inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 10, 2021 16:58:37 GMT
Mages have many spells at their disposal. Offensive spells, like fireballs, walking bombs, hex - and the build is almost done. Such spells make mages OP (imo). So would like to see how powerful a mage can remain without using such offensive spells, but using defensive and buff spells for a mage - auras, shield, such things.
In short: not gonna use fireballs, but want to look at defensive and buff spells one by one and altogether in action.
No-offensive-spells-Mage-no-pot-solo-PT
Human mage origin
Mage who can't cast offensive spells and debuffs like fireball, WB, hex etc. Thus restrictions: no offensive spells, only auras, shields, buffs, melee and ranged weapons.
Use only - different auras and shields: miasma/death magic/rock armor/force field/etc. - buffs: spells that improve attack/defense/speed like glyph of warding/defense aura/speed/etc. - passives/spells for spellpower (for basic attack at least) - weapon enchantments could be used as will use weapon runes anyway - pretty much the same - heal, mana/health regen might use as well: nothing offensive here unlike Life Drain for example
Goals: - see how effective spell protections and buffs are: physical, magical - see how aura affects enemies (Miasma with penalty movement) - can such petty mage survive ecnounters at all?
Gear: - for mana/health regen - dodges - rogue/heavy armor - weapon: any and can change during encounters
About specializations. 1) Arcane Warrior as the first one: to use armor and weapon to test spells ASAP 2) Shapeshifter or Blood Mage: - SS is the same as using weapons and having different gear only in animal form (though bear and spider have offensive abilites). Swarm-form can be very useful for fast movements - Blood Mage is only to use health as the second mana-pool: useful as well actually. Also for Arcane Warrior extra health is always good.
In the beginning (origin and ostagar at least) think will have to use offensive spells anyway in some places but will try to minimize this part.
---- With Nightmare mode, where enemies are more powerful, such build looks stupid: Miasma affects with Bosses and Elites? Already anticipate Gaxkang encounter. But would like to try those spells to figure out how effctive they are; and use them one by one and altogether - easier to check effectiveness - that's the main purpose. ----
Rules are as always: ignore DLC items from the bag. But always use two tomes though.
No-offensive-spells-Mage-no-pot-solo-PT
CC
+ 1 will + 2 mag Coercion 1 Arcane Bolt (given) Rock Armor Life Drain (on the way to Death Magic)
Used two tomes + 3 mag Stealing
Origin
Robbed 1/3 of the circle (not very good at that).
In the Fade got the next level -- lvl 2 + 1 will + 2 mag glyph of paralysis - on the way to glyph of warding --
In the Fade used Rock armor and tried not to use the rest three spells to see how things would go. Went rather bad. Still tried to stick to the build with no-offensive spells as much as possible and as a result always was almost dead. With the rage demon part (with his little helpers) actually thought would die: really thought would have to reload during that easy part.
After Spider Infestation had level 3 -- lvl 3 + 3 mag + 1 con poison 1 Arcane Shield --
"Helping" Jowan
Died five times. That part included a lot of running across the whole map.
---- Checked incoming damage with and without "Rock Armor + Arcane Shield" while was in the vault. Used warrior sentinels for that. With RA+AS the dmg 8-15 W/o RA + AS the dmg 7-13
Huge difference...strange as well. ----
Ostagar
Tried to rob people so successful that Duncan had to make speech what a good GW I was with further warnings to me. Finished the usual things there.
Korcari Wilds
Decided to try some melee weapon: - two simple daggers - greatsword - could not use SnB-things
Used: - robe from the circle - staffs: simple from the circle I think (to lure enemies) - some very simple trinkets (+ 1 will/+ 1 mag/+ 1 con)
First were the wolves: used daggers with damage 4-6.
Further there were simple darkspawn: - daggers: 4-6 - greatsword: 10-15
In both cases at some point used Life Drain/glyph of paralysis not to reload: wanted to see defense only, even in the robe.
-- The rest Korcari Wilds part was pretty much the same: tried to use melee weapon when possible not to get bored. --
After the wolves and the first group of darkspawn had level 4 -- lvl 4 + 1 dex + 1 mag + 1 con Glyph of warding (defense, mental resist, avoiding missle attacks) --
After that took away from Daveth his armor set (had nothing else to use). Lost + 2 mag/+1 will from mage robe and boots.
Glyph of warding increased defense for 20 points which was noticeable in the Korcari Wilds at least: - missle attacks hit rather rare, but when the glyph time was over each arrow hit me - and that happened all the time, so guess this glyph is working - melee encounters were easier: had the same situation as with missle attacks - glyph dissapeared and almost each enemy hit was successful - can't say anything about mental resist: nowhere to check
My own attack was crap of course (using weapons).
The Joining -- lvl 5 + 1 dex + 2 mag heroic offense: for attack heroic aura: avoiding missle attacks from all over the place -- The Tower of Ishal
Getting to the tower: - checked missle defenses "glyph of warding"/"heroic aura": worked very well - checked attack "heroic offense": successul hits all the time instead of previous "miss" almost all the time (used daggers)
Inside the tower
Enemy missle attacks with my glyph of warding and/or heroic aura - worked mostly great (mind the emissary). Had some melee encounters as well and with glyph of warding and heroic offense had a good but very short time (higher rank enemies still hit me more often).
Floor N three - level 6 -- lvl 6 + 1 dex + 1 will + 1 con Coercion 2 One spell point is left - would like to wait for lvl 7 spec; and at that moment did not actually need any spell that much --
Using daggers had even one crit (the second time I think): whole 10 points in encounter with SnS darkspawn and using glyph of warding + heroic offense. The first one was in the Korcari Wilds using Greatsword with dmg 15.
The Ogre in the end was ranged-killed.
-- Made a save in the hut with level 6
Used Arcane Bolt/Life Drain/Glyph of Paralysis when they were really needed but still used. Saw no other way to pass some encounters and not to use health pots. Later won't need those spells I hope.
What was really noticeable considering wanted to check it: - glyph of warding/heroic offense/heroic aura helped a lot against missle attacks and during melee encounters adding defense and attack - rock armor and arcane shiled: not sure for now as ran a bit without them and did not notice huge difference though defense bonus was there
Some numbers using the following gear: - enchanter's arming cap + 1 will/+ 10 MR - mage robe from the circle: +1 will/+ 1 mag (but changed it to Daveth's T2 armor set during melee encounters) - enchanter's footing + 6 def - Staff T1 + 2 dmg/ + 2 SP (or two daggers, one of them is Enchanted dagger + 4 attack) - trinkets + 1 con/ + 2 con/+ 1 mag
No spells armor 4 def 50 sp 25 MR 27
Rock Armor + Arcane Shield armor 10 def 63 sp 25 MR 27
Rock Armor + Arcane Shield + Glyph of Warding armor 10 def 93 sp 25 MR 77 ----
Can't say this PT is so exciting, but checking only certain spells with restrictions can make it more interesting. It is indeed more interesting to check not fireballs and sleep combos, but whether avoiding missle attacks spell effective at all. More thorough examination of fortifications. Switching to melee from time to time = about 60 % of that fun.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 10, 2021 20:48:09 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Mabari encounter
Used Rock Armor + Arcane Shield + Glyph of Warding: - helped in the Tower of Ishal but useless at all this time - so just used what could: Life Drain + bombs + staff (about 5 hits during the last encounter - was too busy with jogging).
Decided to take the very first lucky encounter even with everyone dead: felt like "whatever" as could do nothing at all there with what I had from spells. Took 10 attempts. During the last one no one even died: - used one acid flask + one fire bomb - aggro'd the rest several enemies - was running in circle using Life Drain and getting hits - during my running mabari killed three enemies - marabi aggro'd the last one - the leader - so finish him off from a distance
Lothering
Bandits
Rock armor, arcane shield, glyph of warding, heroic aura: armor, defense, missle attacks. Died 10 times instead of origial intention 3-4. Used staff and mage robe. RA + AS were always ON.
Had the following situations.
Heroic Aura: - got rid of two melees (DW and 2h) mind the leader not to trigger the cutscene - ran to the ranged enemies lost their way somewhere, casting HA all the time and running from the leader (used glyph of paralysis and Life Drain)
Glyph of Warding: - ran away from ranged enemies to have only three melees (DW, 2h, SnS leader)
The result: - considering 10 deaths in Lothering with bandits defenses worked app. 50/50 - could not check them without using LD: it could have been "heal" spell so did not really matter in that exact case or just could have had longer encounters; that part did not matter for intentions as in the end I had to die anyway
Leliana
Changed everything for melee encounter: armor + daggers. Glyph of Warding and running - one attempt.
During Refugees encounter got level 7 and could make a save there -- lvl 7 +1 dex +1 mag +1 con Spec Arcane Warrior Combat Magic One free point --
Further enemies: humans and animals.
For the rest encounters: - put on heavy armor (soon enough it was the bandit leader armor set, but no helmet): combat magic ON - mostly used Greatsword Chasind Flatblade/ daggers with fine damage for two bears/ SnS for the darkspawn - staff to lure enemies - RA + AS always ON - glyph of warding
Died several times which was fine. Glyph of warding always helped. Heavy armor was just great with incoming damage 1-10 with my own damage 25-47 (crit) using GS. Spiders were too dodgy: Heroic Aura helped a bit. Had my own crits (max 47 using GS) and dodges from time to time. Archers were annoying but had no mana to cast all the time certain protections. GofW helped, when could use Heroic Aura - it helped as well. Died when was OW'd by melees and archers - with three melees could handle rather easy. Running in circles or hiding in corners took place as well: 2 times.
-- Good things for the future: - picked up bombs and lyrium but did not use them; will come in handy later pretty sure - almost did not spend gold: the usual thing with mages --
First to the camp, then will try to buy Lifegiver.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 11, 2021 21:11:33 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Decided to take the same route as with the previous no-pot-solo-PT (Str-rogue): back there could get enough gold rather fast for Lifegiver and go to the Circle. ----
Finished business and talking in the camp.
Zevran encounter (mod Zevran ASAP): - died several times - lost three bombs but killed a bunch of enemies - after triggered one trap and almost died - used a bow to finish ranged enemies
As compensation for lost exp took away from Zevran his armor set, crow dagger and a bow - came in handy later.
Zevran made several bombs for me.
Orzammar
Imrek: - first tried melee attempt with Imrek (his helpers were dead), but was useless at all - had to kill three of them using tree-spot and Zevran bow - in the very end still could use two daggers to finish 2h asshole (at least something)
Inside finished some quests (love letters for extra gold/nugs). Robbed almost everyone, upper and lower levels.
-- Most important thing - got good Shield + 12 def (Stolen Champion's Shield) --
In Orzammar had only two encounters: - Dust Town thugs: usual spot with a bow - Thief: used SnS/leather armor set (otherwise had no mana to cast GoW); attack was crap so almost died - had to run a bit
Got the ring Key to the City
Somewhere in the Dust Town already had the next level 8 but noticed it only in the camp (returned there before going to Denerim) -- lvl 8 + 2 mag + 1 con Spell Shield: since the Circle is ahead Heal: not to use Life Drain if anything. Though wanted to take "Heroic Defense" for the Circle as well. --
Denerim
Used there: - heavy armor set from Lothering bandit leader - stolen Champion Shield + 12 def - longsword Oathkeeper - a bit later changed to waraxe Aodh - Rock Armor spell, but no Arcane Shield since had def from the Shield in hands (plus otherwise I would not have had mana for some spells)
Started Crime Wave. Finished some minor tasks.
Ser Landry: - one attempt: glyph for def + heal 4-5 times - attack 50/50 (did not use spell for that)
Fake Weylon: had a chance to check "Spell Shield" - Spell Shield was the only spell I had - resisted his lightning spam 4 times as after simply lost mana (75 % chance resist according to description) - his fists were useless against my armor rating, and I had a good longsword for him
Finished something minor for mages/irregulars/chantry/interested parties: glyph of warding was very useful (plus "heal" spell)
Had several encounters after which could buy Lifegiver: - Twisted Path (bandits you can ignore): nothing difficult with GoW - Blighted bear + three wolves: took several attempts but could pass it only because of some glitch where the Bear stuck behind the log and I could deal with three wolves using GoW all the time; after ran to the Bear and used GoW again - Wolves with hell of traps: could pass it only because of glitch (again) when sometimes wolves do not OW but come one by one
Bloody Plains and Spiders could not pass at all: could check Spell Shield at least which worked (died from melees). With spiders it was simple OW with web spamming could not resist. And since my armor rating was good it took forever even to die.
Still visited the Dalish (the shop) and Haven: did not want to go there but was traveling across the map trying to get different encounters.
Got waraxe Axameter.
Tried 15 times the Cultist Ambush: GoW + stun poison = very good. But archers killed me all the time. Something similar was with Deserters for Irregulars, so just left them for later.
Went to the tower and made a save.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
|
Post by Sonya on Oct 18, 2021 12:16:09 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Started using: - heavy armor set without helmet - SnS type: have two shields, several onehand weapons (plus daggers/greatsword) - Key to the city/lifegiver/+2 will amulet (stolen)/some belt (def or con) - rock armor
First Floor
Abominations: GoW, but not always. Rather easy, no heal-spell
Rage Demons: Spell Shield was useless no matter what fire attack they used. So with two of them in the end almost died and ran to "helpers" where almost died as well (barely escaped their fireballs).
-- Got level 9 but did nothing. Decided to wait the Fade-part for obvious reasons --
Second Floor
Was walking there as if without any clothes at all. Had to use "lure" more often.
Black Vials Revenant: - simple checks out of curiosity (5), will come back later - damage (Aodh): avg 13 - can't even say if GoW helped anyhow - used Pull all the time
Third Floor
Arcane Horror: - died three times - first lured corpses, though not all (two were left with AH) - Spell Shield almost did not help: resisted something, but not greater threat as lightning - during the last attempt he used fireball and damaged himself as well, that gave me time to hit him several times, used 1 lyrium pot and SS again - had some health lelf and one corspe with damage 15 (wtf): ran in circles waitng for mana regen (trying not to use "emergency" stuff like bombs and lyrium)
Tempars + DD - managed to seperate them - for a mage templars are hard to kill in this case because of their passive "drain mana with each hit" + constant "cleanse aura" + Shield Bash, so no sustained def or combat magic for me - finally caught some glitch where was standing behind some pillar near the wall and only one templar approached: usually they surround me as there is a way in from the other side
DD - the only interesting thing for me: Spell Shield - worked 50/50, in the end was kiting taking some damage but that was fine - took one attempt (her templars were dead)
Bewitched Templar: after the Fade
Blood Mage + Templars: - took several attempts - lured three templars and was running around the pillar using staff and heal spell because of the same "templar vs mage" problem - Blood Mage: used Spell Shield which worked all the time but had to use lyrium to restore lost mana so Spell Shield continue working. Was satisfied with the result and killed her with an axe.
The Sloth Demon: usual annoying Ogre spamming ram. This time burning man was of no help because of physical damage so had to use human form. The rest was easy.
-- lvl 10 - more points from level 9 as did nothing there + 1 dex + 4 mag + 1 con Coercion Weakness and paralyze = wasted as need the next one "Miasma" --
Bewitched Templar: - one attempt - used the corner near some bad - used Spell Shield (plus GoW when could): did not help at all against Desire Demon, with corpse - 50/50 - was lucky the DD used some spells but did not spam them
Uldred: - ranged approach - Spell Shield helped (maybe 3-4 times did not) but lost mana because of it - he used Dispel often - resistd spells even without SS
Shah Wyrd: someone died there. Nothing interesting.
Camp.
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inherit
11368
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 20, 2021 13:38:42 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Tried once again the Revenant: almost got him, spent several lyrium pots, but had to use swift salve. Decided that was not worth it and left him for later, when come back for blackmailing.
Cultists Abmush: was fast.
Deserters (near the lake): also fast.
-- Noticed with some enemies, old and new, attack became better even without using heroic offense. --
Careless Accusations: - do not remember how many attempts (many) but in the end had to use bombs for the mage with his lightning staff (could not pass that encounter otherwise) - when got rid of the mage the rest three were easy: defense was over 100
The Dalish
West: - put on mage's hat for additional defense - used rock armor + arcane shiled + GoW = defense over 100 was enough for each type of enemy - for the orge used the staff though he still turned into sprinter and rammed me several times - got dmg mostly from sylvans: rooted me all the time, plus some kicks
- lvl 11 + 1 dex + 2 mag Miasma --
East: - used Miasma fighting three bears and werwolves: went well (though AS - defense - was off as not enough mana) - staff for two orges - killed sylvans
The Hermit - wanted just to try thinking "not a chance in hell"; ended up killing him - 10-15 attempts with deaths from simple rage demons melee - what usually happens: three careful bombs for the rage demons (maybe some swings) but get hexed and frozen all the time by the Hermit = death - Spell Shield has proven itself: only three-four times it did not work. But had to use lyrium all the time to restore mana for SS
Mages Treasure: - tried several times but the Revenant's unstoppable "Pull" did not let me do anything at all - do not remember using Pull all the time: no other party memebers with me, close/ranged - did not matter - will come back later
On the way back used Rock armor and Miasma: not that great help but noticeable reduced speed.
Denerim
Turned in several quests. Still decided to buy Grandmaster and Expert Paralyze Runes - was saving gold for Spellward, now out of gold completly. Paralyze runes always helped with any GW and experimental builds.
Visited the camp to rearranged runes and go elsewhere.
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2,711
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Oct 21, 2021 21:50:59 GMT
I suspected getting out of the origin with no offensive spells would be extremely difficult if not nearly impossible, and it sounds like that is your experience too.
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inherit
11368
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 23, 2021 10:26:40 GMT
I suspected getting out of the origin with no offensive spells would be extremely difficult if not nearly impossible, and it sounds like that is your experience too. Correct. Both suspicions. With no offensive spells it is possible only if "running" is the main if not the only tactics. Time-consuming and tedious.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
|
Post by Sonya on Oct 25, 2021 10:47:24 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Gear: - used Ceremorial chest just for the hell of it: -2 armor/+ 10 MR (have always ignored it, decided to try) - diligence arms:+ 4 armor - leather boots + 6 defense - Shield + 12 defense/Aodh or the staff in some cases - the same trinkets
Spells: - combat magic obviously - miasma always on, but turned it off if had to use Spell Shield against mages (not enough mana) - spell shield against mages - GoW 50/50 - rock armor: almost all the time (usually did not use against mages)
Haven
In the village killed everyone starting from the chantry. In the chantry first used Spell Shield. Actually it was not difficult but annoying as the mage always was running away, using heal/spell for helpers. Used some lyrium pots. Chasing down the mage lost half of my health as did not watch melees. In the end just used GoP for the mage (my own rune in Aodh worked once there), finished the mage without running, switched on Miasma instead SS and killed the rest, including the villagers. The second mage in the village was easy: SS worked all the time (against hex and cold).
The Temple
-- lvl 12 +1 dex + 2 mag Coercion 4 Aura of Might - bonus to attack, defense, damage --
Arcane Warrior Have never bothered watching his pattern behavior as it is always easy to kill him during his preparations for battle casting spells. Decided to watch. Lured him away. Did not attack him - had to use heal spell because of that - was standing or running a bit to provoke hime to do something. What he used: Spell shield - that is the usual preparations (plus combat magic of course). After he spammed Dispel: thought he was cheating but watched the description - CD 2 sec, cost 25 - so spamming it was alright though where he got mana do not know as I drink lyrium pots for that. He used dispel for no reason at all. Used Mana Clease once - I lost the rest of my mana. The last pattern part: he turned on Shimmering Shield (had Fade Shroud upgrade) and just waved his sword. I continued running in circles, getting damage from him, though he stiil ran in a ghost form. Plus turned on Spell Shield. How he kept it all sustained? - cheater since it consumes mana very fast. After that killed him in a good old fashion using shield and axe - my attack was just great their, some crits took place as well. So much for his fully upgraded Arcane spells.
There was nothing fancy inside, the same luring if needed, SS against mages.
The High Dragon - using all those defenses was useless - using melee approach meant just finding a proper spot near the dragon not to get hit, but other classes have DWS/Sunder/Assault. In this mage case it was just waving weapon - using the bow was alright, but the damage from the staff was a bit higher and faster - used staff, had enough health regen against fire. Still took long enough to kill her - in the very end switched to SnB and finished the dragon as a real melee arcane warrior (caught one kick first)
Half-expected problem was encounter with GW twin: - took something like 20 attempts - I was stonfisted all the time + dispel - the twin used some aura (spell might probably, did not look like AS at least), stonfist, spammed heal and dispel - during the last attempt ran to the Q&A hall, and there the twin changed pattern behavior : no dispel, and no heal spam
------ Check time - Miasma
Haven and the Temple
Miasma Description mentions: - movement penalty - physical resistance check - attack penalty: 10.0. defense penalty: 10.0. movement speed penalty: 40.0% - allows to see a cloudy version of enemies in stealth, as long as Miasma is not resisted
What I did: - turned Miasma on and off all the time to compare the following - reloaded sometimes to watch some things again
Movement speed: almost no one resisted it, though see is as almost useless. Might think it is useful to chase down all-the-time-running-away mages and archers but attack speed is very slow (Haste should help but comsumes mana as well)
Slealthed assassins in that area: could see them approaching.
Attack penalty: sometimes it seemed it worked though in general nothing.
Defense penalty: noticed nothing as my attack was the same. ------
Back to the camp.
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inherit
11368
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Oct 31, 2021 10:33:12 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Due to PC problems now can't continue PT.
From the last things which remember (had notes to post but lost them): - finished Soldier's Peak: spell shield was very useful, nothing so difficult - Honnleath: spell shield worked, but took several attempts because of the rage demons. Shades annoyed with their constant slam and leap which could never resist - Leliana ambush: used GoW for defense, killed two melees and ranged assassin; for the leader used a staff (did not move from the starting point not to trigger the rest - no time for them). From the leader got ceremonial gloves. Nothing difficult - Aeducan thaig: had to switch to WCP armor as ceremonial armor set had worse armor rating (installed a mod to get ceremonial bugged gloves from leliana ambush) - at some point switched to Longsword + dagger. That lowered my defense since the champion shield has + 12 defense, though got some speed which is always good - leveled up as well but notes are gone with PC crash as well as some numbers wanted to compare like armor, defense, missle deflection (it was 230 + with everything I had).
Maybe will be able to continue this PT in time.
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115
0
2,711
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Nov 3, 2021 23:00:27 GMT
That sucks, hope you get it sorted.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 4, 2021 21:50:04 GMT
That sucks, hope you get it sorted. Done. For now. No-offensive-spells-Mage-no-pot-solo-PTAfter reinstallation. Last save could get was in the Haven Temple right after the encounter with the Arcane Mage: description of his combat pattern. Finished the Temple in the same way. Killed the High Dragon. Two differences: Switched to DW-style: - Aodh/beastman dagger: lost + 12 defense from the shield, but encounters were fine. Encounter with the GW copy: - last time took me many attempts to pass it (description is in the previous full PT post) - the second time was lucky maybe: one attempt, used melee-style, spell shield (used some lyrium pots) - another interesting thing was Stonefist: last time was stonefisted all the time, but now the GW copy used it twice and my GW resisted it though there was nothing different (only weapons) - used simple stun poison which worked - almost died The campGot rid of several simple runes and got level 13 -- lvl 13 + 1 dex + 2 mag Heroic defense: defense, elemental resistances -- Rearranged runes and main weapon: will try to run around with Spellweaver/beastman dagger Need just some gold to buy the Spellward meaning still do some missions. Leliana ambush:- did it as have mention in the previous post standing in one place and using GoW/missle defenses - one attempt, Leliana alive - triggered this ambush just to get the bugged ceremonial gloves (installed mod to get them from the leader), but still need Gentle Path to buy the boots to get bonus set for missle deflection Honnleath- unlike the previous time did not die as Kitty blocked the way for the rage demons - still was fire all over the place - spell shield against DD + stun poison worked - used acid flasks - almost died - Shades used annoying Leap all the time knocking GW down Encounter River Crossing (bandits near the Dalish): - switched Miasma on helping myself to run quicker to the trees on the hill - one attempt but almost died anyway ------ Side note one: - lost 12 defense from the Champion shield when switched to DW - lost 12 defense from the mage hat when changed it to the Honnleath helmet - after that it seemed that I had no defense at all and only armor rating helped - using spells adding defense were of no help - each enemy could actually hit me unlike when I had defense over 100 without additional spells - need to see that with other enemies in other places and WCP (had it last time with lower defense and it was fine more or less during Aeducan thaig encounters) Side note two: - my attack with enemies I had (and before PC crash encounters) is (was) fine - used Heroic offense (for attack bonus) last time during Leliana ambush - only by accident since used the wrong button there - but did not check with Revenant or similar enemies - still nice not to spam Heroic offense all the time considering this spell requires sheathed weapon ------ Sold things - bought Spellward DenerimTurned in some quests. Cleared out thugs. No hiding or running. Only annoying running after archers. Started the Crow task in the Pearl: - always have problems there - with stealth it is easier of course, but for other classes could be difficult - used DW + GoW standing on the same spot after entering the room; no poison, no heal spell - last time used SnB + mage hat for defense = was the same easy thing Black Vials Revenant- was very convenient to meet him since attack required checking - had to switch to the shield (+ 12 def) and later the mage hat (+ 12 def) - from spells used Rock armor + arcane shield + GoW all the time (defense over 100) - as a result both were standing and waving swords like idiots for five minutes with all those misses - paralyze rune helped me to save time Soldier's Peak might be the next stop (though still do not have star metal).
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Jan 25, 2020 19:06:39 GMT
1,712
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1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 8, 2021 14:37:55 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Encounter Bloody Plains: mage is killed, the rest is rather easy. Had to chase the mage down though.
Marjolaine: nothing to tell even. DW, GoW, some of her crits but she missed a lot.
Several times had encounter Treacherous Path (with shades): could not do a single fucking thing as was on the ground all the time literally. Leap raping without stop. Could not pass it. But got star metal finally.
-- lvl 14 +2 dex +1 mag Dispel* Spec Blood Magic**
* Dispel: on the way to Anti-Magic Ward.
** was thinking b/w Blood Magic or Healer: - with Blood magic can think of some situations how can be used: just activating it as it has offensive spells - with Healer the only thing can use is healing (no need), the rest is just useless: rapid mana drain or huge mana cost - passives are good in both specs, but imo do not need any other spec but Arcane Warrior
Soldier's Peak - as in the previous case there was not anything difficult - Spell shield against DD helped - used several lyrium pots - annoying thing: leap-leap-leap
Got the longdword Starfang.
Orzammar
Killed the bounty hunters (spell shield as "lightning" all the time from hostile mages). Killed the Deserters. Killed thugs to sell the tome myself to the shady guy.
Tried "Unofficial provings": two rounds barely, the third one could not pass at all, even kill one enemy (reloaded before the start).
Aeducan Thaig - used spell shield resisting Crushing Prison all the time - good
-- lvl 15 +1 dex +2 mag Survival (wanted it for later, but there was nothing else to take) Haste*
*Further it helped a lot, though had no mana to cast important GoW without using lyrium pots
Black Vials Revenant - without Miasma spammed GoW - WCP, DW - one attempt
Met Fanatics and one group killed me: similar to leap-rape, only it was PS-rape, so again was on the ground all the time.
Since took Haste decided to try Carta Hideout - well, that was quick - with Jarvia died twice (Punisher that could never resist/Reposte) - during the last attempt used rather many lyrium pots to spam GoW and using two melees as a shield. Killed others with a staff (many ranged enemies), so in the end Jarvia had no help; could not get close to me, only in the end, but stun poison helped there - in general the only visible spell that worked with Jarvia was Miasma (always could see her) - armor rating (WCP) was of greater help even if took too much damage, defense spells were just useless with Jarvia (unlike with her helpers)
Caged in Stone Dragon - originally saw no point doing it at all - tried to get high defense but there is no point in it as it is no different from playing as a rogue with high defense: the dragon can miss with simple attacks but he is dangerous as always uses his special attacks - in my case it was one attempt with a staff and running around the table - used RA + AS + Haste - got OW'd three times but survived: thank you WCP - usual attacks: 3/4 of them - successful - closer to the end switch Miasma on (did not do it earlier as had no mana even to cast GoW with Haste mana drain) - the only good thing to know: Miasma influenced the dragon which was very helpful since he became very slow (+ my own Haste) - killed him
The Circle Tower
The Revenant - switched to SnS (+12 def): things went faster. Not that this Revenant should be a problem already at his stage of the game.
After blackmailing bought Andruild's blessing.
---- Need Ceremonial boots for armor set and after write some numbers concerning armor/defense/missile deflection/damage/crits. ----
Have some business in Denerim to finish. Maybe will try the Dalish.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
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December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 12, 2021 7:44:44 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Denerim: finished he Crow Tasks.
Finally bought ceremonial boots.
Some numbers and information for armor/defense/missile deflection (md)/MR/PhR/attack/damage
Level 15
Gear with more defense (the one that wanted to check first before PC crash, with lower level and worse trinkets back there) - Ceremorinal armor set (-3 armor/+ 10 MR/+ 5 missile deflection as set bonus) - mage hat + 12 defense - Champion Shield + 12 defense/Spellweaver - trinkets: Spellward/Andruil's blessing/Lifegiver/Key to the City
str 19 dex 32 will 30 mag 57 cun 21 con 34
No spells at all (including Arcane spec) armor 15 def 89 (62 + 27) md 106 (100 + 6 as set bonus) MR 49 PR 38
+ Combat Magic + have the first passive (attack/defense/damage) armor 15 def 99 (62 + 37) md 116 MR 49 PR 38
+ Rock Armor + Arcane Shield armor 28 def 114 (62 + 52) md 131 MR 49 PR 38
+ GoW (defense + MR) armor 28 def 144 (62 + 82) md 191 MR 99 PR 38
+ Heroic Defense (def + elemental resist) + Heroic Aura (md) armor 28 def 174 (62 + 122) md 251 MR 99 PR 52(?) ------
Gear wear now with lower defense but higher armor rating and speed - WCP (+1 armor/+10 PR/+ 2 con as armor set bonus - there are others but not important here) - Honnleath helmet (+ 3 armor/+2 to all attrb) - Spellweaver + beastman dagger - trinkets: the same
str 21 dex 34 will 32 mag 59 cun 23 con 38
No spells at all (including Arcane spec) armor 29 def 64 md 70 MR 42 PR 52
+ Combat Magic + have the first passive (attack/defense/damage) armor 29 def 74 (64 + 10) md 80 MR 42 PR 52
+ Rock Armor + Arcane Shield armor 42 def 89 (64 + 25) md 95 MR 42 PR 52
+ GoW (defense + MR) armor 42 def 119 (64 + 55) md 155 MR 92 PR 52
+ Heroic Defense (def + elemental resist) + Heroic Aura (md) armor 42 def 149 (64 + 85) md 215 MR 92 PR 67 (?)
Damage - level 15 - 16 - tested as DW, SnB, 2h - with/without Miasma - tested on forest thugs/forest darkspawn camp/werewolves/corpses/forest Revenants/spiders
damage crits DW 20-48 47-73 SnB 20-48 69-84 2h 49-66 79-101
Notes
Attack: - stopped using Heroic offense (attack) long ago as no need, only for such enemies as Revenants maybe - or just wait for 10 minutes using higher defense (Denerim Revenant example) - some spells including hostile ones lower attack, though did not notice huge difference
Armor: - WCP helped many times with its higher armor rating - at some point had to switch the Ceremonial Armor set/or "all-defense- parts" set when armor rating did not matter unlike defense - with the Revenant had to switch to higher defense armor sets using additional defense spells what resulted in that Denerim Revenant enounter example - though now use gear with lower defense as DW Arcane warrior: can't complain (WCP)
Defense: - works fine with both armor sets - only in some situations needed higher armor rating + defense - even carta rogues missed a lot with their cripple or flurry (Jarvia is another matter)
Missile Deflection: - could not find cap numbers for that, but spells worked just great - I was not invincible, still it was noticeable
Mental Resistance: - do not remember what I used a while back but had 100 MR with spells. Now max is 99 - MR check is 42 ("WCP + DW" - type) - Marjolaine's Captivating Song had no effect (encounter was a while back)
Physical Resistance: - WPC adds some - PR check is 31.5 ("WCP + DW" - type): further there is some information but obviously such PR is not enough for Shield Pummel/Pommel Strike/Leap/sunder/etc.
Heroic Defense: - the description of this spell does not include PR, and I did not know that it adds it (first with all spells could not understand where that higer PR came from)
Spellpower: - had something like + 3 or nothing at all depending on the gear and it plays its part in spells and calculations
Shield Pummel: - one of the main threats for this GW - during the Carta Hideout + some other missions with simple enemies: resisted SP stun from time to time (no idea about their str) - anyway: dangerous to be surrounded by SnB enemies spamming Stun talent all the time (like leap-raping)
Pommel Strike: - the same as Shield Pummel only without stun: there was an example in Orzammar when was surrounded by 2h fanatics and died
Leap (Shades): - similar to the SP stun with the same PR check, but knocks down all the time - after Demerim tried again that Encounter with several shades: the same result lying on the ground all the time ------
These are just the highest numbers can have now using everything.
Now I use only the following: - Combat Magic (+ the first passive) - Rock armor - Arcane Shield - GoW (not always) - Miasma (not always) - Spell Shield for mages only - Haste (always)
Enough to survive encounters. Convenient as can skip spells that require sheathed weapon. But at the same time it does not matter as not enough mana to cast everything without using lyrium pots all the time (can't afford it, too poor).
Still die though no matter what defense have: there are some serious enemies or some hordes always spamming something.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 13, 2021 13:32:15 GMT
No-offensive-spells-Mage-no-pot-solo-PT
The Dalish
Encounter Brother's Killer: - Spell Shield - some lyrium pots - though to be more accurate: I did some damage, but they just killed each other throwing fireballs my GW resisted (no damage, no force on me)
Mage's Treasure (outside): - DW + GoW + speed = more or less simple - killing order: a mage - melee entourage - Revenant - archers
Before the Dragon got level 16 -- lvl 16 + 1 dex + 2 mag Anti-Magic Ward --
Spiders: - good armor rating (WCP) - WEB - just several resists
Skeletones: - died once near the place where can get Arcane spec - was surrounded by SnSs spamming Shield Bash (can resist it just rare) - the second time ran to the altar - with other hordes there were different melees so it was fine
Witch + Shades: - Spell Shield to resist crushing prison and lightning (one lyrium pot) - after that forced the witch to melee which is a rare thing to happen - killed her (GoW) - another important thing: most of the time Shades just knocked me back (only two-three times ended up on the ground) which is strange since there is nothing different from other GWs who had better PR anyway - should not complain, but can't understand and that is not good
Black Vials Revenant 1: - had to switch to SnS: that was really noticeable (+ GoW) - used Heroic Offense as well to improve my attack but it was useless - nothing changed - one attempt though just barely
Black Vials Revenant 2 - switched to SnS - changed the helmet to executioner's helm (+25 mana) since always lack mana - also one attempt and almost died
Zathrian - first got rid of shades and sylvans standing in some far corner (leap-rape + horror-rape) - spell shield + anti-magic ward: used only two lyrium pots as this PoS ran right into his own Blizzard he could not resist, but GW could - also sort of checked anti-magic ward: it seemed worked but not 100 % sure since everything went too fast
------ Since my GW Templars became useless to free werewolves during this encounter (cleanse area stopped working for some reason) reloaded and checked Dispel: worked just great only almost died myself using it per one werewolf with sylvans and shades running around in addition to the Blizzard. But not so fun as to sic all werewolves at once using Templar AoE. ------
Back to the camp.
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Nov 17, 2021 0:04:32 GMT
Are you using Spellweaver for RP, or avoiding Starfang for more challenge?
Actually Veshialle would probably be pretty good with the mana / stamina regen. Of course for SnS Cailan's Arms set is obviously pretty decent too but DLC (if keeping them out).
For pure damage Rose's + Starfang probably. But haven't looked specifically at this attribute split, nor really on a character without DW training and the low off hand modifier. Need speed and on-hit effects, which makes me wonder if dagger-dagger is ok, although without starting DLC can't use The Edge (which would also have been great). Duncan's has dex bonus, so that might be ok (in game DLC).
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 17, 2021 10:25:14 GMT
Are you using Spellweaver for RP, or avoiding Starfang for more challenge? Actually Veshialle would probably be pretty good with the mana / stamina regen. Of course for SnS Cailan's Arms set is obviously pretty decent too but DLC (if keeping them out). RP purpose? Not at all. Several things bothering me here and try to find some middle ground as for now, at least without practical confirmation, do not see the most suitable gear for such mage-build. Mana Lack of mana, all the time. Do not have numbers now to look up, but sustained spells helping a lot in melee encounters (wrote earlier what I use mostly) don't let me cast other spells. Either I wait for mana regen or just drink lyrium to cast only one spell - GoW as the most useful. -- With mage encounter it is different. -- Use Spellweaver as something that has "mana regen". As for mana itself, try to find and use everything that can give more mana like WC boots/helm + 25 mana, and things giving mana regen. But mana regen is uselss without enough mana pool - what's the solution to it? As for now that is what I have all the time - can have more mana (and still not enough) but defense/damage is lower. To find some middle ground what wanted to try - you mave mentioned Cailan's Arms: now heading out there after Unbound Encounter - Armor with more sta and sta regen like Wade's best armor + Evon the Great's Plate - Chasind Great Maul: just to try 2h weapon (+ 75 sta and sta regen) - maybe somethinge else Now have some other things with more sta and sta regen: Fade Wall, Warden Tower Shield, smth else. -- But have no gold to buy those things even if they are available: Veshialle, the best dagger, armor. -- Actually Veshialle would probably be pretty good with the mana / stamina regen. Again, can't look up now, but if remember correct, Veshialle's sta regen is the same as Spellweaver? If talk only about mana regen, not damage. Damage/Attack For pure damage Rose's + Starfang probably. But haven't looked specifically at this attribute split, nor really on a character without DW training and the low off hand modifier. Need speed and on-hit effects, which makes me wonder if dagger-dagger is ok, although without starting DLC can't use The Edge (which would also have been great). Duncan's has dex bonus, so that might be ok (in game DLC). As DW withing DW training: Using off-hand dagger (now Crow dagger after Crow Task) improved speed greatly (helps a lot). But the damage? For the main hand tried everything I had like Starfang, Spellweaver, Aodh etc, the damage is pretty much the same. Dagger damage number what could notice - very low, useful for speed at least. Though have not tried dagger-dagger and have to try it as well (still do not have gold to buy the best dagger). That you have mentioned DEX which Starfang or Duncan's dagger have - another question. As well as using Felon'a Coat which also wanted to try (dex, defense, sta regen, but low armor rating). Either I use "more STA" gear or "more DEX" gear so I could at least hit something without investing so much into DEX. ------ Thus what is best here have no idea unless can try. Using STA armor parts: good but penalty to defense/armor rating. Using off-hand dagger is great for speed - the only benefit it seems. SnB: the usual with lower speed. 2h: nice damage but slow. Dagger-dagger: still have to try. Another thing: all those numbers several posts ago. Figured out the highest missile deflection or defense. That is one thing wanted to find out starting this character. But in the long run it does not matter as can't cast all those spells during encounters as "no mana". And how they all work altogether further during combat is still unknown (now the level is higher and enemies are different). -- So again, what's the middle ground to have enough mana to cast only protection spells (all of them during combat) and have decent attack and damage - the question still stands.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Nov 18, 2021 23:52:34 GMT
I suppose if you want to keep running so many sustains then you would have to buff Willpower, or just get +stamina.
I think it is pretty typical for a "normal" AW to run with sustains off during exploration, then cast spells at the beginning of combat, then reactivate sustains. Of course that isn't instant, but you at least don't have your mana pool reserved.
I would wonder how valuable some of the sustains really are and if some could be dropped.
For more typical "all-into-magic" AW build, Veshialle does the best DPS combined with shield but Starfang is a little better if combined with Rose's Thorn as DW.
Spellweaver is only a T6 sword, and it also only has two rune slots. It does have the +3 lightning, so you can get some "bonus" glitched electric damage with two lightning runes. But the base damage isn't as good as the end game stuff. I think by around 60 added Magic or ~100 spellpower that Veshialle in an SnS config is outdamaging Spellweaver.
Since you have been adding dex, that is only going to buff dagger damage. But like with a normal DW, the tipping point between the bigger base damage of sword or axe vs second dagger is all over the place and depends in part on the two weapon sets compared. That is why I think it is always a pain to compare this stuff through calculations.
Getting back to stamina, I guess most of the good +stamina stuff would be Spellward and Wade's Superior Heavy Dragonscale armor. With the one downside that the chest is what has the +25 stamina. Fade Wall too, although that the drop for that is annoying.
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Jan 25, 2020 19:06:39 GMT
1,712
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1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 19, 2021 9:30:34 GMT
I suppose if you want to keep running so many sustains then you would have to buff Willpower, or just get +stamina. I think it is pretty typical for a "normal" AW to run with sustains off during exploration, then cast spells at the beginning of combat, then reactivate sustains. Of course that isn't instant, but you at least don't have your mana pool reserved. I would wonder how valuable some of the sustains really are and if some could be dropped. Your "wonder"about value of all sustains is justified considering further encounters, including the Unbound (killed him already). Sometimes did not used them at all or just one - was fine more or less. In other cases using everything to get more defense was useless anyway as enemies were different. Miasma with such enemies as Revenants/Unbound/High Dragon - useless. Speed is always good but can be replaced by swift salve to save mana for something else. Rock Armor - might be dropped. Arcane Shield is the only sustain I find useful everywhere (not with mages, Spell Shield is enough for them). Thus from sustains I started using only Arcane Shield, Speed and Miasma (not always). From other helping spells GoW is really the only spell that proves to be useful in all encounters (not mages). Heroic Offense/Heroic Aura/Heroic Defense: it helps with missile deflection but can live without it. Heroic Offense for attack became useless for some reason. -- Had some encounters already that will post later. Now run in Ostagar. Use WCP as armor with the highest armor rating I have now + sta helmet. Use Arcane Shield + Miasma (not always) + Speed (swift salve is not cheap) + GoW. As a result, if even compare with other GWs, get my ass kicked all the time and died a lot already. Always run with half of the health bar (do not use heal spell). Have sta for other heroic-whatevers, but they do not help. Thus the question: where is my defense even if changed armor and weapon for more defense (like SnSB). Does not work in that area. Getting back to stamina, I guess most of the good +stamina stuff would be Spellward and Wade's Superior Heavy Dragonscale armor. With the one downside that the chest is what has the +25 stamina. Fade Wall too, although that the drop for that is annoying. When get gold, will buy better armor. Probably gloves and boots with sta regen might still be useful. Fade Wall is already in my chest. -- Tried dagger-dagger in Ostagar: if enemies die quickly with speed, that is enough. Not sure now, but such combination (Crow dagger-beastman dagger/mainhand-off-hand) works pretty well. -- But what I see now: no-offense-spells-mage is becoming a really easy target for enemies considering above experience. And that is what I wanted to see: no offense spells, just protections and melee encounters. I could say this mage is losing ground with such build. Probably could invest further into Arcane Spec but do not really want for obvious reasons.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 19, 2021 21:58:27 GMT
No-offensive-spells-Mage-no-pot-solo-PT
Denerim
Turned in some quests, got level 17
-- lvl 17 + 1 dex + 2 mag Mind Blast*
*Do not know if can be used since it does not do damage but stun enemies. Though can be compared to Miasma for example. But need Force Field (just in case) and Telekinetic Weapon. --
Unbound
Spent several days on that asshole.
The "always" outcome: die from spell spam and wait till get lucky. Spell resist, salve, balm - did not matter as PTs showed. RNG.
With Anti-magic ward and Spell shield the Arcane Horror could do nothing with his spells. Dispel does not work with Anti-magic ward - convenient. Instead he simply used his usual attack "Spirit Blast": can't be avoided or anything. And this GW died from simple Arcane Horror attack. Used Heal and even Life drain - not fast enough health regen and these two spells with CDs did not help. During last several attempts used my bomb supply: saw no other way. Took several attempts and using bombs has CD as well.
Finally killed the Unbound with some health left and the last form was a Warrior which made things easier.
To spare mana used only: - combat magic (all the time) - spell shield (all the time not to get into situation "Spell Shield is on CD when Arcane Horror returns") - GoW (only for a warrior) - Anti-magic ward (for a mage) - instead of Haste used Swift salve - heal spell (avoid it but not this time)
Used: - WCP but with other parts for mana and armor - SnB/DW/Staff since so many attempts - swift salve instead of Haste Spell to save mana - some poison though did not matter - salve/balm - did not matter - lyrium pots: a lot - bombs: different kinds only for Arcane Horror
Smart AI to change combat pattern: if spells are useless use usual attack with high damage that can't be avoided anyhow. Did not know about that since have never been in such situation.
Paid a visit to Flemeth the Shapeshifter
Usual "kill - reload - just take a book and leave Flemeth alone".
Switched to gear with health regen and fire resist parts: WC gloves/Diligence Plate/mana parts. Used the Staff. Spammed Heroic Defense for additional fire protection + Combat Magic and nothing else. In the very end switched to melee weapon as with the previous High Dragon, got some kicks as was not careful again, but finished her as a pure melee character. Think used on lesser fire balm (do not remember).
Nothing interesting here.
Reload - took the grimoire without fighting - gift to Morrigan.
-- Again got Encounter "Treacherous Path" with Shades: the same outcome with leap-raping and lying on the ground all the time. Wonder if can pass this encounter at all. --
Ostagar was nearby, so went there.
The primary objective: grab sta/sta regen/dex and dodge stats things. The secondary objective: only several encounters with hordes of enemies and mages.
WCP armor rating was of no help at all. Without using health pots and heal spell died a lot and always had about 1/2 of health bar. Mages: Spell shield + anti-magic ward. Used narute resist for dodgy spiders spamming OW which was a concern unlike with the Dalish spiders: armor is alredy not that good it seems. Usual sustains + GoW (changed sustains from time to time to save mana). From weapon used: - dagger-dagger Crow main hand/beastman off-hand: nice speed/crits/decent damage - Starfang/crow dagger: at least with all those encounters was no different from the usual "Spellweaver/dagger" - got Cailan's Arms and continued with it: before the tower ran back to the camp to put runes there (not that it helped).
Such things as mana regen/defense/damage/attack: no idea. Probably calculations can show something else, but could not notice the difference - maybe a bit later somewhere in the Deep Roads which is he next plot mission.
Speed is always good so DW - style with daggers is preferable.
Camp
Will try to run with two daggers Duncan/Crow. Rearranged runes for them: paralyze grandmaster + master/+ 5 electro and frost damage.
Encounter Five pages, four mages (already forgot about that): dead mage, the rest was rather easy though almost died (defense worked well)
Wynne (about both) - mages are not a concern if have spell shield and anti-magic ward (and lyrium pots) unless they stop spamming spells like the Unbound - Arcane Shield + Miasma + Haste + GoW = my armor rating is still crappy but health regen was nice - Wynne did not die since taunted all enemies and almost died myself (GoW helped)
Orzammar
Unofficial Provings: - no reloads this time - chasing down a mage is annoying really - melees were not so difficult: miasma/arcane shield/haste/GoW/simple working stun poison - once almost died though, so had to run a bit to get health regen
------ Using these two daggers was good with those encounters: heading to the Deep Roads now so will see. Speed is really helpful. Paralyze runes started working rather often all of a sudden. Constant crits. Good attack. Damage and crits are not so different from the previous numbers.
To the Deep Roads.
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Nov 19, 2021 23:57:47 GMT
Your "wonder"about value of all sustains is justified considering further encounters, including the Unbound (killed him already). Sometimes did not used them at all or just one - was fine more or less. In other cases using everything to get more defense was useless anyway as enemies were different. Miasma with such enemies as Revenants/Unbound/High Dragon - useless. Speed is always good but can be replaced by swift salve to save mana for something else. Rock Armor - might be dropped. Arcane Shield is the only sustain I find useful everywhere (not with mages, Spell Shield is enough for them). Thus from sustains I started using only Arcane Shield, Speed and Miasma (not always). From other helping spells GoW is really the only spell that proves to be useful in all encounters (not mages). Heroic Offense/Heroic Aura/Heroic Defense: it helps with missile deflection but can live without it. Heroic Offense for attack became useless for some reason. .. Thus the question: where is my defense even if changed armor and weapon for more defense (like SnSB). Does not work in that area. I think unless committed totally to defense, it is hard to stack. So Arcane Shield and Miasma are not helping as much as defense buff might otherwise. The mage starts with only 40 defense, and you aren't stacking all dexterity since trying to get some magic and spellpower. And the heavy armor don't usually have much in the way of defense buffs. So if you wanted to go heavy defense, could in theory sacrifice spellpower since Miasma doesn't depend on it at all, and you would be getting +1 defense per point dexterity spent. And that is more than you get from magic converted to defense via Arcane shield, which has a +0.1x spellpower on top of flat +10 defense. Effectively Miasma + Arcane + Glyph of Warding is ~50 defense. But in total probably by this stage of the game more like 110-120 total to be comfortable, and I don't think that is good enough necessarily for bosses. Lack of spellpower would affect Flame Weapons if you were trying to use it. But still get some damage there. Armor would probably need to be something more like Felon's chest with Cailan's Boots for dodge, or maybe Warden Commander boots for stamina. Could run Executioner's Helm I guess for even more. Alternatively, I think if not going all the way with dex, it may work out easier for all in magic for spellpower, and run SnS with good sword or axe and stack %dodge without worrying so much about defense. But anyway, back to sustains I think definitely if DW you need to run Haste, and if money permits Rose's Thorn. I would imagine Duncan's + Starfang is best right now. Most of the time I would prefer all damage runes on non-rogue DW.
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Post by Sonya on Nov 20, 2021 9:57:29 GMT
But in total probably by this stage of the game more like 110-120 total to be comfortable, and I don't think that is good enough necessarily for bosses Have just ckeched: 155 defense (could get more using some other gear, but not in the camp). Used Combat magic (plus the first passive) + Arcane Shield + GoW + Heroic Offense. Wonder: capn233, what is your definition of "comfortable" in this situation? Lack of spellpower would affect Flame Weapons if you were trying to use it. But still get some damage there Lack of SP should also affect Telekinetic weapon? Alternatively, I think if not going all the way with dex, it may work out easier for all in magic for spellpower, and run SnS with good sword or axe and stack %dodge without worrying so much about defense. 1) Run SnS using what sustains/buffs? 2) If not worry much about defense, I should worry much about armor rating in this case. One problem: in all my PTs dodge-gear was not helpful do not know why, though remember you mentioning it helped in your PTs. ----- Dunno. Maybe cheat somehow to get gold and just buy everything I need as soon there will be no quests already to check these variants: Felon's Coat/best armor/Evon the great's plate/Rose's thorn/Veshialle.
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Post by capn233 on Nov 21, 2021 1:01:18 GMT
Wonder: capn233, what is your definition of "comfortable" in this situation? It would be very vague: just avoid a fair number of hits from basic enemies. 155 defense feels like too little? Though if temp buffs like Glyph (30) or Heroic Defense (20+0.1*SP) expire you drop down to maybe ~110 if you can't recast, and that is hugely different. Then you are dropping from near unhittable to pretty hittable. Lack of SP should also affect Telekinetic weapon?[/quote] Yeah all the weapon buff sustains scale with spellpower, although for most encounters I don't think you need the extra AP from TKW when you have good weapons. The elemental damage from Flame or Frost bypasses armor anyway. But I guess it depends on what your AP rating is. If pure magic character, probably only Combat Magic, Flame Weapons and Haste most of the time. Maybe add Rock Armor depending on armor quality. Then try to only cast Glyph if needed, or just add on Shimmering Shield when it is a really tough fight. Would need basically the same gear as a warrior SnS, although maybe slightly skewed towards mana/stamina regen as opposed to trying to get strength buff. For instance, probably in Wade's Superior Heavy, and then probably with Evon's. More in a bit... Yeah that was thinking out loud about more pure magic build, where honestly don't think you can keep enough buffs to have defense high enough because there is no extra dexterity. Yes it is about armor rating, and enough stamina regen to keep Shimmering Shield running for a while in tough situations. Otherwise also needs some health regen, at least when not in party. % dodge is good to have, it is reducing incoming damage. Max is something like Fade Shroud (25%)+Cailan's Greaves (20%)+Spellward (10%)+Evon's (10%) for 65%, which is a lot. It isn't as high as you get with the AW-Shapeshifter flying swarm dodge build using a couple starting DLC things (95% IIRC), but pretty good. Above is pretty typical "tank AW" build in my mind (all into spell-power, warrior like gear SnS style). Probably easier than trying to run a no offensive spell DW AW with some dex invested, but possibly more boring too. Around level 18 from the numbers I do already have (from dainbramage originally), DW with Rose's Thorn + Veshialle or Starfang both outdamage any single weapon config on AW. Part of that is because there isn't enough magic yet to push SnS-Axe past the DW config and make up for speed and on-hit effects. At Level 25 with everything in Magic, Veshialle+shield is only slightly ahead of Starfang+Rose's Thorn. With points in dex I would guess it would skew more towards a config with at least one dagger. So I would imagine Rose's + Starfang or Veshialle will be best damage anyway. Maybe not best for beating the game, that depends on if you miss the defensive buffs from the shield (which can be potentially a lot of stamina with Cailan's Arms set).
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 21, 2021 8:46:21 GMT
It would be very vague: just avoid a fair number of hits from basic enemies. By adding another information from the same part have the following: the question is rhetorical. 155 defense is indeed too little without feeling. Turned into pretty hittable right away. Above is pretty typical "tank AW" build in my mind (all into spell-power, warrior like gear SnS style). Probably easier than trying to run a no offensive spell DW AW with some dex invested, but possibly more boring too. "Easier" was not original PT point. AW tanking builds PTs have already taken place somewhere in my past. from dainbramage originally What? ------ Facts: Running somewhere in the Deep Roads trying different weapons with/without buffs using WCP as the highest armor rating plate and changing armor parts for sta/dodge/attibutes. Fow now - only the beginning - pretty hittible in any case and styles. Can survive in any case, but taking damage all the time without any break and with 155 defense (or close) will be a problem very soon. Guess should decide what to buy and do it soon.
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Post by capn233 on Nov 21, 2021 18:39:24 GMT
155 defense is indeed too little without feeling. Turned into pretty hittable right away. How much defense did your non-mage dex melee characters usually have? The larger the number of enemies you are engaging at a time, the bigger the difference is between getting hit 20% of the time and 15% of the time.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Nov 21, 2021 20:14:10 GMT
How much defense did your non-mage dex melee characters usually have? Endgame info of other GWs (info from remained images) SnB Warrior (str/dex) 136 DW-warrior (str/dex) 86 DW - STR-rogue 109 DW-CUN-rogue 116 Info with different buffs, passives and weapon training. Added: - rogues have DEX anyway - warriors are experiments wtih additional DEX - pure DEX-rogue : no images and no saves are left
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