CosmicGnosis
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Post by CosmicGnosis on Oct 12, 2016 4:12:42 GMT
How does one attain godhood as a mage?
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Post by phoray on Oct 12, 2016 5:07:01 GMT
Arcane warrior is a good start. The best robes and staff total $200 gold but as arcane warrior you can bypass the robes altogether.
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CosmicGnosis
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Post by CosmicGnosis on Oct 13, 2016 0:09:51 GMT
Well, this is the build I'm considering, but I'm open to all suggestions.
Specializations: Arcane Warrior/Blood Mage
Spells (35) Arcane Warrior: Combat Magic->Aura of Might->Shimmering Shield->Fade Shroud
Blood Mage: Blood Magic->Blood Sacrifice->Blood Wound
Arcane: Arcane Bolt->Arcane Shield->Staff Focus->Arcane Mastery
Primal: Flame Blast->Flaming Weapons->Fireball->Inferno Rock Armor Winter's Grasp->Frost Weapons->Cone of Cold
Creation: Glyph of Paralysis->Glyph of Warding->Glyph of Repulsion
Spirit: Mana Drain->Mana Cleanse->Spell Might->Mana Clash Walking Bomb->Death Syphon->Virulent Walking Bomb Mind Blast->Force Field
Entropy: Weakness->Paralyze->Miasma Vulnerability Hex
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mousestalker
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Post by mousestalker on Oct 13, 2016 0:35:50 GMT
I'm awfully fond of not taking fire from primal. Fireball is very useful. But if you fill out cold all the way (all 4 spells) and take the first three spells of electricity you would be set for the single strongest spell combo: Storm of the Century. If you set either Morri or Wynne (or both) down those primal paths as well, you can call down the wrath of the heavens upon all your foes without ceasing.
Just set glyph of repulsion on a doorway, cast the Storm combo on the room beyond and wait. The vast majority of mobs will drop. The rest will be badly hurt.
Just my $ .02
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Post by phoray on Oct 13, 2016 2:27:11 GMT
I was playing on normal. I was an Arcane Warrior, all the slots. Blood mage, only the first slot so I didn't have to keep a bunch of lyrium potions in inventory.
I used the electricity tree a lot. On Normal, there isn't friendly fire, but if I used Blizzard, all my peeps would freeze up into Popsicles. So, with no friendly fire to worry about, I was more into electricity and fire so that my peeps could keep moving. I used the two first slots of cold for controlled tight freezes. Those Orgres hardly ever moved.
To use your setup, with my modifications:
Arcane Warrior: Combat Magic->Aura of Might->Shimmering Shield->Fade Shroud
Blood Mage: Blood Magic
Arcane: Arcane Bolt->Arcane Shield->Staff Focus->Arcane Mastery
Primal: Flame Blast->Flaming Weapons->Fireball->Inferno Rock Armor Winter's Grasp->Frost Weapons->Cone of Cold All the electricity
Spirit: Mind Blast
And a healing spell.
My robes were the 128 gold robes and the 92 gold staff. I wore the helm of Honnleath, the Lifegiver Ring, and the Key to the City.
And I was literally one shot killing all the regular darkspawn at the final battle.
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CosmicGnosis
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Post by CosmicGnosis on Oct 13, 2016 2:43:54 GMT
Any thoughts on Stinging Swarm and the hexes?
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Post by mousestalker on Oct 13, 2016 11:34:20 GMT
The hexes are great. Affliction is an aoe, so it's lovely if you're using primal spells. Just cast it on a high ranking mob and mow the lawn. Misdirection can really save your bacon. If a mob is hard hitting it can really mitigate their damage. I like the other two as well. The problem is the hexed foes will make a beeline for the caster responsible. So you need to be up on your aggro management and crowd control. Stinging Swarm is a Dot. It's an amusing dot, but I usually go for Virulent Walking Bomb if I have to choose between the two. VWB is much more amusing.
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Post by capn233 on Oct 14, 2016 0:22:13 GMT
Hard for me to chose a best mage exactly. Will say that as long as a few core powers are taken, you can deal with pretty much anything:
Fireball Cone of Cold Walking Bomb, Virulent Walking Bomb Stonefist Mind Blast
Then get some hexes and glyphs. Can mix in the spec lines, FF, and then maybe late game go through the Mana line if you can't think of anything else.
There are some oddities with DOT interactions in the game that make stacking Walking Bomb and Virulent Walking Bomb, for example, on the same target do a lot more damage than intended.
I don't tend to get the electricity line, but Shock is pretty useful if you need to drop mana/stamina in a target as well as damage them. I tend to just prefer to control them other ways.
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Post by CosmicGnosis on Oct 16, 2016 0:18:38 GMT
What about Spirit Healer/Blood Mage versus Arcane Warrior/Blood Mage?
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Post by mousestalker on Oct 16, 2016 0:36:10 GMT
All Spirit Healer really brings is Group Heal (let the flaming commence). Wynne already should have that when you pick her up at the Tower. Arcane Warrior gives you the ability to tank or off-tank as well as just run around in armour. For mages, stamina regeneration also works as mana regeneration, so there are some nice suits of armour out there for you. Wearing armour helps with your survivability, especially if you are indulging in blood magic.
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Post by CosmicGnosis on Oct 16, 2016 3:41:08 GMT
My concern is that I probably won't have Wynn in my party very often. The group will likely be Alistair, Leliana, and Morrigan. So I'm not sure if I should be the Spirit Healer instead. Or perhaps I should invest some points in the Creation Healing tree?
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Post by mousestalker on Oct 16, 2016 9:30:32 GMT
In my last mage run through, I had Alistair, Shale and Leliana in the party most of the time. No healing at all other than poultices. Even with tactics set to use the poultices below 50% health, they didn't get used very much. Healers are typically unnecessary. In the party above, the whole point of Shale and Alistair is that they both have gobs of hit points, loads of defense and provide crowd control. Leli is there to open doors 'n chests. My mage did all of the debuffing and most of the damage. Blood Wound is an extremely powerful spell, but it leaves the caster vulnerable. The amped up crowd control ensures the aggro stays on the tanks. Also, Shale in the party also yields the best conversations.
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Post by capn233 on Oct 16, 2016 14:50:14 GMT
My concern is that I probably won't have Wynn in my party very often. The group will likely be Alistair, Leliana, and Morrigan. So I'm not sure if I should be the Spirit Healer instead. Or perhaps I should invest some points in the Creation Healing tree? Spirit Healer doesn't really improve healing all that much, at least from an efficiency standpoint. The caveat is if your entire team needs to be healed, then Group Heal finally isn't horrible from cost standpoint. You already have access to the best single target heals without that spec. Namely Regeneration and Heal. If you are running Alistair, I assume it would be as the tank and to draw aggro. If this is the case then the whole question is whether an extra expensive heal is from Spirit Healer is better than one of the other more offensive oriented specs that will help eliminate enemies more rapidly (and in turn lower the number of hits the party should end up taking over time). To me Spirit Healer is probably the weakest mage specialization for the warden, but it can fit if you really want to build certain types or Warden mages, like a copy of Wynne or the old Paladin AW style. edit: also something else briefly on healing... Basically all healing in the game ends up being proportional to spellpower. For the healing spells this makes sense, but for whatever reason poultice heal amount is also proportional to it. This means mages can heal for a lot with a weak poultice, whereas a warrior will need higher tier poultices for the same amount (nevermind that they need even more for a proportional amount due to higher health pool). In any case, this somewhat relates to the idea of spending healing spells on a warrior and just letting mages drink a lesser health pot if needed, and should also factor in to the cost-benefit calc of getting Spirit Healer and Group Heal / Cleansing Aura.
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Post by puckishrogue94 on Oct 20, 2016 5:18:55 GMT
Only played a mage through in DAO a couple of times but I remember Arcane Warrior + Blood Mage w/ primal and entropy spells being pretty OP.
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Post by Dabrikishaw on Oct 20, 2016 22:21:50 GMT
My concern is that I probably won't have Wynn in my party very often. The group will likely be Alistair, Leliana, and Morrigan. So I'm not sure if I should be the Spirit Healer instead. Or perhaps I should invest some points in the Creation Healing tree? Spirit Healer doesn't really improve healing all that much, at least from an efficiency standpoint. The caveat is if your entire team needs to be healed, then Group Heal finally isn't horrible from cost standpoint. You already have access to the best single target heals without that spec. Namely Regeneration and Heal. If you are running Alistair, I assume it would be as the tank and to draw aggro. If this is the case then the whole question is whether an extra expensive heal is from Spirit Healer is better than one of the other more offensive oriented specs that will help eliminate enemies more rapidly (and in turn lower the number of hits the party should end up taking over time). To me Spirit Healer is probably the weakest mage specialization for the warden, but it can fit if you really want to build certain types or Warden mages, like a copy of Wynne or the old Paladin AW style. edit: also something else briefly on healing... Basically all healing in the game ends up being proportional to spellpower. For the healing spells this makes sense, but for whatever reason poultice heal amount is also proportional to it. This means mages can heal for a lot with a weak poultice, whereas a warrior will need higher tier poultices for the same amount (nevermind that they need even more for a proportional amount due to higher health pool). In any case, this somewhat relates to the idea of spending healing spells on a warrior and just letting mages drink a lesser health pot if needed, and should also factor in to the cost-benefit calc of getting Spirit Healer and Group Heal / Cleansing Aura. I never knew that about poultices. What an odd quirk. Sorta like drinking a poultice.
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Post by Deleted on Oct 21, 2016 9:25:56 GMT
The mage can really dominate all three traditional trinity roles. I generally play mine for DPS, and then there's a couple spells i generally use: Blood wound, Tempest, Cone of Cold, Blizzard, Spellmight Mana clash, death cloud and all four hexes.
Storm of the century: Tempest, blizzard and spellmight generally kills all hostiles in a room; if you play on higher difficulties you either have to lock them in a room, cast Force Field on your tank. or stay at a distance and keep them in place with blood wound. This spell is sometimes redunant next to blood wound-- if you've got enough spellpower and you can get them clustred enough.
Mana clash: Basically kills all mages in a room, otherwise it leaves them vulnerable. When fighting a boss, it can be coupled with Affliction and/or vulnerability hex.
Entropic death: Cast Death cloud on a area; load your target up with affliction and vulnerability hexes-- then cast death hex, if you've got multiple mages it's nice to cast several. It's a great boss killer!
Blood wound: Maybe the most powerful mage spell; does very solid damage, and immoblizes your target. A useful tactic is pulling aggro on your tank, then using Blood Wound. It won't do enough to kill a boss, but i's great for killing weaker enimies.
Cone of cold: This skill is bugged, and actually freezes all targets. Even High Dragons. Does very noticeable coned damage and cc's your target.
With your other skills you can really grab whatever you want; fireball and the walking bombs can be really awesome to combine with blood wound for increased damage. I generally pick up arcane Warrior, to wear cooler armor.
As for equipment; i'd reccomend picking up anything that gives you more magic and/or spellpower. Get this stat as high as possible. Spellpower is basically damage incarnate.
When you get to awakening, i'd pick up Elemental Mastery, Attunement and Hand of Winter. Also; the ring Spellbound is superb!
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