Aura of Pain is Underrated.
#1
Posté 03 février 2010 - 02:30
-The self-damage can be almost entirely offset with gear even without using a healer, on Nightmare.
-When fighting large groups of enemies, the DPS it adds racks up very quickly.
-The damage continues to tick if your Warrior is disabled somehow, as long as enemies remain close.
-The damage continues to tick on knocked-down/CC'd enemies.
The PC I will be taking into Awakening is a dual wield Templar/Reaver who focused on AoE damage. Taunt->Whirlwind, Dual Weapon Sweep, Aura of Pain is an extremely high amount of completely friendly fire AoE damage. In conjunction with Oghren using Two-Handed Sweep and Superiority to keep enemies knocked down as much as possible, I was able to painlessly complete Nightmare difficulty without using any Mage healing, and using very few poultices.
In fact, this playthrough felt significantly more powerful than my Arcane Warrior/Blood Mage run, and was much quicker due to having no need to mass produce mana potions. I attribute this in part to Aura of Pain's contribution to making my PC a party-friendly AoE machine.
Try it before you knock it.
#2
Posté 03 février 2010 - 03:36
http://dragonage.wik...Mictlantecuhtli
With high crit chance through gear, stone aura, and song of courage it's even more fun and the best part is like you said party friendly. Used with Flying Swarm early in the game you can cause massive casualties in large groups of enemies or the swarm can go hover near archers and take them out en masse(with 100% ranged immunity) while the Templar/Reaver deals with the melee group.
I like my dwarf rogue also, but she's more about sneakiness and clearing rooms one enemy at a time through stealth. This guy is all about being right in the thick of the fight, and if health gets too low just hit devour to gobble up all the corpses.
You can severely diminish the damage, but if Wynne is along to cast Regenerate you can get rid of it entirely.
#3
Posté 03 février 2010 - 09:44
#4
Posté 03 février 2010 - 10:49
#5
Posté 04 février 2010 - 12:14
Over time, you will need to use an extra poultice or so in longer fights, but most long fights are against single opponents, where Aura of Pain isn't really of great use anyway. I didn't toggle it on for anything less than about three opponents, excepting the High Dragon and Archdemon so that I would still be doing some damage when knocked about.
It adds quite a lot of DPS in an AoE situation. Quite frankly the "needs more healing" argument doesn't work as a disadvantage, since battles end so quickly with an optimized party. Considering that I beat the game both without using any Mage healing and using fewer poultices than I ever have in the same playthrough, I feel pretty confident about the ability.
Modifié par 5Warlocks, 04 février 2010 - 12:17 .
#6
Posté 04 février 2010 - 12:44
Modifié par Timortis, 04 février 2010 - 12:45 .
#7
Posté 04 février 2010 - 01:02
Hmm? The DA Wiki says it's 20 damage every 4 seconds. But if it stays at 6 that's even worse (1.5dps per target?).5Warlocks wrote...
It adds quite a lot of DPS in an AoE situation. Quite frankly the "needs more healing" argument doesn't work as a disadvantage, since battles end so quickly with an optimized party. Considering that I beat the game both without using any Mage healing and using fewer poultices than I ever have in the same playthrough, I feel pretty confident about the ability.
Am I missing something? I don't see how it could be worth the 60 stam upkeep in that situation.
#8
Posté 04 février 2010 - 01:12
#9
Posté 04 février 2010 - 01:20
#10
Posté 04 février 2010 - 11:17
Timortis wrote...
It was ticking for 6 damage for me, I don't think it's worth it and I'm a big Reaver fan. How do you offset it, with regen? In that case, that's not free, you could be healing yourself of other damage you took, instead of healing the damage you did to yourself.
75% spirit resistance(self inflicted damage is only 5 points every four seconds, greater balms add +60% for 3 minutes), +4 combat health regen gear, +10% healing effects received(4.4 combat health regen) and Regeneration(with 104 spellpower) is +20.4 combat health regen(before +10% healing effects received). You're greatly in the positive as far as regeneration goes and not in any danger of health poultices being ineffective. You can't even tell a big difference in the effect of regeneration without the aura active.
Basically you're trading a 0.6 health penalty for 6 damage every tick of the aura.
Modifié par AlgolagniaVolcae, 04 février 2010 - 11:20 .
#11
Posté 04 février 2010 - 12:50
#12
Posté 04 février 2010 - 04:18
#13
Posté 04 février 2010 - 08:57
Balms are mostly for the switch of weapons, otherwise you can have a solid 75% resistance without using balms whatsoever fairly early in the game.
#14
Posté 04 février 2010 - 09:23
Modifié par soteria, 04 février 2010 - 09:26 .
#15
Posté 05 février 2010 - 01:11
soteria wrote...
Next time I'm picking the lock on a chest, I'll just *really* put my mind to looting a greater spirit balm. That should do the trick. No doubt, if I put my mind to stealing them from people instead of lifestones and trap triggers, I'll be able to steal and loot enough to use them every fight. Or, I could just get all the damage with over in a hurry and spend the money on ingredients for flasks instead of balms.
That's the spirit, "I think I can, I think I can.". Really though, you can acquire 30-40 of them per game which is plenty for the later parts.
#16
Posté 15 février 2010 - 08:21
5Warlocks wrote...
-The self-damage can be almost entirely offset with gear even without using a healer, on Nightmare.
People have tested it and stated that spirit resistance does nothing to mitigate the damage to self.
#17
Posté 15 février 2010 - 08:25
It should work well when used against the game, giving it a taste of its own medicine.
Modifié par TBastian, 15 février 2010 - 08:26 .
#18
Posté 16 février 2010 - 03:59
However, I will say that it is far from useless. As a tank, this is extremely good. 6 dmg may not seem like a lot, but with the right tactics, it's all you'll need to hold aggro on mobs that aren't the main target. Even if you have a mage spamming aoe, w/ mindblast, his/her aggro will drop to 1, so the 6 dmg tick will immediately grab aggro off the mage after mindblast. Think of aura of pain as a tiny continuous taunt -- just enough to keep aggro off your squishies (assuming you play responsibly).
#19
Posté 16 novembre 2011 - 02:59
NetBeansAndJava wrote...
Did some testing... I do believe that the self inflicted dmg from aura of pain IS NOT affected by spell resistance or spirit resistance. Aura of pain ticks for 6 dmg on the enemy and myself, regardless of whether I'm stacked with 65% spirit resistance or 10%.<br />
<br />
However, I will say that it is far from useless. As a tank, this is extremely good. 6 dmg may not seem like a lot, but with the right tactics, it's all you'll need to hold aggro on mobs that aren't the main target. Even if you have a mage spamming aoe, w/ mindblast, his/her aggro will drop to 1, so the 6 dmg tick will immediately grab aggro off the mage after mindblast. Think of aura of pain as a tiny continuous taunt -- just enough to keep aggro off your squishies (assuming you play responsibly).
I believe you're absolutely correct here. The talent claims spirit damage, but I read (in another forum) that it's actually health damage. If you use items that restore health, the self-inficted damage is minimal to non-existent. I'm currently playing as a Champion/Reaver and I have to admit it is far more enjoyable than an Arcane Warrior as far as I'm concerned. With the Warrior disciplines tacked on to my weapons, putting down foes is quick and efficient. Likewise, I'm looking forward to taking my guy into Awakening and tacking on Spirit Warrior so I can really experience what it is to be an Arcane Warrior.
#20
Posté 19 novembre 2011 - 08:22
NetBeansAndJava wrote...
Did some testing... I do believe that the self inflicted dmg from aura of pain IS NOT affected by spell resistance or spirit resistance. Aura of pain ticks for 6 dmg on the enemy and myself, regardless of whether I'm stacked with 65% spirit resistance or 10%.<br />
<br />
However, I will say that it is far from useless. As a tank, this is extremely good. 6 dmg may not seem like a lot, but with the right tactics, it's all you'll need to hold aggro on mobs that aren't the main target. Even if you have a mage spamming aoe, w/ mindblast, his/her aggro will drop to 1, so the 6 dmg tick will immediately grab aggro off the mage after mindblast. Think of aura of pain as a tiny continuous taunt -- just enough to keep aggro off your squishies (assuming you play responsibly).
Ive said this years ago.
Its also pure mayhem when you have 4 warriors with it.





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