Can I put pts into cunning until I get 16? 16 cunning is needed for master coercion
The ultimate guide to Arcane Warriors
#76
Posté 08 avril 2014 - 04:43
#77
Posté 08 avril 2014 - 06:26
Can I put pts into cunning until I get 16? 16 cunning is needed for master coercion
During a certain quest you can get a lot of stats boosts, among them five points of Cunning. Magic, isn't it?
#78
Posté 08 avril 2014 - 06:46
Then stick every last point into magic, spam regeneration on yourself, and laugh as nothing can hurt you, while slowly beating it to death. Even the harvester can't break down 80 armour and a 100+ spellpower regeneration, backed by infinite mana thanks to stoic. Plus you have the tools to take down the summons quickly with strong nukes like hand of winter and VWB.
The Harvester is a harmless, lumbering blob. It's the adds that have the teeth and a third-generation yellow minion can punch through 80 armour without breaking a sweat. In another thread I posted a picture of three generations of yellow minions for a level-26 nightmare Warden. Look at the bottom right tile: 34 armour penetration plus 42 bonus damage is equivalent to 76 penetration for the beast's normal damage. Then look at the hitpoints: 1269 with 12.9 regen, more than a yellow golem at level 35 (about 1100).
No such thing as taking them out quickly with anything other than Entropic Death. For VWB to do that kind of damage you'd need around 200 spellpower (with a hex and full +spirit kit) and for a detonation of that strength it would be about 750. Just to put things into perspective a bit.
P.S.: lest I be misunderstood - no one except for an Arcane Warrior has even a chance of tanking these beasts for a while, given the long cooldown of Carapace. But even an Arcane Warrior will lose the arms race sooner rather than later.
#79
Posté 11 avril 2014 - 07:36
what are the most important quests I should do first? I already completed the main quest with the elves and I am about to go to Soldier's Peak
#80
Posté 11 avril 2014 - 07:51
what are the most important quests I should do first? I already completed the main quest with the elves and I am about to go to Soldier's Peak
The mage tower will give you good boosts and will help with getting a healer.
#81
Posté 13 avril 2014 - 08:27
I'm trying to build an Arcane Warrior (I've never played a mage) for an Orlesian Warden in Dragon Age Awakening. How should I allocate my points? I'd assume most in magic, some in willpower, some in constitution, and some in dexterity?
#82
Posté 13 avril 2014 - 08:55
#83
Posté 18 avril 2014 - 06:34
Very lovely guide! very similar to the Arcane mage I usually build! ![]()
- luna1124 aime ceci
#84
Posté 27 avril 2014 - 02:20
just watch this playthrough of an Arcane Warrior on nightmare
#85
Posté 27 avril 2014 - 02:24
Simple really just put 2points in magic and 1 in willpower...NOTHING ELSE!!! DONT NEED DEXTERITY ONCE U MAX THE SPELLS OF ARCANE WARRIOR and plus the free dex u get from the mage tower quest is good enough trust me...use a dual wield with a dagger and/or sword that gives dex....all u really need is at least 21 dex and your fine but dont try to stat the dex as if u were a warrior u will be missing out on loads of damage...believe me i beat the entire game on nightmare and the harvester and everything on nightmare twice (not bragging)
#86
Posté 28 avril 2014 - 09:41
just watch this playthrough of an Arcane Warrior on nightmare
Not exactly good advertising for the Arcane Warrior specialisation, is it. Surviving only by having bigger potions stacks than the enemy, despite playing with a full party. Losing companions anyway. The killer strategy seems to be boring enemies - and watchers - to death.
#87
Posté 23 mai 2014 - 11:24
#88
Posté 24 mai 2014 - 12:41
#89
Posté 18 janvier 2016 - 05:51
This guide is extremely wrong in dexterity. You don't need a single additional point in dex! Arcane warrior gains attack points whenever spell power increases. ***Magic=Spell Power*** You can easily get 90% or over hit rate (nightmare difficulty of course) if you dump all points into magic.
A good arcane warrior build is dumping all points to magic. If you are a heavy caster, maybe some points in willpower. If you are a blood mage, maybe some points in constitution. The only reasons to increase dexterity is that you may want to meet daggers' requirement, or you want a sky-high defense score.
- straykat aime ceci
#90
Posté 18 janvier 2016 - 06:30
This guide is extremely wrong in dexterity. You don't need a single additional point in dex! Arcane warrior gains attack points whenever spell power increases. ***Magic=Spell Power*** You can easily get 90% or over hit rate (nightmare difficulty of course) if you dump all points into magic.
A good arcane warrior build is dumping all points to magic. If you are a heavy caster, maybe some points in willpower. If you are a blood mage, maybe some points in constitution. The only reasons to increase dexterity is that you may want to meet daggers' requirement, or you want a sky-high defense score.
It might be good early on, but that wouldn't matter after awhile. And if one does want sky high defense, I'd forgo rock armor. My 2c
#91
Posté 19 janvier 2016 - 06:20
This guide is extremely wrong in dexterity. You don't need a single additional point in dex! Arcane warrior gains attack points whenever spell power increases. ***Magic=Spell Power*** You can easily get 90% or over hit rate (nightmare difficulty of course) if you dump all points into magic.
A good arcane warrior build is dumping all points to magic. If you are a heavy caster, maybe some points in willpower. If you are a blood mage, maybe some points in constitution. The only reasons to increase dexterity is that you may want to meet daggers' requirement, or you want a sky-high defense score.
No, magic don't add to attack bonus, dex and str does, unless you use mods.
As a melee Arcane Warrior some dex is needed untill you get Miasma and other buffs/spells that reduce enemy attacks and defense,
But high dex needed if you're using two handed weapons, because two handed weapon attack rate is lower than other weapons. Don't use strength because damage bonus comes from magic, better dex because it add defense.
#92
Posté 19 janvier 2016 - 07:41
No, magic don't add to attack bonus, dex and str does, unless you use mods.
As a melee Arcane Warrior some dex is needed untill you get Miasma and other buffs/spells that reduce enemy attacks and defense,
But high dex needed if you're using two handed weapons, because two handed weapon attack rate is lower than other weapons. Don't use strength because damage bonus comes from magic, better dex because it add defense.
Read the description of combat magic ***Attack Bonus: 5.0 + (Spellpower / 5.0)*** and you'll know how wrong you are.
Your last paragraph also indicates that you do not understand the difference between attack speed and attack bonus.
#93
Posté 19 janvier 2016 - 07:43
I'm so surprised some players still don't understand the basics of the game after so many years.
#94
Posté 19 janvier 2016 - 10:42
This guide is extremely wrong in dexterity. You don't need a single additional point in dex! Arcane warrior gains attack points whenever spell power increases. ***Magic=Spell Power*** You can easily get 90% or over hit rate (nightmare difficulty of course) if you dump all points into magic.
A good arcane warrior build is dumping all points to magic. If you are a heavy caster, maybe some points in willpower. If you are a blood mage, maybe some points in constitution. The only reasons to increase dexterity is that you may want to meet daggers' requirement, or you want a sky-high defense score.
A point in magic is worth 0.2 attack. A point in dexterity is worth 0.5 attack. So, when it comes to boosting attack, dexterity is more than twice as effective as magic. If you're only putting points into magic from the start, then you'll have no difficulty sparing some points for dexterity. My current mage is level 5, and already has 38 points of magic, before equipment, so it's not as though I'm not going to be able to spare the points to boost his dexterity. And I'd consider a point of dexterity to be more useful than point of willpower or constitution, which give you 5 points of mana or health, respectively. As the guide points out:
"Willpower and constitution can both be boosted tremendously with the right gear"
As for your "90% or over hit rate" claim, I assume you're taking that figure from the heroic accomplishments page? Since that's running from the start of the game when you're using staff attacks, which only miss if they're blocked by something, it's a pretty unreliable figure to use for gauging your hit rate with a melee weapon.
Your last paragraph also indicates that you do not understand the difference between attack speed and attack bonus.
I believe you're reading it wrong. A slower attack rate would make a higher attack more valuable, because the lower frequency of attacks makes each miss more costly.
- Qis aime ceci
#95
Posté 19 janvier 2016 - 10:55
Read the description of combat magic ***Attack Bonus: 5.0 + (Spellpower / 5.0)*** and you'll know how wrong you are.
Your last paragraph also indicates that you do not understand the difference between attack speed and attack bonus.
Alright....you are correct
20 Magic give you +10 spellpower isn't it?
So 5+(10/5) = 7,
40 Magic will give you +30 spellpower
So 5+(30/5) = 11
60 Magic will give you +50 spellpower
So 5+(50/5) = 15
It just MEH.....(edit : it is like precise striking, dueling and aim that give you +10 attack, it's NOTHING)
Better put in dex for attack bonus, defense and physical resistence
Better test your self...two handed weapon attack is SLOW...you might get one hit while your enemy might hit you multiple times already, and if you miss that precious one attack, what happen?
#96
Posté 19 janvier 2016 - 11:10
#97
Posté 19 janvier 2016 - 11:20
Combat Magic is just a buff similar to other buff from warrior and rogue talents, but it worse if ONLY invest in magic for attack because spellpower DIVIDED by 5...so 60 Magic only give 50 (spellpower counted +1 above 10 magic), 50 divided by 5 is 10 only...and that's your melee attack
The difference with other buff is, warriors and rogues already have attack bonus, just +10 to their attack bonus. Each 2 points of str and dex give 1 attack bonus...so 30 dex give 10 attack bonus PLUS 10 from dueling becomes 20
compare that to Combat Magic with 60 Magic (50 spellpower)
That's why melee AW need dex to add for attack bonus and not relying on magic only
Unless ofcourse you use hexes/curses and miasma (and other negative buff on enemies)
#98
Posté 19 janvier 2016 - 02:16
The last two levels of Combat Training also give you an attack bonus. +2 for level 3 and + 4 for level 4 for a total of +6 if you max it out. A worthwhile investment for Arcane Warriors and shapeshifters that use melee weapons in my view, both of which need a decent attack score.
#99
Posté 19 janvier 2016 - 03:15
It sound great, but reality is it just minor bonus
A warrior with 40 str with precise striking having more attack bonus than AW with 40 magic and combat magic
40 str = 15 attack bonus, plus precise striking +10 becomes 25
40 mag = 30 spellpower, divide by 5, only 6 attack bonus, with combat magic +5 becomes 11
Even with aura of might, add another 5, only 16
With combat training +6, 22
#100
Posté 19 janvier 2016 - 04:14
A point in magic is worth 0.2 attack. A point in dexterity is worth 0.5 attack. So, when it comes to boosting attack, dexterity is more than twice as effective as magic. If you're only putting points into magic from the start, then you'll have no difficulty sparing some points for dexterity. My current mage is level 5, and already has 38 points of magic, before equipment, so it's not as though I'm not going to be able to spare the points to boost his dexterity. And I'd consider a point of dexterity to be more useful than point of willpower or constitution, which give you 5 points of mana or health, respectively. As the guide points out:
"Willpower and constitution can both be boosted tremendously with the right gear"
As for your "90% or over hit rate" claim, I assume you're taking that figure from the heroic accomplishments page? Since that's running from the start of the game when you're using staff attacks, which only miss if they're blocked by something, it's a pretty unreliable figure to use for gauging your hit rate with a melee weapon.
I believe you're reading it wrong. A slower attack rate would make a higher attack more valuable, because the lower frequency of attacks makes each miss more costly.
90+% is NOT just a figure "including staff attack from the start" as you assumed, you can count it and feel it in end game. I'd say the higher the level the higher the hit rate. BTW the number of attack using staff in the first seven levels contributes a very small proportion to your total number of attack when you are level 35 or 40. Maybe you'll understand when your game progresses.
So dexterity 0.5 attack score / point is redundant. When you can hit 95% why the hell not to invest in an attribute that makes you the most powerful? Last time I read this thread was about the so-called "Ultimate build".
Since the attack seldom misses, attack speed is irrelevant in this topic.
As for the player Qis, I've found it's a waste of time reading and replying her posts. A lot of numbers but she doesn't understand the game.. She's too confused with the game mechanics.
And for those who emphasize 60 magic = insignificant attack from combat magic, they probably never know they can have 170++ spellpower in end game if they invest heavily in magic.





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