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Would a CON based mage be possible?


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#1
Ako80

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There are so many items available that give a massive bonus to constitution (+30 is easily doable) or +x to healing effects and this got me wondering if a Blood Mage with a very high constitution (80+) could be viable. Such a mage could easily have 600 hitpoints, pretty cool huh? There are some spells that aren't based on spellpower or have a component that isn't, but are there enough of these spells?

-Miasma - The -10 attack and defense part can't be resisted.
-Shimmering Shield - I believe all bonuses are based on fixed values.
-Haste - The speed bonus is at a fixed value.
-Disorient - Gives unresistable -5 penalty to attack and defense.
-Fade Shroud - The dodge bonus does not vary.
-Blood Sacrifice uses fixed values.
-Revival - It simply always works.
-Spell Might - Combos involving this still work.
-Rejuvenate - The value is set at +8 regeneration no matter what.
-Mass Rejuvenation - Would still give +5 mana regeneration.
-Spellbloom - Fixed mana regeneration of +3

Then there are some spells I'm not sure about:
- Force Field, Hexes, Cone of Cold and Blizzard freezing, Blood Wound - Almost impossible to resist but would this still be the case?
- Regeneration - Is spellpower involved at all? (The wiki is unclear on this.)

But what's really interesting is if certain spellcombo's check your spellpower at all?
- Paralysis Explosion - I've never seen anything resist this, would that still be the case?
-Storm of the Century - Does it always do a certain amount of damage or would it be decreased?
-Improved Reanimation - Do you still get a strong skeleton?
-Entropic Death - Would the parts simply be resisted or do you still get a couple of hundred damage out of it?

A lot of spells not mentioned here use set values for part of the effect so some could still be worth it even with a crappy spellpower.
So please join in and help figure out if this would be a good idea! B)

#2
x-president

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You'd have to get magic level up around 35 to acess all the spells.  Other then that I don't see why it woudn't work. 

Possibly a good idea for a pure healer or supporter sense you would most likely out live most teammates.

Modifié par x-president, 05 février 2010 - 03:47 .


#3
soteria

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Entropic death--the death hex part--can be resisted. All the hexes, in fact, can be resisted, as can force field (offensively), cone of cold, the blizzard freeze, and blood wound. If you're CCing 10+ enemies with blood wound you'll regularly see resists, unless you have a very high magic score.

#4
Random70

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Hmm, interesting idea...but it seems the only real benefits to this are increased survivability and a larger 'mana' pool. In return, you have to deal with...

1) Much lower damage output (incl. staff bolts)
2) Increased enemy resistance
3) Reduced utility, as even things like heal and flame blade scale with SP

IMO the only two reasons why you'd look at a build like this are:

1) Extreme AW meat shield - you could hang every sustain in your spellbook and still have tons of HP leftover.
2) 'No potion' game

Outside of those two, I'd go the 'regular' way as Lyrium pots are just too cheap. If using this build, I'd probably look at the Glyph, Paralyze, and Sleep lines for CC plus whatever party buffs you like.

Modifié par Random70, 05 février 2010 - 06:04 .


#5
x-president

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A good way to do a pre-test is to setup Wynne.  She has some good stats to start, so just give her all constitution and see how it works out.

That way you'll get an idea of what you would need or have to do if you were to build your own mage.

#6
djfayt

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Ako80 wrote...

There are so many items available that give a massive bonus to constitution (+30 is easily doable) or +x to healing effects and this got me wondering if a Blood Mage with a very high constitution (80+) could be viable. Such a mage could easily have 600 hitpoints, pretty cool huh? There are some spells that aren't based on spellpower or have a component that isn't, but are there enough of these spells?

-Miasma - The -10 attack and defense part can't be resisted.
-Shimmering Shield - I believe all bonuses are based on fixed values.
-Haste - The speed bonus is at a fixed value.
-Disorient - Gives unresistable -5 penalty to attack and defense.
-Fade Shroud - The dodge bonus does not vary.
-Blood Sacrifice uses fixed values.
-Revival - It simply always works.
-Spell Might - Combos involving this still work.
-Rejuvenate - The value is set at +8 regeneration no matter what.
-Mass Rejuvenation - Would still give +5 mana regeneration.
-Spellbloom - Fixed mana regeneration of +3

Then there are some spells I'm not sure about:
- Force Field, Hexes, Cone of Cold and Blizzard freezing, Blood Wound - Almost impossible to resist but would this still be the case?
- Regeneration - Is spellpower involved at all? (The wiki is unclear on this.)

But what's really interesting is if certain spellcombo's check your spellpower at all?
- Paralysis Explosion - I've never seen anything resist this, would that still be the case?
-Storm of the Century - Does it always do a certain amount of damage or would it be decreased?
-Improved Reanimation - Do you still get a strong skeleton?
-Entropic Death - Would the parts simply be resisted or do you still get a couple of hundred damage out of it?

A lot of spells not mentioned here use set values for part of the effect so some could still be worth it even with a crappy spellpower.
So please join in and help figure out if this would be a good idea! B)


Well as you probably already know the elemental spells use spellpower as a damage modifier.  I've found that rock armor, arcane shield also seem to be stronger with higher magic(spellpower == magic/2+gear).  My first and favorite character was a Arcane Warrior/Blood Mage and I used a fairly moderately high con.  I put more into con than into magic and had hitpoints rivaling warriors.  It was a lot of fun and the game was very easy with this build.  But I like figuring out a system then owning it so I was happy to be totally OP.  Power and DPS are the reason people tend to choose mages in most games. I know I used a the "magic" class in KOTOR even though soldier seemed easier. And Mass Effect(never tried soldier. lol). 

I think you have a good idea and should run with it.

#7
AlgolagniaVolcae

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Anyone know how much spellpower actually influences staff damage? I'm curious just how high you can get the regular staff damage, the best I have managed is 45.4 but that was splitting points between magic and willpower instead of just pumping up magic.