help with arcane warrior
#1
Posté 15 février 2010 - 03:31
#2
Posté 15 février 2010 - 04:05
Get whatever spells you like. However, there are certain combos that are very good together (oils slick+firestorm; Cone of cold/spark, etc). Just get whatever spells interest you. There's nothing required (other than heal, make sure you have that, and group heal later on).
#3
Posté 15 février 2010 - 04:14
AW warrior (All-rounder):
Stats: 30dex, 30will and the rest into magic
Talents (core imo): Rock amour, Arcane shield, AW line, Miasma, Manaclash + your choice of dmg/cc/support talents
AW warrior (Dmg focused):
Stats: Pump magic
Talents: similar to all-rounder + Heroic Offence/Heroic Defence.
Modifié par mosspit, 15 février 2010 - 04:19 .
#4
Posté 15 février 2010 - 04:31
#5
Posté 15 février 2010 - 06:50
Enchantments: (Buffs)
Offensive:
-Flaming Weapons
-Frost Weapons
-Telekinetic Weapons (More piercing instead of more damage; more damage to armored targets)
-Miasma (-10 enemy attack, -10 enemy defense , -40% enemy movement speed... sustained)
Spellcasting:
-Spell Wisp (+5% spellpower, cast)
-Spell Might (+10% spellpower, sustained)
Defensive:
-Arcane Shield (1/10 of your spellpower added to your DEFENSE), sustained
-Rock Armor (1/4 of your spellpower added to ARMOR; min 2, max 12), sustained
-Spell Shield (Take mana damage instead of losing health from damage spells)
-Heroic Aura (30% chance to deflect arrows), cast; 20 second duration
-Glyph of Warding (+30 defense +50 mental resistance, +30% missile deflection)
-Glyph of Repulsion
-Anti-Magic Ward (100% immunity to spells and spell effects), cast; 10 second duration
-Miasma (-10 enemy attack, -10 enemy defense, -40% enemy movement speed... sustained)
Healing/Mana:
Healing:
-Heal
-Regenerate
-Mass Rejuvnation (Mana)
-Group Heal (Spirit Healer)
-Revival (Spirit Healer)
-Lifeward (Spirit Healer)
-Cleansing Aura (Spirit Healer)
-Spellbloom (Mana)
Leeching:
-Mana Drain (Mana)
Corpse-Leeching:
-Death Magic
-Death Syphon (Mana)
Disable:
Single target:
-Petrify
-Glyph of Paralysis
-Disorient (-5 attack, -5 defense)
-Weakness (-10 attack, -10 defense, -20% movement speed)
-Crushing prison (Which also is the best single target offensive-disable spell in the game)
-Force Field
-Misdirection hex (All hits becomes misses, except critical hits hits which become non-critical hits)
-Blood Control (Target becomes temporarily dominated, Blood mage)
Area of effect:
-Grease
-Earthquake
-Blood Wound (Considerable damage and stunning, Blood Mage)
-Miasma (-10 enemy attack, -10 enemy defense, -40% enemy movement speed... sustained)
Anti-Mage:
-Glyph of Neutralization (All magic effects are disabled and mana drained within the glyph's effect)
-Mana Cleanse (Drain all mana all enemies have in the area)
-Mana Clash (¤&#&¤¤%#&&¤&¤¤#&; Instantly screw a mage over: Drain his mana AND cause spirit damage equal to his mana drained)
(-Mana Drain)
Damage inducing and increasing spells:
Single target damage:
-Arcane Bolt
-Virulent Walking Bomb
-Stinging Swarm (VERY high damage)
-Curse of Mortality
Area of Effect damage:
-Inferno
-Tempest
-Death Cloud
(-Blood Wound (Considerable damage and stunning, Blood Mage))
(-Virulent Walking Bomb)
Damage Increasing:
-Affliction hex (-20% of spellpower to resistances to multiple targets)
Indeterminable:
-Dispell Magic
-Animate Dead (Create A Tank)
....
Branches with 3 or 4 spells that can be cast without sheathing your non-staff weapon:
(Or..: how to build a character that hates to put away his sword..)
Primal:
-Rock Armor, (Stonefist), Earthquake, Petrify --- 3
Creation:
-Heal, (Rejuvnate), Regeneration, Mass Rejuvnation --- 3
-Glyph of Paralysis, Glyph of Warding, Glyph of Repulsion, Glyph of Neutralization --- 4
-Spell Wisp, Grease, Spell Bloom, Stinging Swarm --- 4
Spirit:
-Spell Shield, Dispell Magic, Anti-Magic Ward, (Anti-Magic Burst) --- 3
-(Walking Bomb), Death Syphon, Virulent Walking Bomb, Animate Dead --- 3
-(Mind Blast), Forcefield, Telekinetic Weapons, Crushing Prison --- 3
Entropy:
-(Drain Life), Death Magic, Curse of Mortality, Death Cloud --- 3
...
Discussion:
-(Mind Blast), Forcefield, Telekinetic Weapons, Crushing Prison
An absurdly powerful branch, with TWO encounter-winning single target spells and arguably the BEST weapon enchantment; Who DOESN'T have 14 armor at later levels?? Telekinetic weapons add 14 damage, flame and frost weapons add 10.
-Glyph of Paralysis, Glyph of Warding, Glyph of Repulsion, Glyph of Neutralization
Absolutely horrendously overpowered line of spells for an arcane warrior.
Neutralization disables all mages and lets you melee them; or let them stand and ponder on their career choice in life.
Warding boosts defense horrendously and stops enemies from hitting you with missiles to boot, AND protects you from mind-affecting spells.
Paralysis can be abused with Repulsion in doorways to create the Paralysing Explosion.
Repulsion can be placed in doorways to prevent enemies from entering.
Add earthquake from the very defensive Rock Armor line, Glyph of Repulsion AND Death Cloud to a doorway, cast Glyph of Paralysis near the end of the Replusion, petrify the most dangerous remaining enemy... carnage.
-Rock Armor, (Stonefist), Earthquake, Petrify
A very versatile branch, with an absurdly powerful defense boost, the
arguably second best disable spell in the game, and a versatile but not
very useful area of effect disable in Earthquake.
-(Drain Life), Death Magic, Curse of Mortality, Death Cloud
Very powerful area of effect in Death Cloud, very powerful single target spell in Curse of Mortality, very powerful healing in Death Magic. Overall, very useful against bosses because of self-healing and the healing prevention in Curse of Mortality.
-(Walking Bomb), Death Syphon, Virulent Walking Bomb, Animate Dead
Another very powerful branch, with healing, massive damage, and ends with summoning an ally
...
Modifié par Red Frostraven, 15 février 2010 - 06:53 .
#6
Posté 15 février 2010 - 08:41
#7
Posté 15 février 2010 - 11:26
Tyrax Lightning wrote...
Answers to your AW needs can be found here:
Colma's Nightmare Arcane Warrior
Hope I helped.
That guide is worthless, when you realize the author used an XP glitch to farm XP and walked out of Lothering at level 14:
yeah my toon is a little boring to play til you get blood magic. When I made him it was after beating the game legit on nightmare once so I made mine start at lvl 14 with the experience glitch, which I do with all my characters now...which makes the first little bit after Lothering hard as hell with crap gear haha.
#8
Posté 16 février 2010 - 12:19
He may have used the glitch, but we don't have to. I haven't seen any reason why the info isn't still at least useful. If ya got counterarguments to it, i'm listening.Mr_Raider wrote...
Tyrax Lightning wrote...
Answers to your AW needs can be found here:
Colma's Nightmare Arcane Warrior
Hope I helped.
That guide is worthless, when you realize the author used an XP glitch to farm XP and walked out of Lothering at level 14:yeah my toon is a little boring to play til you get blood magic. When I made him it was after beating the game legit on nightmare once so I made mine start at lvl 14 with the experience glitch, which I do with all my characters now...which makes the first little bit after Lothering hard as hell with crap gear haha.
#9
Posté 16 février 2010 - 12:27
Tyrax Lightning wrote...He may have used the glitch, but we don't have to. I haven't seen any reason why the info isn't still at least useful. If ya got counterarguments to it, i'm listening.
1. The guide is useless to a new player who won't even be able unlock AW at level 7. If he hits Brecilian right after Lothering, he might be lucky to get it before level 10.
2. It makes no allowance for low level survivability when you don't have the items, spells, or knowledge to survive tough fights. It assumes your character comes in to being at level with stats optimized for high level combat.
There much better guides on the internet, notably the gamefaqs guide.
#10
Posté 16 février 2010 - 02:19
Note to OP: Glyph of Neutralization is not advisable to an AW even though it was previously recommended. Casting it upon onself will dispel all sustainables which an AW depend upon. Casting upon enemy mages will disable them but you cannot afford to close in to melee them either as your glyph might backfire on you.
#11
Posté 16 février 2010 - 04:00
since I like the first three glyphs anyway, picking up the fourth one is not a big deal, and it's a more worthwhile investment than mana clash for an AW.
#12
Posté 16 février 2010 - 04:10
Mr_Raider wrote...
glyph is Ok in a party. If you are staying back for the fight and acting as the caster, a primary tank can take on the tough enemes and then you can drop glyph on him.
since I like the first three glyphs anyway, picking up the fourth one is not a big deal, and it's a more worthwhile investment than mana clash for an AW.
Glyph line is great without a doubt. But for an AW, GoN is not necessaily so. The recommendation seemed to imply that the melee was to be the AW himself.
It depends on your spell selection. An AW melee type will typically choose some core sustains early game as well as mix-match some desirable mage talents. This gives some limitations in terms of talent selection. If glyphs are in there then it might be more practical. If its not manaclash is better as spell might is on the way.
Edited for clarity.
Modifié par mosspit, 16 février 2010 - 04:18 .
#13
Posté 16 février 2010 - 07:06
Good points!Mr_Raider wrote...
Tyrax Lightning wrote...He may have used the glitch, but we don't have to. I haven't seen any reason why the info isn't still at least useful. If ya got counterarguments to it, i'm listening.
1. The guide is useless to a new player who won't even be able unlock AW at level 7. If he hits Brecilian right after Lothering, he might be lucky to get it before level 10.
2. It makes no allowance for low level survivability when you don't have the items, spells, or knowledge to survive tough fights. It assumes your character comes in to being at level with stats optimized for high level combat.
There much better guides on the internet, notably the gamefaqs guide.
Edit: Now that I think of it, it's been months since i've read the 1st Page of that thread. I keep forgetting what it does & doesn't talk about. Perhaps the Thread itself is now out-of-date compared to current AW knowledge?
Modifié par Tyrax Lightning, 16 février 2010 - 07:09 .
#14
Posté 16 février 2010 - 08:24
Glyphs i notice if you cross yours with a enemey it stuns you both wuts the deal with that
#15
Posté 16 février 2010 - 08:32
#16
Posté 16 février 2010 - 05:28
Could it be a Spell Combo?katie916 wrote...
with
Glyphs i notice if you cross yours with a enemey it stuns you both wuts the deal with that
#17
Posté 16 février 2010 - 06:36





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