be good too, for their slowing abilities. And a spell like mana clash, to deal with enemy magic users. Finally, something like mass paralysis, and an aoe attack to deal with some of the lesser enemies.
But, given I've never really built a melee magic user before, I was mostly guessing.
#13
Posté 22 août 2016 - 04:58
AW can be an overpowered Templar if you focus on Spirit School anti-magic. Mana Clash is just one shot kill regular Mages, abominations and anyone who have mana.
Too bad that Anti-Magic Burst need high level where you maybe already dealing with Mages before getting it, and it can de-buff you too if not carefully cast.
Dispel Magic is a quick magic de-buff, a spell that too easy not to take. It can de-buff Curse of Mortality and any magic buff on specific target
Anti-magic AW is an excellent Templar to think about it.
#14
Posté 22 août 2016 - 05:14
#15
Posté 22 août 2016 - 08:25
Glyph spells are good but they are stationary, that's why i am not a fan of it, I usually give them to Wynne, but you can utilize Glyph spells suite your need.
For full melee it is better to use sustain spells only, but for half melee and half caster it is best using spells that can be cast right away, sheathing weapon will become annoying, believe me. For full caster it will be a no problem since you're using staves.
When play full melee Spirit Healer AW, i leave offensive spells to other Mages, it is easier. Only using sustains and healing magic
#16
Posté 22 août 2016 - 10:58
Glyph spells are good but they are stationary, that's why i am not a fan of it, I usually give them to Wynne, but you can utilize Glyph spells suite your need.
For full melee it is better to use sustain spells only, but for half melee and half caster it is best using spells that can be cast right away, sheathing weapon will become annoying, believe me. For full caster it will be a no problem since you're using staves.
When play full melee Spirit Healer AW, i leave offensive spells to other Mages, it is easier. Only using sustains and healing magic
Glyphs may be cast indirectly, so one may use them in other areas, around the corner, etc. Winter's Grasp is like this too; perhaps others.
#17
Posté hier, 01:20
#18
Posté hier, 01:30
Originally I was going for a full melee guy. But the idea of wading into combat, hitting things with spells, then a giant starp metal stick kind of appeals to me. I'm honestly not sure which I'm going to choose now. Thanks for the suggestions though. If I do choose something like a half caster, is there anything I'm going to be needing to get? Or just whatever appeals to me?
I recommend Evon's chestpiece in Wade's, along with the remaining Superior Heavy armor set. The best Staff in DAO is likely the one for sale in the Circle shop. For backup melee weapon set, Cailen's sword and shield offer good Magic Regen, but also look at the Fade Shield taken from Ghazkang if you get it to drop, and another weapon of choice. Spelling is unconfirmed....
#19
Posté hier, 01:34
#20
Posté hier, 02:03
I know about a sword, only able to be used by arcane warriors, taken from the fanatics in the fanatics in the mountain top shrine. I forget what its called though, and I have no idea what the stats are.
Spellweaver is OK, though I prefer Duncan's sword for late game due to being able to hold another rune.
#21
Posté hier, 12:58
Glyph spells are good but they are stationary, that's why i am not a fan of it, I usually give them to Wynne, but you can utilize Glyph spells suite your need.
Yeah that is a limitation, but there are a lot of places where you can use them to block a choke.
The best two are Paralysis and Repulsion though since Paralysis Explosion is probably the best all around spell combo in the game since it has very high utility and doesn't even use a resistance check, anything in he AOE just gets paralyzed.
The other two are somewhat situational, but ok in their roles. Neutralization is just an extra point from Repulsion, so that can make it cheaper than Dispel Magic if you like paralysis explosions.
Originally I was going for a full melee guy. But the idea of wading into combat, hitting things with spells, then a giant starp metal stick kind of appeals to me. I'm honestly not sure which I'm going to choose now. Thanks for the suggestions though. If I do choose something like a half caster, is there anything I'm going to be needing to get? Or just whatever appeals to me?
Get things that buff spellpower, magic, stamina / mana regen, dodge, armor. Spell wise, get bread and butter mage spells. ![]()
I know about a sword, only able to be used by arcane warriors, taken from the fanatics in the fanatics in the mountain top shrine. I forget what its called though, and I have no idea what the stats are.
The good things are that it buffs magic (used for damage w/ Combat Magic), gives stamina/mana regen, has 10% spell resist, and has +3 electric damage which is sort of like having a built in Expert Lightning rune.
Of course unless you want to go melee weapons only, than the spellpower buff doesn't compare favorably with a staff, and not all spells can be cast with weapons drawn anyway. So as above I just have staff equipped when I want to cast, for the most part.
The other downside is that it is just tier 6 / silverite, so there are potentially better longswords for some stats. I still run this though since you don't really get any other chance to use it and it uses a neat looking model and has the stamina/mana regen. Edge early offhand, then Rose's Thorn later. If I wasn't going to run Spellweaver I would probably use Starfang, even though it doesn't have mana regen.
#22
Posté hier, 03:41
The AW build of sustainability can solo the game but that's because the AI is pretty naive,if the enemies had been more intelligent in this game they would dispel the sustainability effects on the AW before to easly kill it.
#23
Posté hier, 03:50
The best two are Paralysis and Repulsion though since Paralysis Explosion is probably the best all around spell combo in the game since it has very high utility and doesn't even use a resistance check, anything in he AOE just gets paralyzed.
#24
Posté hier, 04:05
A simple fireball is more useful since is able to do damages and knock down for several seconds your foes there is no need for this strategy.DAO was horribly unbalanced with the area effect spells the most notable was the combination between Blizzard+Thunder storm
Fireball is a good spell, but PE works against a wider array of enemies including those that cannot be knocked down.
It isn't an either / or proposition anyway.
#25
Posté aujourd’hui, 06:52





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