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Armored Arcane Warrior Ruined the Game for me...


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#1
Red Frostraven

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So.
I rolled a mage. Only one of the specializations were appealing:

Shapeshifting? Still suffers from the nerfs done to shapeshifting in D&D, as a sick punishment to the overpoweredness of 3ED polymorph self and shapechange. We get it.
Shapechanging is bad, and needs be nerfed badly before it's even overpowered.

Blood Magic? I'll pass, thankyouverymuch, I love my health bar more than my mana bar.

Healer -- whatever that specialization is named? ... so... ... boring...
(This is my second specialization, though)

Arcane warrior? Fine. Give it to me, I intended to wield a sword with this mage anyway.

So.
I became an arcane warrior.
For starters, I picked Rock Armor to get the all-useful Petrify.
Now. That added 12 armor.

Then I got the arcane warrior armor boost through Shimmering Shield[/b].
That added 15 armor.
+27 armor from sustained spells.
But mana never depleted, due to mana regeneration:

3.5 natural regeneration...
1 from shimmering shield...
0.5 from Improved Combat Training
5 total so far.

+2 from spellweaver on the 360 (is +1 on PC)
+1 from Andruil's blessing
+2 from Wade's Superior Dragonbone Armor

And shimmering shield doesn't tap the arcane warrior, anymore.

The set also added 28.75 armor, for a total of 55 Armor without counting armor from rings nor helmet nor shield.
I had mana regeneration on my helm, and mana regeneration on one of my rings, but don't quote me on that.

I believe I had abour 60 armor in total.

...
Then I imported into awakening.
What greeted me?
Another armor spell.
More mana regeneration.
THREE FREAKING RUNE SLOTS THAT EACH CAN ADD +7 ARMOR to your ARMOR.
For a total of 21 with 3 paragon Barrier runes.
I got enough mana regeneration to keep Haste and Shimmering Shield active at all times WHILE still replenishing mana

...
I soloed the first half of the expansion, and "I accidentally" a huge golem and it's controller, which was supposedly a mini-boss.
Without a single Barrier rune, I took 0 damage from all melee attacks, and 2-4 damage from two-handers and

Point is..: Only some very very few mages deal more than 0 damage to my character.
I have to restart the game, because... being immune to melee and only taking 25% damage from elemental attacks is no fun.

I could intentionally gimp myself, but... that feels awkward... I shouldn't have to rebuild my character to be WORSE than he became from following the streamlined spell selection laid out in front of me by the developers, when not following a guide.

This feels WORSE than building a character that doesn't work, because a bad character is at the least challenging to play.
...
...
I guess I'll have to start a new character in Origins if I want challenge in Awakening... :pinched:

...
Note to developers:
Please tally the number and max values of cumulative sources of armor and check out how much armor the Arcane Warrior can get... then check the damage of enemies.
Then please balance :wizard:

#2
acedannyace

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I do agree the arcane warrior is very overpowered, i used it on my second playthrough of awakening and i never died once. Perhaps if they made the mana upkeep a bit higher it would discourage people from having lots of sustains active.

#3
acedannyace

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or maybe if they increased the attacks buff and decreased the defence ones. I found that i missed alot of hits earlier on

Modifié par acedannyace, 24 mars 2010 - 08:20 .


#4
WARDEN9652

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i see what your saying my arcane warrior (mage in photo) is indestructable to, even though i dont use heavy plate armor because i feel it takes away the mage feel, but i use reapers vestments (+12 armor and 6 con), and lifegiver which gives around +5 armor and 10 con. His armor is around 40 just wearing mage robes and i have about 100% spell immunity, he simply can't be touched, however, i like the feeling of just demolishing enemies once in a while

#5
Red Frostraven

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My Arcane Warrior's sustained spells in Origins:

1:Combat Magic (AW)
2: Shimmering Shield (AW)
3: Rock Armor
4: Flaming Weapons OR Frost Weapons OR Telekinetic Weapons (He has all three, and they're mutually exclusive)
5: Death Syphon
6: Miasma: Decreases enemy defense by 10

In Awakening:
6: Haste (at all times; doesn't drain enough mana to hit zero with all the mana regeneration)


Total bonuses, with 100 magic:
+100 to physical resistance
+100 to mental resistance
+75% to all resistances
+27.75 to armor
-10 to enemy defense (Miasma)
+10 fire or cold damage or +12 armor penetration
+30 to attack (Combat Magic + Aura of Might)

Spells: All the glyphs: Neutralization ruins the day for all enemy spellcasters, repulsion is very nifty, paralysis is highly unresisted and can be used with repulsion to create paralysis explosion which the Arcane Warrior is immune to by merit of pure awesomeness and/or magic immunity.

All the hexes: Death Hex kills bosses in seconds: 170-ish damage per hit to most creatures.
Misdirection hex takes out any single enemy that actually deal damage till you've killed it.
Affliction Hex makes the massive elemental damage from all attacks REALLY hurt.

Fireball and Cone of Cold for area of effect, can cast twice per start of each regular battle with all the above sustained spells active.
100 magic makes sure those spells do hurt.

Versus hard to hit enemies:
Due to getting haste, you already have heroic offense, which adds 20 to your attack at 100 magic, which makes sure you hit anything you don't already hit.
Due to getting Miasma, you already have weakness, which reduces enemy defense by 10.
That's another 30 attack there, and if I'm not mistaken, my arcane warrior already has 111 attack before starting on awakening from sustained spells and bonuses on items alone.

Disable spells: 
Due to getting Telekinetic Weapons, you already have the utterly broken Force Field:
Cast on yourself, and you get a free 20 seconds of health and mana regeneration, which should leave you at full life with the proper equipment.
It works fine against enemies as well.
Then you have Crushing Prison, which is the hands down best disable spell for regular enemies.
Glyph or Paralysis hits most elite creatures.
Cone of Cold hits even some bosses.
If you solo, the duration of these spells become about twice as long as when running in a party of 4.

Modifié par Red Frostraven, 24 mars 2010 - 09:42 .


#6
Red Frostraven

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In short: The game feels like I've hit the "I Win", button, and... playing the rest of the game feels like watching the credits.
By all means, the game is good -- but when I kill legendary bosses and rake up companions every 10 minutes, I realize I'm going through the game waaay too fast.

I used a dwarf as a litmus test of how difficult the game should be, letting her fight with me while I reap, and she constantly dies in the areas my arcane warrior continue to reap, unscathed, after her death.

Modifié par Red Frostraven, 24 mars 2010 - 09:46 .


#7
WARDEN9652

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yea i dont play many mages because of this (even though my favorite character to use is a mage)

#8
Nioxide

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Install this mod.

http://www.dragonage...file.php?id=900



I'm an AW/BM and this mod really makes the game challening. Now if only the author of Nightmare Plus made a mod for Awakenings, that would be Nightmare heaven.

#9
Sylriel

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I mainly play arcane warriors, in varying types of armor, because they best fit my style of game play.  I disagree that there is a balance issue with them.

If you feel the game is not challenging enough, I say go into battle naked.  ^_^

Modifié par Sylriel, 24 mars 2010 - 06:38 .


#10
Majere613

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I'd be interested to see how you deal with mobs who use Neutralisation themselves, because in my experience that's pretty much a 'you die' button on an AW unless you're very lucky.

#11
TBastian

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Do not assume your AW is special for being able to do so. Even a vanilla mage can reach 50+ armor while retaining the ability to spam spells. Guardian buffs + Rock Salves and +armor cloth make this possible, and Guardian's Shield and +hp/+dodge/+spell resistance from robes makes him more difficult to kill on top of that (yes all four - hp/armor/spell resistance/dodge all come with just one specific combination). Unfortunately your AW will not find this setup useful, since unless enemies start doing negative damage then aiming for higher armor is pointless.
Don't even get me started on how overpowered the Shapeshifter has become.

My idea of an overpowered AW is one that can do massive damage while being near-invincible, possibly with Battlemage and the third Arcane branch.

The problem is not with the classes/specs, the problem is that there needs to another difficulty two or so levels above nightmare.

Modifié par TBastian, 24 mars 2010 - 08:14 .


#12
JaegerBane

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I've always been bemused by these kind of posts.

'I decided to max out my armour and then I realised I can't be hurt'.

What next? Are you going to tell us that stopped eating and then you got hungry? Maybe you drove your car into a tree and then realised the bumper was smashed?

I mean, what did you expect?

#13
Raiil

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JaegerBane wrote...

I've always been bemused by these kind of posts.

'I decided to max out my armour and then I realised I can't be hurt'.

What next? Are you going to tell us that stopped eating and then you got hungry? Maybe you drove your car into a tree and then realised the bumper was smashed?

I mean, what did you expect?



LOL.


Whether your AW is maxed out is a personal thing. I play an AW/Spirit Healer/Battlemage one in Awakenings and I still run out of mana occasionally because of my play style as a hybrid. I've been hurt and knocked out and Oh Crap I Need Lyrium'd before. If it ruins your game, don't do it.