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Post by andy6915 on Nov 25, 2016 5:37:23 GMT
Dozens of playthroughs, many of them as a mage. Yet, all this time, and I still don't know how to make a truly badass mage. I spec them for magic, 50+ magic by end-game, and my fireballs are still only taking 1/6th of the HP off of mooks. I spec them to be as damaging as possible, yet even the warriors are out damaging me. Oh sure, I get crowd control, but half the time it doesn't even work well because of friendly fire and party members who are too stupid to move out of the way. You can't be amazing with arcane warrior either. Yes, you're nearly unkillable. But how well can you actually FIGHT that way? Not well. You become the least damaging party member the moment you start being an auto attacker with AW, so that's out too. The only truly damaging spells are things like storm of the century, but that has such a large radius of friendly fire (and will basically instant kill you on nightmare) and has such a massive mana drain that it isn't even worth it.
But then I hear about some players who somehow do manage to make a mage in DAO that has a high damage per second, and I wonder how the hell they do it. I always pump magic to be really high. I've tried maining every single tree at one point or another, none of them have the damage numbers I want. Mages in DA2 and DAI kick ass, I can make an extremely damaging and powerful mage in those ones. But in DAO, mages seem to only ever been good for support and nothing else. Like fireball being better for knockdown than for damage, or immobilizing a group of enemies at once, or buffing allies. But they are awful for actually killing, in my experience. My kill count compared to party members always has the smallest gap when I'm a mage, and I've YET to find a way to fix that. And that's using the Vestments of the Seer and using the Staff of the Magister Lord, but even those two pieces of gear together aren't enough to make my spell damage actually impressive in any way.
This is why I specified for damage in the title. DAO mages don't suck, they're extremely OP. But that's just in general, not for being a nuking damager.
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Post by Deleted on Nov 25, 2016 20:55:04 GMT
RE: "is there any way to make a mage warden not suck IN TERMS OF DAMAGE?"
Hi! Mage actually outclasses everything but double dagger rogues in damage. The reason you're doing so little damage is probably that you have very little magic. Fifty isn't very much, you should rather have well over a hundred. Pump everything into magic. Your gear is good; but i recommend using the sash of forbidden secrets and lifedrinker for a significant boost for spell power. If you really want to up your spellpower beyond that; you can use spell wisp and spell might combo. With all this; at high levels-- i have around 170 spellpower; which, using the correct spells, allows me to kill rooms in seconds.SpellsThe spell i recommend the most is blood wound; extremely potent cc and does a lot of damage-- depending on difficulty and spellpower it can be sufficient to kill a normal enemy. If you then use virulent walking bomb and walking bomb on two separate enemies within that area-- and then comboing it with either fireball, arcane bolt, Winter's grasp or sending a party member to blow them up such that they can do great AoE damage sufficient to kill most enemies even at higher difficulties. You've already mentioned Storm of the Century; which too is a very potent spell, if you have good spellpower. Here we're talking well above a hundred dps. Very useful for larger battles. If you can cast it, you win. i actually recommenced getting death cloud and death hex. These two combined make; entropic death-- which is the most damaging attack on a single target except mana clash until awakening. These are very potent for triggering bombs; but also for bringing down bosses without mana. And, with grabbing these hexes; you also get both the misdirection hex-- extremely useful for self defense. And the bonus elemental damage hexes-- which lets you do more damage. TeammatesI almost always recommend having atleast two mages-- three aren't unheard of. You can have she/them bring death hex so you can fire off multiple death hexes simultaneously for a lethal combo. And like yourself, you get the earlier hexes which have the same use as yours. Mages are also great for picking up secondary spells you don't want to spend points on; either for mana clash if you don't grab that and/or for force field for protecting your tank so he can aggro in your AoE and still endure it. Force-field is essential on higher difficulties with Storm of the century tanking. Otherwise, you can just have the double up on the spells you have for more damage and less waiting for cooldowns. Arcane Warrior Lastly, if you decide to go the Arcane Warrior route-- which actually doesn't do too bad damage imo. You'll do more damage than you think. With a significant spellpower, your fire and frost weapons will give you a lot of bonus damage. And, you can use both if you use them right after each other. If you then have good runes, you can kill a normal enemy with your auto-attack. If you're running multiple mages; you can double up on haste. You can run incredibly fast, attack incredibly fast and one shot. You'll kill bosses in few seconds-- and still be immortal. The down side is that larger groups will take a little longer to whittle down. I hope that helped; here's a demonstrational picture i temporarily made on one of my characters with the console.
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Post by doflamingodonquijote on Nov 25, 2016 21:05:03 GMT
The double dagger rogues will never outclass the raw power and speed of the Spiritual warriors but they are only available in the expansion unless you hack the game
As for mages the only thing i did with them was the usual storm of the century,that is the most potent attack for mages.
then again mages usually are more for crowd control and if you set nightmare difficulty it is obvious that the enemies will have high resistance to magic.
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Post by mousestalker on Nov 26, 2016 17:38:09 GMT
Here is a tip, if you team up with Leli, Morri and Wynne, then you can cast Storm o' the Century every fight with no waiting. Make sure your mage has Spell Might and both cold and electricity. Make sure both Wynne and Morri take at least of of those. Simul cast Electricity and Cold using your mage and a companion. If the non caster has repulsion as well, then the foes die. Grease fire can be entertaining as well.
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Post by mike3207 on Nov 26, 2016 18:37:43 GMT
Magic, magic, magic, and spellpower. There is plenty of gear that boosts magic and spellpower, unfortunately no runes do that in Awakening, use your tomes for magic increases(even duplicate if you have no issues) on it. You should also things that will boost elemental damage-+20% elemental rings and a staff that adds 10% to reach the max of 30 in origins.
Keep in mind staffs are based off magic as well. I've had over 100 points of damage with each staff cast once you factor in Staff Focus, high spellpower, Arcane Mastery, and other factors like staff type.
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Post by capn233 on Nov 27, 2016 23:53:15 GMT
Hmm. If a mage didn't do good damage it couldn't be OP in DAO in my humble opinion. Damage is king in this game, and multitarget damage is nearly exclusively the realm of the mage.
Also DW rogue isn't necessarily even the pinnacle of melee DPS in DAO since you can build a DW Warrior that will edge it out in DPS. Getting more into this might derail the thread, so consider a Warden up against 5 darkspawn as a melee and then as a mage. They do not kill the mooks fast enough to beat a mage against a group when you consider travel time and positioning (especially true for rogue).
Personally I think mage is the strongest class by good deal, and it was the easiest class for me to solo out of all styles. You do have to keep in mind the resistances of any enemies you are engaging as that can drastically affect your damage output. Hexes are helpful for overcoming this if you don't have ideal spells.
One last thing, there is also a bug with the way DOTs are calculated in DAO where sometimes stacking DOTs causes the original to tick longer than it should. So for instance Walking Bomb then Virulent Walking Bomb on the target will end up doing more than expected DOT. This is magnified by hexes or spirit vulnerability. But it also works for other DOT types. The Corrupted Spider Queen actually takes advantage of a similar glitch, which is why it is impossible to heal enough against her if you keep her at range.
edit: more explanation just in case...
The line about solo character wasn't meant to be boastful or imply that the class doesn't have a learning curve, it was more about what I consider the relative power of optimized builds.
For solo specifically, mage will be punished if the build order is non-ideal. But it is rewarded for a good one.
Storm of the Century is fun, but I personally never liked it because the setup time is long and it is expensive in terms of talent points and mana.
The things that I like are pretty simple things that are available relatively early. For instance, Cone of Cold a cluster of mooks, put Walking Bomb on one, and then Stone Fist to shatter and blow them up. Fireball should do respectable damage to fire weak enemies like Darkspawn. Shock is good because it drains mana / stamina and can make some elite enemies creampuffs. Blood Wound is the best spell in the game, but vanilla mage can do good damage too.
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Post by Anders Was Right on Dec 3, 2016 9:01:27 GMT
Are you on PC? Armageddon Spells mod. Best thing ever. It lets you simply cast combo spells (like Storm of the Century) and adds some new deadly spells too. Don't combine it with blood mage, though. They cost a lot of mana/hp. But you can take down even bosses with 4-5 of these. Give them to all your mages and you won't be needing a tank.
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Post by joserayber on Dec 9, 2016 1:35:38 GMT
No kidding, the most powerful offensive "spell" is auto-attack. It never misses unless the opponent has "chance to dodge attack" attributes, which is ultra-rare to see, neglects spell resistance and can be greatly enhanced by +x% elemental damage accessories (whose marginal return would surpass that of spellpower as leveling up), Staff Focus passive and hexes.
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Post by andy6915 on Apr 2, 2017 4:33:45 GMT
So... VERY VERY late bump. Reason being, I am now on another DAO playthrough, I made this topic ahead of time but wasn't actually playing yet. So if other people have stuff to add, stuff I might want to know now that I am officially playing ago, do so.
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Post by andy6915 on Apr 7, 2017 2:26:09 GMT
Update, not that anyone responded. I decided one major step was getting the vulnerability hex and affliction hex, which significantly lowers enemy resistances to magical elements and thus increases spell damage by a fair bit. So even without replies, I am trying to find some methods for myself too.
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Post by mousestalker on Apr 7, 2017 2:29:52 GMT
I think it was suggested earlier, but having another mage in your party with complementary spells helps a lot. For example, if Morrigan has the hex line, the cold line and so on, you can very quickly cast dual affliction and vulnerability hexes as well as Storm of the Century in half the normal time.
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Post by andy6915 on Apr 7, 2017 2:53:13 GMT
I know. But I don't like too many mages at once, I prefer a bit of party balance.
Edit: Another thing I think I'll start doing is specific power combos, like freeze to rock throw, or nightmare (sleep and horror).
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Post by mike3207 on Apr 8, 2017 18:14:13 GMT
You should decide first off if you want to be a caster mage or a melee mage. If its caster, spirit healer and blood mage specializations. Melee, shapeshifter and arcane warrior. Spirit healer might need a little willpower, blood mage some constitution. Arcane Warrior and Shaeshifter magic unless you want to up physical damage by shapeshifter-then strength. Keep in mind the more points you divert from magic, the less powerful your spells will be.
Staff-secondary method of attack if you utilize hexes, staff focus, and all spellpower boosting skills, you can do 100 points per staff blast at end of game.
Then spell schools-you can primarily take two with 33/34 spells by end game, with select spells from other schools. Assuming you use 8 points for specs, you can master one school and use a few spells from second tree.
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Post by andy6915 on Apr 15, 2017 11:33:00 GMT
You should decide first off if you want to be a caster mage or a melee mage. If its caster, spirit healer and blood mage specializations. Melee, shapeshifter and arcane warrior. Spirit healer might need a little willpower, blood mage some constitution. Arcane Warrior and Shaeshifter magic unless you want to up physical damage by shapeshifter-then strength. Keep in mind the more points you divert from magic, the less powerful your spells will be. Staff-secondary method of attack if you utilize hexes, staff focus, and all spellpower boosting skills, you can do 100 points per staff blast at end of game. Then spell schools-you can primarily take two with 33/34 spells by end game, with select spells from other schools. Assuming you use 8 points for specs, you can master one school and use a few spells from second tree. Well I didn't start as a mage, but this topic still had use since I still wanted to build Morrigan and Wynne right. The way I built my 2 mage party members this time has kicked ass so far. Morrigan is a crowd control goddess, can lock down and wipe out entire groups of enemies at once. She has AoE stuns, AoE offensive spells like fireball, and AoE 'control' spells like waking nightmare. If there's a group of enemies, she can decimate them. Of course, her failing is that she's pure offense, great at killing and disabling, but no healing spells to speak of. She will later get blood magic, but she isn't level 14 yet. Wynne is the opposite, lots and lots of support and healing. Her main thing is less attacking the enemy, and more helping everyone else win. She has haste, which speeds up all ally attacks and movement speed, telekinetic weapons which is a buff that makes all party members have more armor penetration, heal spells including a full party one, and force field. I'll make her a caster arcane warrior when she's level 14. As for how I'll set my own mage up when I do another mage run, I'm thinking I won't master any tree except specializations. So no fully mastering a school for me. I am thinking to do a big multi tree build that is going to be a bit middle-of-the-road between Wynne and Morrigan, though leaning towards Morrigan's side of things (just using sustained spells and support spells won't be very fun to actually play as). I'm thinking... Rock armor, fireball, cone of cold, waking nightmare, blood wound, fade shroud, haste, crushing prison, arcane mastery, affliction hex, walking bomb, and arcane mastery. That is, of course, counting all the spells to get to the max level of what I want (so me mentioning waking nightmare includes disorient, horror, and sleep too, so that one mention is 4 spells). I don't think I'll take blood control, but I'll see. That's... Exactly 34 points, if I take blood control after all (33 without). Hm... 24 max from level up 3 at character creation (including the one pre-assigned) 3 After story events (Rogues only get 2) 1 from the desire demon (Mage Only) 4 from tome of arcane/physical technique (supposed to be 3, but that Bodahn glitch lets you buy 2, since his inventory restocks fully once) For a total of 35 for mages, 34 for Warriors and 33 for rogues So I'll have an extra point if I reach level 25, but that would require a lot. Guess I'll just try to go as high level as I can and see what I have to work with. If I'm to be a caster, I might not NEED haste, since it would only be a use to the melee party members with me that don't have momentum. That would drop it down to 31, since I'd still want basic heal. Anyway, this sounds like a good build. Something of a Jack Of All Trades, but not the crappy kind. More like the kind that can generally handle any given situation. Anyone else think this build will work really well?
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Post by Deleted on Apr 16, 2017 0:28:04 GMT
WHAT? ARE YOU KIDDDING MAGES ARE SUPER DUPER OP IN THIS GAME!
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Post by andy6915 on Apr 17, 2017 15:30:19 GMT
Bump, I want to know if that build I came up with will work well.
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Post by mike3207 on Apr 18, 2017 22:49:47 GMT
Bump, I want to know if that build I came up with will work well. I was going to say yes, then I thought about it. The specializations you picked-Arcane Warrior and Blood Mage-could be problematic. Blood mages need constitution, arcane warriors need magic and attack. Shapeshifter/Arcane Warrior has good synergy because they both need good mana regen and focus toward putting everything in magic. If you use items to put good constitution on your blood mage, you won't have the ability to have as good mana regen depending on how much you plan on using melee. You might put points in const in origins, then when you get to awakening stack constitution runes on your PC and put those points into magic. There's really no bad way to build a mage in Origins. Now Inquisition-thats a different story.
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Post by andy6915 on Apr 19, 2017 20:19:25 GMT
Shapeshifting is so shit that it's the worst specialization in the entire series. I have the console version, so no mods to make it decent either. Also, you can't use arcane warrior sustained modes when transformed, taking away any sort of symbiosis they could have had. Also, the 2 specs seem an excellent combination to me. More constitution means even better tanking as an AW, also gives more physical resistance which will make me harder to knock around and stun. Also, one of the dangers of blood magic is mitigated, namely that you'll be getting hurt by enemies a lot even while you hurt yourself to cast. But with this combination, I can be basically invincible to actual enemy damage, leaving only self-damage as my only threat thanks to AW sustained modes making me super durable. Finally, one other factor you're missing. Upkeep costs for sustained modes use mana, not HP, even when using blood magic. With this combination, I can keep fade shroud active for durability while using my HP to cast spells. Meaning the whole of my mana can be used exclusively for keeping me alive while I use my own health to destroy the enemy.
With just those 3 attributes, willpower and magic and constitution, I'll be fine. Besides, you don't know my usual equipment setup. Right now my cunning rogue has 32 constitution, and has barely put any points into that stat at level up. I make up the difference with gear, namely accessories. I won't need to pump constitution up as much as you think.
I know I was asking for criticism, but ended up arguing. At the same time, that PARTICULAR criticism wasn't applicable to what I'm planning, since AW and blood magic together seem like a very natural fit.
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Post by mike3207 on Apr 21, 2017 2:08:37 GMT
Shapeshifting is so shit that it's the worst specialization in the entire series. I have the console version, so no mods to make it decent either. Also, you can't use arcane warrior sustained modes when transformed, taking away any sort of symbiosis they could have had. Also, the 2 specs seem an excellent combination to me. More constitution means even better tanking as an AW, also gives more physical resistance which will make me harder to knock around and stun. Also, one of the dangers of blood magic is mitigated, namely that you'll be getting hurt by enemies a lot even while you hurt yourself to cast. But with this combination, I can be basically invincible to actual enemy damage, leaving only self-damage as my only threat thanks to AW sustained modes making me super durable. Finally, one other factor you're missing. Upkeep costs for sustained modes use mana, not HP, even when using blood magic. With this combination, I can keep fade shroud active for durability while using my HP to cast spells. Meaning the whole of my mana can be used exclusively for keeping me alive while I use my own health to destroy the enemy. With just those 3 attributes, willpower and magic and constitution, I'll be fine. Besides, you don't know my usual equipment setup. Right now my cunning rogue has 32 constitution, and has barely put any points into that stat at level up. I make up the difference with gear, namely accessories. I won't need to pump constitution up as much as you think. I know I was asking for criticism, but ended up arguing. At the same time, that PARTICULAR criticism wasn't applicable to what I'm planning, since AW and blood magic together seem like a very natural fit. With a self bestowed title as Master Shapeshifter, I have to respond to this. It's actually one of the strongest specialization in the series, but you have to be patient and wait until you have enough ability points invested in the mage to see the payoff and know how to build it right. Swarm Form=all magic and equip the best nature gear you can find. A staff gives auto hit capability, but to be honest I don't know if that makes any difference with Swarm. Dodge so high you just about are never hit, all defensive can carry over and you can have a very high magic resist as well. Your one achilles heel is running out of mana-just keep in mind to keep mana regen working. I've done 60 points of damge per hit against darkspawn in Origins, 200 points of damage per hit against normal foes in Awakening. That and the speed of swarm make it a deadly foe. Bear/Spider-go all strength or all magic. Magic/Spellpower will scale str/dex/con the more you put into it, and equipment helps too. The big news-crit/chance/damage all carry over, so you get the chance for double damage if you equip a melee weapon. Master Shapeshifter gives stronger forms-can easily approach near 1000 hp if you really puts points into magic. A strength shapeshifter can one hit bosses, especially if you Overwhelm them. Constitution only helps with HP, not tanking. I have heard blood magic draws off HP, but maybe am wrong-never used a blood mage myself-hate the squirting blood image on screen.
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Post by andy6915 on Apr 21, 2017 15:42:11 GMT
Shapeshifting is so shit that it's the worst specialization in the entire series. I have the console version, so no mods to make it decent either. Also, you can't use arcane warrior sustained modes when transformed, taking away any sort of symbiosis they could have had. Also, the 2 specs seem an excellent combination to me. More constitution means even better tanking as an AW, also gives more physical resistance which will make me harder to knock around and stun. Also, one of the dangers of blood magic is mitigated, namely that you'll be getting hurt by enemies a lot even while you hurt yourself to cast. But with this combination, I can be basically invincible to actual enemy damage, leaving only self-damage as my only threat thanks to AW sustained modes making me super durable. Finally, one other factor you're missing. Upkeep costs for sustained modes use mana, not HP, even when using blood magic. With this combination, I can keep fade shroud active for durability while using my HP to cast spells. Meaning the whole of my mana can be used exclusively for keeping me alive while I use my own health to destroy the enemy. With just those 3 attributes, willpower and magic and constitution, I'll be fine. Besides, you don't know my usual equipment setup. Right now my cunning rogue has 32 constitution, and has barely put any points into that stat at level up. I make up the difference with gear, namely accessories. I won't need to pump constitution up as much as you think. I know I was asking for criticism, but ended up arguing. At the same time, that PARTICULAR criticism wasn't applicable to what I'm planning, since AW and blood magic together seem like a very natural fit. With a self bestowed title as Master Shapeshifter, I have to respond to this. It's actually one of the strongest specialization in the series, but you have to be patient and wait until you have enough ability points invested in the mage to see the payoff and know how to build it right. Swarm Form=all magic and equip the best nature gear you can find. A staff gives auto hit capability, but to be honest I don't know if that makes any difference with Swarm. Dodge so high you just about are never hit, all defensive can carry over and you can have a very high magic resist as well. Your one achilles heel is running out of mana-just keep in mind to keep mana regen working. I've done 60 points of damge per hit against darkspawn in Origins, 200 points of damage per hit against normal foes in Awakening. That and the speed of swarm make it a deadly foe. Bear/Spider-go all strength or all magic. Magic/Spellpower will scale str/dex/con the more you put into it, and equipment helps too. The big news-crit/chance/damage all carry over, so you get the chance for double damage if you equip a melee weapon. Master Shapeshifter gives stronger forms-can easily approach near 1000 hp if you really puts points into magic. A strength shapeshifter can one hit bosses, especially if you Overwhelm them. Constitution only helps with HP, not tanking. I have heard blood magic draws off HP, but maybe am wrong-never used a blood mage myself-hate the squirting blood image on screen. Constitution of course helps with staying alive, how does more HP not equal lasting longer to attack? It also fuels blood magic. So it gives me more hp to cast with and more hp to take getting hit with, it's a good dual fold purpose.
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Post by mike3207 on Apr 22, 2017 6:42:16 GMT
Not the best person to discuss this-but before putting points into constitution, i'd look to acquire one of the improved blood magic items-blood ring, Avernus robes, or sash of forbidden secrets. The sash seems strongest-it also increases spellpower and willpower-useful for any mage. Blood magic will normally decrease health spells costs by 20%-those items can reduce that by 40%. Say a spell costs 40 normally, blood magic would take it down to 32, and one one of those items would reduce it down to 24 with further 25% reduction.
Dark Sustenance gives you +100 mana for -40 health, but maybe not as useful for blood mages as other mages. Blood Gorged Amulet-+12 Constitution and maybe the Blood Armor +50 health. Keep in mind constitution only increases health by 5 points for each point you put in it, so it's best to rely on abilities and items to increase constitution. A few of those are DLC items, but hopefully by now you've beat the dlc.Lifegiver also excellent ring for blood mages with its boost to con and health regen.
Arcane warrior does scale damage off of spellpower. Work on getting some of the above items in timely fashion and then decide how much more con you need, and if your arcane warrior needs any dex.
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Post by capn233 on Apr 23, 2017 20:36:29 GMT
Been a while since I checked in here.
Con doesn't really help you stay alive all that much in DAO, at least when you consider the true cost of investing an attribute there as opposed to some place else. As far as Blood Magic specifically, buffing Con for Blood Magic isn't too different from buffing Will for normal casting... Neither is necessary strictly speaking, especially given the fact that there are a lot of good +con and health regen items (just like there are good magic/stamina regen items).
I would rather pump magic for spellpower, so from that sense I don't see much of a conflict between AW and Blood Mage. Also the fact that AW does the best damage casting rather than melee, I personally never felt AW and Blood Mage all that opposed from one another.
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Post by andy6915 on Apr 24, 2017 20:18:47 GMT
Mike- Already got an 'improved blood magic' thing covered, I got that belt from killing the Harvester in the dlc that does just that. I will also have life giver, yes. And spellward. And probably ring of ages for elemental resist.
I'll probably play as a normal mage for quite a long while, like until level 12 or something. Until then, I have other trees I want to build on before finally getting the blood magic sustained spell learned.
Capn- I am going to pump magic. It will be this ratio. 3 points in magic for every point in both con and will, so I'll have, say... 65 magic and 30 in will and con by level 23, my typical level for the final battle in the game. The math was done, it's possible. 9 tomes in the game, you get 3 free attribute points throughout the game like when you do the joining, and the Lost in Dreams freebies. It comes out to exactly 65/30/30. Note that those are raw stats, as in before factoring gear that increases attributes. And yeah, I don't plan to be a melee AW. Like Wynne on this playthrough, I will be an AW who casts.
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Post by andy6915 on Sept 18, 2017 6:42:12 GMT
Well I'm about a month off now from this playthrough, and I'm thinking of one final and large alteration. I've never tried glyphs before, never thought highly of them. But recent reading, especially about paralyze explosion, has me thinking they could be highly potent on me. Also thinking of aiming for the entropic death spell combo too. Problem is that I will definitely need to let some of the prior build ideas go, because my prior build already hit the talent point limit. So the question is what to give up to make room.
Edit 1: looking at my past posts, giving up the nightmare spell combo is a good idea, the spell combos I have in mind now are superior.
Edit 2: Now further reading makes me think I should get nightmare. Which would be better, that or entropic death?
Edit 3: Only just learned that entropic death is single target. So I've decided not to pick it. My current Outlook is...
Max glyph line, max hex line, max the telekinesis line, hit rank 3 in fire and ice, max blood magic and arcane warrior, and max the stinging swarm spell. Two points in earth for rock throw, 1 point for walking bomb, 1 point for basic heal. Now, I'm TERRIBLE at math, but I think this works out to 35 points exactly (the absolute limit for spell points without cheating or exploits). If I have enough points, does this sound good?
Edit 4: worked out to 34, but hit a snag. Forgot the base mage tree line, that had spirit bolt in it. So while it seemed I had an extra point, I don't. So...
Max hexes, glyphes, fire, telekinesis, mage tree, both specializations, that's 28 points. From there, 1 in earth for rock armor, 1 in walking bomb, 1 for heal, 3 for cone of cold. 34 points exactly, 1 left over and not sure what to do with it. Does THIS sound optimal?
Final edit. Missed ice, but I think I'm done after working that out. Arcane mastery isn't great, but staff mastery is. I don't think the basic heal is that useful. Also never used blood control much. So...
Max glyphs, fire, hexes, arcane warrior, telekinesis, stinging swarm, 24 points. From there, 3 points for staff mastery, 3 for ice, 30 points. Then 3 for the third rank blood magic spell, 33. Finally, rock armor, walking bomb, 35. Done, this is the final draft unless someone sees a major issue and points it out so I have to adjust again.
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Post by andy6915 on Oct 11, 2017 17:55:27 GMT
Might as well bump. I'm now done with all treaty quests, and the build I mentioned has been working extremely well. Best mage I've ever made. Stuck to medium dragonscale armor, which keeps fatigue way down. I have both my staff, and Duncan's sword plus Fade Wall, both equipped via the "change weapon set" option. I can go from Auto attacking with a sword to launching a fireball with my staff in under 2 seconds, and this actually helps to get around the issue of casting being slow with a sword, I just switch to staff before casting spells that require sheathing. Also, focused more on magic than planned, and use accessories to give the Mana and HP I need for blood magic and normal casting, both.
All in all, I'm about as satisfied as I could be.
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