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Which is the easiest Origin for a mage?


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#1
Zy-El

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Traditionally, I've always played warrior and rogue types in RPG's.  Never thought much of mages whom I considered to be "poofters".  Posted Image

I realize that in DA I'd be missing out on a third of the available origins.  So, I might actually consider playing a mage for once.  If so, which is the easiest mage origin to start with and which spell trees would you recommend?  Posted Image

#2
hexaligned

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Mages only get one origin sadly, unless youa re on the PC, in which case there is a mod that lets you choose any of them.



I suggest the frost and glyph lines for newby mages. Good damage and good CC, after that just play around and see what you like. (Grab heal though)

#3
Ronin 3000

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There's only one mage origin.

#4
13Dannyboy13

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There is only one origin for a mage, human or elven. As for spell trees, it's really up to you depending on what type of mage you want to be. For a damage dealing mage focus on primal spells, the blizzard line is good, cone of cold freezes enemies that can then be shattered with a critical hit or certain spells. The third spell in the fire line lets you toss a fireball that explodes and knocks enemies down. You'll probably want to grab the healing spell though at the start since it will be a while before you have anyone else that can heal your party. If you want to control enemies the entropy spells are good, you have an area sleep spell, paralyze spells etc. It really is up to you though since there are a lot of ways you can go with a mage, it can be a very fun class to play.

#5
Wicked 702

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Zy-El wrote...

Traditionally, I've always played warrior and rogue types in RPG's.  Never thought much of mages whom I considered to be "poofters".  Posted Image


Not in this game. A well built Arcane Warrior can easily rival a full Warrior. Many argue the Arcane Warrior is the most powerful build in the game.

Plus, if you ever called that name out to one of my mages, he'd relieve you of your miserable existence and decorate the town with your exploded entrails just for fun. But then, I've always hated warriors as a playable character so it's all relative.

#6
krylo

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For spell lines, that really depends, do you prefer to control? To heal? To DPS?



For DPSing going straight primal to start with is probably best. It makes the origin a bit easier, as well, seeming as you solo a good portion of it and mage staffs do terrible damage. If you prefer controlling you want to go for paralysis, sleep, or crushing prison (which has forcefield, which is also great, as a prereq) as soon as possible. Glyphs are ok, as well, but they're much trickier to use than mass paralysis or sleep. If you want to heal, well, there's only one spell line that has heals in it. There you go. I never bother with mage healing, though. Enough mage CC or DPS eliminates the need for mage healing if you play right.



And yeah, if you've unlocked Arcane Warrior, they're pretty great.

#7
Morroian

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Given you like playing melee types as others have said you should specialize as an Arcane Warrior plus probably blood mage as the 2nd spec.

As far as spell lines:
Healing and regeneration - first 2 spells in teh healing line
Fire up to fireball
All 4 cold spells
All 4 glyph spells
Arcane Warrior line all 4 spells
Blood mage line first 3 spells to blood wound
And the full mana line to mana clash which is deadly against opposition mages.
You'll probably want mind blast and force shield as well

Modifié par Morroian, 25 février 2010 - 11:00 .


#8
kombra

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You start with arcane bolt, that's enough in terms of damage spells to do the origin (even on nightmare).



My personal favorite is the glyph line. It's extremely versatile, with crowd control, defense buff and dispel/magic protection (make sure to look up Paralysis Explosion). I love the animation for Glyph of Repulsion (enemies try to charge you and are thrown back).



In terms of Primal lines, Cold is by far the best, with Cone of Cold being ridiculously overpowered. Stone Fist is nice to have to shatter enemies frozen with cone of cold (but your party can that as well with critical hits).



You can get really good staff damage (better damage than an archer) by going for staff focus and the Vulnerability Hex (the good staffs do cold damage), with Misdirection Hex you can practically disable an extremely powerful melee enemy.



The Crushing Prison line is awesome as well, with all 4 spells being very good.



Mana Clash is highly overrated (IMO the over 3 spells in the line aren't that useful), there are very few occasions there it's really helpful, Crushing Prison can take out most mages just as well.




#9
CybAnt1

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Well, it's odd. There's two origins for elves, two for dwarves, and only one for humans, unless you're a human mage.



If you're a human and choose not to be a mage, all humans have a human noble origin. Nobody starts out as a human commoner. Or a human chimneysweep. Or whatever.



My first char was an elf mage, so I got the mage origin, and missed out on both the elf origin stories (city/dalish). It's a shame, both are pretty interesting.












#10
Moogliepie

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I found the mage origin to be quite boring, so restarted as a dwarf commoner. The dwarf commoner origin was very cool, though the dialog seemed to assume you were a warrior instead of a thief.

#11
karma_killer09

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the mage origin doesnt really give you an idea of what you are, just how you act in response to situations....

#12
Zy-El

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Hmmm . . . okay, sounds like maybe I'll go with Arcane Warrior as a hybrid - slowly immerse myself into the "whiz-bang-sparkly-light-show" aspect of mages but still able to swing a sword and lop off a few heads.



Thanks, everyone!!

#13
CybAnt1

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Moogliepie wrote...

I found the mage origin to be quite boring, so restarted as a dwarf commoner. The dwarf commoner origin was very
cool, though the dialog seemed to assume you were a warrior instead of a thief.


That's odd, because the dwarf commoner's default starting talents are stealing and dual wield, great for a rogue, lousy for a warrior. (I know some warriors dual wield, but I really tend to put mine into either S & S or 2H.) Plus they usually start with rogue-type gear ... leather and a dagger ... but that could also be just because they're poor. 

I found this out when I started out a dwarf commoner warrior (after giving up on my dwarf noble cleric - btw that was a mod).