Vanderbilt_Grad wrote...
I think that you are either reading more into what I wrote than I intended or that you are thinking about what other folks have posted here. I've never once said ... "Go Blood Mage to escape the mana issue."
In fact I argue that, while Blood Mage allows AW to have mana depleting sustainables to tank that it also allows caster builds to go crazy too. What Blood Mage does isn't specific to the Arcane Warrior, it's just most noticeable there for various reasons including AW popularity.
I further argue that, since the high fatigue penalties hit blood magic too, that the combo does in fact have trade-offs as well. I stand firm in saying that non-Blood Mage Arcane Warriors are viable, and a good choice to play in game from both a RP and mechanical perspective.
Yes, Blood Mage seems to "let you have your cake and eat it too" when comboed with a tanking AW ... but there is a sort of fools gold there with the fatigue penalty and the lowered HP sometimes shoe-horning what you do tactically.
Bad design? Maybe. I still feel that the worst part of the problem is lack of consequences for being a Blood Mage. If folks had to pay an in game penalty to balance out what they can do mechanically I think that you would see a lot less Blood Mage / AW builds.
I apologize for lumping you into a category, but others have in fact suggested that specializing in Blood Mage is a solution to the problems I have put forward and I just don't find that an acceptable solution for the reasons I outlined - the class should stand on it's own and not force you into making role playing decisions you otherwise wouldn't consider.
Vanderbilt_Grad wrote...
Lantern wrote...
Yes, you CAN play an Arcane Warrior exclusively in a mage role. But at this point are you really using your Arcane Warrior abilities? No, if you are standing back casting spells you are simply a generic mage with 4 wasted talent selections into Arcane Warrior. Conversely, if you want to get into melee and mix it up, you are better served popping sustainables and wearing heavy armor for most of the game.
Depends.
Wearing armor and helms without having to pump Str is a pretty big perk all by itself. It’s one reason that many folks put AW on Wynne. That warrior gear has some NICE perks even to the pure caster ... and you get that for the specialization & knowing first spell alone. You don’t even have to activate Combat Magic to get good mileage out of Arcane Warrior … and it’s a lot better on most main character’s than any NPC.
I don't really consider one specialization talent into a class representational of that class. A specialization class should be defined by ALL 4 talents of it's tree and the effectiveness of those abilities. Therefore, my analysis of the Arcane Warrior as an effective mage/warrior hybrid is based off selecting the entire 4 talents available to it.
Vanderbilt_Grad wrote...
Second, Shimmering Shield is an amazing spell all by itself. You don’t have to worry nearly as much about AoE spells with that thing up for instance. So you got caught in your own Storm of the Century? Not good, but not nearly as bad with Shimmering Shield. Your mage getting overwhelmed by the spider mobs in the deep roads? Shimmering Shield can help.
Yes, Shimmering Shield is a powerful spell - I'm not denying that. But using it as melee protection totally neuters your ability to cast spells with it's enormous mana cost. In order to not use it as melee protection you either need to:
1) Wear highly expensive Reapers Vestments + Lifegiver
2) Wear Massive/Heavy Armor
All of the above choices are either highly cost prohibitive or virtually eliminate your ability to cast spells anyway. Even with Rock Armor (+5% fatigue and 40 upkeep) + Arcane Shield + plate gloves/legs/helm, you are still going to get violated hard by melee agro if you have cloth armor.
Vanderbilt_Grad wrote...
Fade Shroud has mana regeneration and more defenses on top of all the normal melee boosting stuff.
But you have to have Combat Magic active to use it (bye bye spell casting). And it doesn't add nearly enough defense to make that much of a difference if you are wearing cloth.
Vanderbilt_Grad wrote...
Does all this seem to have more use on a melee focused build than a casting one? Sure. But to say that the picks are “wasted” simply isn’t true. I will agree that going 1 or 3 deep in AW is probably best for a caster, but as with many other lines … even if that 4th spell is situational sometimes it’s worth it if you are planning on getting the 3rd spell in a line. (See all the stuff about Glyph of Neutralization)
How are the talents not wasted if:
1) You want to emphasize your spells, but you don't want to activate Combat Magic because then you can't really cast, but all the talents are based around Combat Magic............
2) You can't survive long enough in combat with your standard robes, but don't want to use massive/heavy armor because of fatigue, but all the Arcane Warrior abilities are based around combat.........
3) You only end up using your Arcane Warrior abilities around 10% of the time when your enemy is next to dead and/or totally incapacitated from Crowd Control spells.
4) You could go 4 deep into something that you would use 60-70% of the time like the Blood Magic line, Cold Primal magic, Waking Nightmare line.
Let's face it, Arcane Warriors just don't work well as caster/warrior hybrids. They are great for players that want to get some heavy armor, run some sustainables + the odd situational Cone of Cold and/or Crushing Prism, and then auto attack. If you want to be able to cast more than 2-3 spells per fight, switch between warrior/mage roles in combat, and utilize your specialization abilities more than 10-15% of the time, then this class (in it's entirety) is a waste of talent points. You would be better served specialization into Spirit Healer and/or Blood Mage if you want to cast to any reasonable degree and get more bang for your buck.
Modifié par Lantern, 18 février 2010 - 02:07 .





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