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Post by mike3207 on Apr 22, 2017 17:43:40 GMT
Just a recreation of my old BSN thread. it's on fextralife as well, but I'm adding it. All this information is on wikia as well-I just like to put it in one place.
Ok, for those interested this is my attempt at a overall mage guide. I'll start first with the spellpower formulas/descriptions, and later add upkeep/cost/cooldown/area if there is interest.
One thing I wanted to add is that most of the wikia formulas are for PC. Occasionally there is some difference between spells for that and the console version, and when I come across them I'll edit them in to the guide. PC will be in bold, console in italics, and I'll also make a note of it as well. I won't initially cover spells that aren't spellpower dependent like Chain Lightning, but I may cover them separately in a separate post.First the spell, then the description/spell formula. Asterisk for multiplication, SP for spellpower,/ for division. I'll look to add an update or two every weekend as time permits.
Mage:
Arcane Bolt-(30 + (0.3 * SP) spirit damage.
Arcane Shield- Defense bonus- PC-(100 + SP)*0.1. Console-(100+SP)*0.2 defense bonus and missile deflection bonus.
Staff Focus-Damage Bonus 33.33%.
Arcane Mastery-+5 Spellpower.
Primal:
Flame Blast- (100+ SP)*0.55 fire damage over 5 seconds.
Flaming Weapons-2 + (SP/7.5) additional fire damage, limits 2-20.
Fireball-(100+SP) * 0.3 initial fire damage, same formula for fire damage over 5 seconds.
Inferno-(40 + (0.4* SP) fire damage Interval-every 4 seconds for 30 seconds.
Rock Armor-Armor bonus-(SP/4.0, limits 2-12.25).
Stonefist-Physical damage- (100+SP) *0.3
Earthquake-duration every 20 seconds, move penalty 40%, physical check every 4 seconds.
Petrify-Turn to stone for 20 seconds if fail physical check. Duration adjusted for target rank.
Winter's Grasp-(100 + SP)*0.36 cold damage. Freeze(100-target level*5), min 5%. 20% move speed penalty.
Frost Weapons-SP/7.5 cold damage, limits 1-10.0.
Cone of Cold-(34 + (0.34* SP) freeze 10 seconds if fail physical check, 40% movement speed penalty for 10 seconds.
Blizzard-(10 + (0.1 * SP) cold damage at intervals 2.0-30.0. Creatures entering AOE slip if physical check failed.move speed penalty 20%, defense bonus 10, fire resistance bonus 50. After 8 seconds-creatures paralyzed failing check for 4 seconds, (dur adj by target rank), part members slowed by 50%.
Lightning-All lightning spells drain stamina equal to damage. (100+ SP) *0.3 electrical damage.
Shock-(100 +SP)*0.4 electrical damage.
Tempest-(10 + (0.1 * SP) every 2.05 seconds for 30 seconds.
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Post by mike3207 on Apr 22, 2017 17:44:47 GMT
For the record, I'm doing this so I can have a reference to use so i don't need to check the wikia . I'll also include some other mage tables as well. I'll start this entry with Creation.
Creation:
Heal-Healing %-(100+SP)*0.4. Activation cost is in mana and varies with fatigue.
Rejuvenate-mana/stamina increase by 8 per tick for exploration for 10 seconds. Combat-it's 5 seconds for a total of 40 mana/stamina regen.
Regeneration-Health Regen (100+SP)*0.2 per tick-5 ticks over 10 seconds, effectively 100 +SP.
Mass Rejuvenation- Party mana/stamina regen-5.0 per tick(every 2 seconds in combat, 3 in exploration). Stacks with Rejuvenation.
Heroic Offense-Attack bonus-(100 + SP) * 0.1, duration 20 seconds.
Heroic Aura- a flat +30 missile deflection bonus for 20 seconds.
Heroic Defense-For ally- defense bonus(20 + (0.2 * SP). Elemental resistance bonus- (10+ (0.1 *SP). Duration 20 seconds.
Haste-Movement speed bonus 30%, Attack speed bonus 25%, ranged attack aim speed bonus 20%. Attack penalty -5, caster mana regen penalty -3. Summoned and shifted creatures only have the movement speed bonus.
Glyph of Paralysis-60 second glyph that paralyzes foes for up to 10 seconds(varies with rank) unless they pass a physical resistance check vs. mage's SP. Trap so ignores spell resistance and can be disarmed by rogue.
Glyph of Warding-20 second glyph, 2.5 m radius sphere. Defense bonus +30, mental resistance bonus +50, missile deflection bonus 30%. Stacks with itself, so 2 can double effects.
Glyph of Repulsion-20 second glyph that shoves back 3meters and knocked down anyone entering the field unless they pass a physical resistance check vs. caster's SP. Target is also slowed by 40% for 20 seconds. Those with knockdown immunity(Shield Wall + Indomitable) can enter unimpeded. Evasion 20% chance to ignore the glyph.
Glyph of Neutralization-Mana regen penalty -1000 for 20 seconds. Targets within 2.5 meters of glyph drained of mana and applied effects of Anti-Magic Ward.Secondary effects may work, primary damage is most effected.
Spell Wisp-Spellpower bonus-(100 + SP)*0.05, 5% fatigue.
Grease-7.5 meter grease slick for 20 seconds that cause those within to have movement reduced by 50% and slip unless they pass a physical resistance check vs. caster's SP. Movement enhacing buffs mitigate movement penalty: Anti-Magic Burst, Dispel Magic, and Glyph of Neutralization will remove it.
Spellbloom-10 m radius sphere over 20 seconds. Mana regen penalty of 3 every 2 ticks means a total of 30 mana regenerated.
Stinging Swarm-(100 + SP) *1.0 nature damage for 10 seconds. SP/10 jumps for swarm, jump resets 10 sec timer. Creatures that resist the spell can end it.
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Post by mike3207 on Apr 22, 2017 17:45:25 GMT
So-Entropy. More of a solo mage school, a lot of these spells have better effects or longer durations with a smaller party or just one person. I'll also post specializations/spell combos/Awakening spells later on.
Weakness- (-10 Attack and Defense penalty). If fail physical resistance check, movement speed penalty of 20%. Duration(20 + (4-party size)* target rank duration modifier.
Paralyze-Movement speed penalty of 20%. If fail physical resistance check, paralyzed for (15+ (4-party size)* (target rank duration modifier) seconds.
Miasma-10 meter sphere that applies -10 penalties to attack and defense to foes in the field. If they fail a physical resistance check, a 40% movement speed penalty is applied as well. Miasma shuts off in area transfer, and can be stacked 3 times.
Mass Paralysis-7.5 meter sphere that applies movement speed penalty of 20%. If foes in the field fail a physical resistance check, they're paralyzed for 10 + (4-party size)*target rank duration modifier seconds.
Vulnerability Hex-Mental penalty of 20 and elemental resistance penalty of (100 + SP)*0.3, 234 spellpower meets cap.Stacks with Affliction Hex. Shale's elemental damage can also take advantage of these hexes. Duration of 20 seconds.
Affliction Hex-10 m aura based on foe. Elemental resistance penalty of (100 + SP)*0.2. The aura stacks with itself and Vulnerability Hex. The aura disappears when the target dies.
Misdirection Hex-All hits become misses and all critical hits normal hits. A misdirection hex will prevent Scattershot from hitting. 20 second duration.
Death Hex-10 second duration. Critical % with Death Hex-100%- current critical rate. Allies can have criticals against foes with this hex that use Dual Striking or Rapid Shot. All normal hits become criticals, as long as they meet the percentage test.
Disorient-Penalties of -5 for attack and defense. No resistance for foes, and no enemies are immune. 20 second duration. You can set tactics for Disorient.
Horror-Foe cowers in fear unless they pass a mental resistance check. 10 second duration.
Sleep-10 m sphere. Foes fall asleep if they fail a mental resistance check. Duration-12 seconds adjusted by target rank. Foes immune to it-abominations, arcane horrors, Archdemon, ash wraiths, broodmother, corpses, desire demons, golems, Grand Oak, pride demons, rage demons, revenants, shades, skeletons. wild sylvans, wisp wraiths, Witherfang.
Waking Nightmare-Hostile targets that pass a magic resistance check are not affected.Sleeping foes or those failing a mental resistance check are affected.Creates 5 groups all of which are friendly to each other but hostile to other groups and the party. Effects include being stunned, attack other enemies, or becoming the caster's ally. Duration of 20 seconds, adjusted by target rank.
Drain Life-Health drain/absorption/spirit damage- 20 +(0.2* SP).
Death Magic-Health absorption per corpse-(100 + SP)*0.1. Interval every 2 seconds, 10 meter sphere. Death Syphon and Death Magic are mutually exclusive.
Curse of Mortality-Console-doesn't prevent health regeneration. PC-fix for the health regeneration script error. In general, prevents almost all healing except the aforementioned health regeneration. Spirit damage-(100 + SP)*0.5 for 20 seconds. Regeneration can be used to heal someone with this.
Death Cloud-Spirit damage- 10 + (0.1 * SP) every 2 seconds for 30 seconds. 10 meter sphere.
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Post by mike3207 on Apr 22, 2017 17:46:17 GMT
Spell Combinations
I like the spell combinations for a couple reasons. You don't see them resisted nearly as much as you do the regular spells, and often it can help you improve on existing spells.
1. Advanced Reanimation-Spell Might/Animate Dead:
Summons advanced skeleton minion at (0.9 * caster's level). Weapon and Shield skeletons get Shield Pummel and a magical weapon, Archery skeletons get Pinning Shot.
2. Entropic Death-Death Hex/Death Cloud
Hex dispelled and target suffers spirit damage equal to (200 *(2* SP)). Some elite bosses can resist the effect.
3. Flame Quencher- Grease/ Fire Spell/Blizzard
Extinguishes a Grease Fire.
4. Grease Fire-Grease/Fire Spell
Burning enemies will be knocked down and grease ignited if you lay a Grease on top of them. Grease effect is lost after 1 tick and you see 2 points of fire damage over 15 seconds for a total of 30 additional points of fire damage.
5. Improved Drain-Vulnerability Hex/Mana Drain/Drain Life
Drain Life deals 100% more damage and 100% more healing. Mana Drain steals 50% more mana.
6. Nightmare- Horror/Sleep
Target takes (100 + SP) spirit damage instantly, then suffers the Fear effect. The sleep effect is lost. All victims have a 10 second spell duration, provided they are not immune to Sleep/Horror. Foes immune to fear still suffer spirit damage.
7. Paralysis Explosion- Glyph of Paralysis/ Glyph of Repulsion
All targets within spell radius are paralyzed for 20*(target rank duration modifier) seconds. No physical/mental resistance check. No spell resistance check unless you cast Paralyzation glyph first. Dispel Magic and Anti-Magic Burst will remove paralysis.
8. Shattering-Petrify/Cone of Cold/Hand of Winter/Stonefist/Crushing Prison/Critical Hit
Instant kill. Critical hits can be from Arrow of Slaying, Critical Shot, Slam,Shred, Overpower, Riposte, Cripple, Punisher, Mighty Blow, and Critical Strike. Ranks above Lieutenant cannot be shattered.
9. Shockwave-Crushing Prison/Force Field
Deals (50 + (O.5*SP) physical damage and knocks down all nearby targets. It can be used to dispel Crushing Prison from party members.
10. Storm of the Century-Spell Might/Blizzard/Tempest
20 m sphere, 30 second duration. Does 40 + (0.4 * SP damage every 2 seconds. Drains stamina equal to damage dealt and drains 100 mana from caster. It can affect enemies through walls.
Some other combos-I'll add to this if I find any others.
1. Spell Wisp/Spell Might/Arcane Shield-You can cast Arcane Shield with a very SP amount, and it keeps the elevated SP level even after you dispel the augmentation spells.
2. Arcane Shield/Glyph of Warding-Defense bonuses stack from both spells, as do any missile deflection bonuses and the mental resistance. i had a 40 SP mage reach 100 defense, 130 missile deflection, and 75 mental resistance.
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Post by mike3207 on Apr 22, 2017 17:47:34 GMT
I'vee run into some problems as far as testing for elemental damage, as I'm not always sure what monster resistances there are. Early on with around 20 spellpower I managed to do about 55 points of damage with a Fireball to spider, but then I got around 42 vs. wolves in the Korkari Wilds which is more usual. There are some listed monster immunities and resistances on the wikia, but it's far from complete for all monsters iN DAO and Awakening. I'll just post the monster resistances/immunities after the spell formula and if I notice anything wildly off from the wikia I'll change it.
Spirit:
Spell Shield- 75% spell resistance bonus, -10 mana to the caster every time a spell impacts the shield. Shield drops when you run out of mana, and spell resistance stacks with other sources.
Dispel Magic-The spell removes all dispellable effects from target except Anti-Magic Ward.
Anti-magic Ward-spell ward removes all spell and spell-like effects for 10 seconds. Secondary effects may still work, just not primary damage. Force Field and crushing prison will still imprison/add force field.
Anti-magic Burst-7.5 meter sphere that will remove all dispellable effects in area. Glyph of Neutralization and Anti-Magio Ward are not nullified.
Mana Drain-Absorbs (20+ (0.2* SP) mana from a spell casting target. Demons and abominations also effected, but does not include foes with stamina.
Mana Cleanse-Useless on console because it replenishes mana. On PC with the unofficial fix, nullifies 100 + SP) * 0.4 mana-I think, but can be used half as often.
Spell Might- Spellpower bonus-(100 + SP) * 0.1. -4 mana regen penalty exploration and combat. If you have both Spell Wisp and Might, it's most effective to activate Spell Wisp, then Spell Might, then reactivate and deactivate Spell Wisp.
Mana Clash-10 meter sphere. Spirit damage-(mana lost)*(0.5 + (SP *0.01) it can be cast on foes not in line of sight, and also effects Rage demons, Desire Demons, Arcane Horrors, Shades, and Abominations and most other foes that have mana. Many undead, Revenants, and pride Demons are immune or invulnerable to it.
Walking Bomb-Spirit damage over 20 seconds(100 + SP) * 1.0. Similar damage to foes of exploding victim, but it scales from distance of victim. 3.25 meters distance effect is 50%.
Death Syphon- Mana absorption per corpse-8 + (SP * 0.08). Death Syphon and Death Magic are mutually exclusive.
Virulent Walking Bomb- Spirit damage over 20 seconds-(100 + SP)* 1.5. Very similar to Walking Bomb, but target cannot be infected with both. Exploding victim does (150 + 1.5 * SP) damage within 5 meters. Up to 3 foes that are within 3 meters have 50% chance to be infected with Walking Bomb. 2 sec intervals for both.
Animate Dead- Summons skeletal minion at (0.75 * the caster's level). Summoned minion depends on type of corpse.
Mind Blast-5 meter self-centered sphere. Stuns foe for (3 + (4.0-party size)* target rank modifier seconds.
Force Field- Force Field around foe/ally for 18 + (4-party size)* target rank modifier seconds.
Telekinetic Weapons- Armor penetration bonus- SP/7. Limits 1-12.5 AP bonus. Multiplied by 1.25 for two-handed warrior who has two-handed strength.
Crushing Prison- (100 + SP) * (duration/9)*1.25 spirit damage. Over 9 * target rank duration modifier seconds. The target is immobilized unless it's a Boss or Elite Boss. it can be dispelled with Anti-magic Burst, Glyph of Neutralization, or Dispel Magic.
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Post by mike3207 on Apr 22, 2017 17:48:31 GMT
Before I get to the specializations for Origins, I'll go into some detail on the Attack formula. Both Shapeshifters and Arcane Warriors will need a decent attack score to hit foes, so I'll go into some detail on how you arrive at the Attack rating. This is of some interest to me, because mages don't have an Attack score listed on the player page on console.
Attack Value-50 + 0.5 *{(Str-10)(Dex-10)+ Attack bonuses.
One of the things i will recommend to any Arcane Warrior or Shapeshifter is to buy 4 ranks of Combat Training, because the final two skills there add +6 to attack. I've heard from other sources that Dex improves attack by 0.5 per point and magic 0.2 per point. I have no way to verify that, so I'll simply accept it as true.
Arcane Warrior-+2 Dex, +5 attack.:
Combat Magic-50 upkeep, 50% fatigue. Attack bonus-5 + SP/5. Spellpower is now used in place of weapon strength for weapon damage. Magic is used in place of strength for weapon gear requirements. Longbows, shortbows, and daggers are unaffected.
Aura of Might-+5 attack, +5 damage, +10 defense. Passive upgrade to Combat Magic.
Shimmering Shield-. 40 upkeep, 5% fatigue. -10 combat mana regeneration penalty. +15 armor bonus, +75% elemental resistance, 75 Mental/Physical resistance bonus. Shield turns off when mana depleted.
Fade Shroud-+1 mana regen for PC. +2 for console. 25% bonus to dodge. Passive upgrade to Combat Magic.
Shapeshifter(my favorite)-+2 constitution, +1 armor:
Str/Dex/Con scale by spellpower. See my shapeshifting thread for details-second post.
Spider Form-75% nature resistance, -10 % fire resistance. Poison Spit-0.5 *(100+ spider's dexterity bonus) nature damage. Always hits, but foe can resist it or be immune. Web-target is paralyzed for 4-8 seconds, adjusted by target rank. Console- Poison Spit-(Spider's strength-10)* (1.05-1.50 nature damage) * (.15-2.00 damage for resistance/hexes). Nature damage and hexes can both increase damage of Poison Spit.
Bear Form-50 % nature resistance on PC, none on console-I think. Slam-critical if hits. target is knocked down if it fails a physical resistance check vs. attacker's strength. Can pull aggro off tank with taunt/threaten. Rage-+10 strength, -15 defense for 30 seconds.
Swarm Form-4 m sphere. 40% Dodge bonus, -75% fire resistance.100% missile deflection. Divide the Swarm-stuns foe but cost -32 mana.Damage taken is from mana, not health.
(4 + SP/6) * (1 + R(0.1-1.0))*(1.0-1.5) nature damage*(.15-2.00) resistance/debuff-Swarm Form Formula.
Master Shapeshifter-Shifted forms add 10 Spellpower. Bear upgrades to Bereskarn. Spider to Corrupted Spider. Swarm drains health from foes when it inflicts damage.Overwhelm- 6-10 chain attacks for spider/bear doing normal damage. Freezing and other status effeccts and interrupt an Overwhelm. It only works against standard-sized humanoids.
Blood Mage: +2 constitution, +2 spellpower.
Blood Magic-fatigue 5%, healing -90%, health cost 20% lower than mana cost. Blood Ring, Robes of Avernus, Blood Promise and/or Sash of Forbidden Secrets can lower costs to 40% cheaper than mana. Blood Magic must be active to cast Blood Wound or Blood Control.
Blood Sacrifice. -50 health from ally, +100 health to caster. Only usable on creatures with blood.
Blood Wound-10 m sphere. Spirit damage over time-(100 + SP)*0.6. Paralyzes targets that fail physical resistance check for 10* (target rank duration modifier) seconds.
Blood Control-Spirit damage over time-(100 + SP). If target fails mental resistance check, becomes caster's ally for 20*target rank duration modifier) seconds.
Spirit Healer:0.25 heath regen on PC, 0.5 on console.+2 magic.
Group Heal-Healing %-(100 + SP)* 0.5 for all allies.
Revival-Revive fallen allies in 2.5 meter sphere, restoring them from unconsciousness and healing 30 + (0.3* SP) health. Injuries still need to be cured.120 second cooldown is fairly long.
Lifeward- When target health falls below 33% health, auto-heal for (100+ (SP*0.3) health.Expires after 60 seconds.
Cleansing Aura-10 m sphere. Cures (30 + 0.3 * SP) health to all nearby allies every 5 seconds and cures injuries within 5 meters of caster. -10 mana regeneration penalty.
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mike3207
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Post by mike3207 on Apr 22, 2017 17:49:34 GMT
The Awakening spells and abilities:
Arcane:
Fade Shield-+5% dodge and magic resistance passive, +20 % with Arcane Shield sustained.
Elemental Mastery-+15% bonus to all elemental types. Sustained, 100 upkeep, 10% fatigue, 30 second cooldown. Does not affect sustained's like Flaming Weapons.New cap of 50% for elemental damage.
Attunement-+10 magic, +10 willpower, +2.0 mana regeneration bonus. Passive.
Time Spiral-120 Activation, 180 second cooldown. Resets cooldowns on all spells.
Repulsion Field-80 upkeep, 10% fatigue, 10 second cooldown. Knockback foes in between heartbeats, but between heartbeats caster is unprotected.-20 mana for foes knocked back, and meany stealthed foes will make it through the field.Only one of Repulsion Field, Arcane Field, or Mystical Negation. Sustained.
Invigorate-20 % fatigue, -20% bonus to fatigue-offsets. 100 upkeep, 30 second cooldown. -10 mana regeneration penalty. Sustained.
Arcane Field-80 upkeep, 10 % fatigue, 10 second cooldown. Does spirit damage to foes in field. -15 mana for each enemy hit. Damage every 4 seconds.Unknown- spirit damage formula. Sustained.
Mystical Negation-100 upkeep, 10 second cooldown, 10% fatigue. Dispels magic effects within field. -30 mana for each effect dispelled. Sustained.
Battlemage: +0.25 combat health regeneration for PC, +0.5 for console. +2 magic.
Draining Aura- Drains life from nearby enemies to heal mage. Drains every 4 seconds. Deals 10 + (0.1 * SP) spirit damage. -30 mana for each enemy drained. Mage can only sustain one of Draining Aura or Elemental Chaos. 100 upkeep, 10% fatigue, 10 second cooldown. Sustained.
Hand of Winter-Activated. 7.5 meter radius self-centered sphere. Cold damage- (80 + (0.8*SP).Freezes them unless they pass a physical resistance check, otherwise they are slowed. 80 activation, 50 second cooldown. I assume freeze chance is similar to winter's grasp but unknown, as is slow percentage.
Stoic-Health lost restores mana. 50% of damage taken is transferred to mana. Passive. On PS3, health lost to blood magic also triggers this effect.
Elemental Chaos- Damage foes with random elemental damage. (10 + (0.1 * SP) damage, -20 mana regeneration penalty. 140 upkeep, 10 % fatigue, 10 second cooldown, Sustained.
Keeper: +2 magic, +3 mental resistance.
One with Nature- 5 meter radius sphere. -40% penalty to movement speed. (9 + (SP * 0.1) nature damage. It provides partial immunity to revenant's pull ability. Spirit damage still applies, but pull and knockdown ignored. 80 upkeep, 10% fatigue, 10 second cooldown. Sustained. Spell immobilizes Keeper.
Thornblades- 10 meter radius self-centered sphere. Physical damage-(80+ (0.8*SP). enemies knocked back up to 15 meters unless they pass a physical resistance check. 60 activation, 30 second cooldown. Upgrade for One with Nature.
Replenishment- +20 combat health regeneration for body consumed for 10 seconds. healing-damage inflicted/4.6(21.3%). -10% healing instead of -90% if this ability is used with blood magic. Passive for One with Nature.
Nature's Vengeance. 10 meter radius self-centered sphere. Physical damage- (150 + (SP*1.5). 100 upkeep, 60 second cooldown. Impales enemies for short time unless they pass a physical resistance check. 100 activation, 60 second cooldown. Activated.
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Post by mike3207 on Apr 22, 2017 17:51:17 GMT
Ok, now we get to the monster resistances. I wish the list on the wikia was more comprehensive, but it still should be helpful. Fire/Frost/Nature/Spirit/Electricity in order, with immunities and anything else also noted. If it's 0%, I simply will not mention it.
Abomination:
Nature-Immune/Electrical +25%
Arcane Horror:
Immune-Frost/Immune-Nature/20% spell resistance
Archdemon:
+60% Fire/+75% Frost/+25% Nature/+75% Spirit/+75% Electricity
Bear:
50% Nature(PC?)
Broodmother:
+75% Spirit/+75 Mental
Darkspawn:
Fire -15%/Nature +25%
Demon:
Fire +50%/Spirit +5%
Flemeth:
Fire- +75%
Flying Swarm:
-75% fire/100% missile deflection/+40% Dodge
Genlock:
+5% Spirit/+3 mental
High dragon:
+75% Fire
Hurlock:
+5% Frost/+5% Spirit/+1% Dodge
Genlock:
+5% Spirit/+3 mental
Ogre:
+20% Frost/+15% Spirit/10% spell resistance
Revenant:
Immune-Frost/Immune-Nature/+75 mental
Spider:
-10% Fire/+75% Nature
Steel Golem:
+50% Frost/Immune-Nature/+50% Electricity/+50% Physical
Stone Golem:
+50% Fire/+50% Frost/Immune-Nature/+50% Physical
Wild Sylvan:
-50 % Fire
Which is best-depends. Lightning has the least foes with resistance, while Fire has more monsters with minuses to elemental resistance. Nature has the most foes with immunity and resistance, so it has to be the weakest as far as elemental resistance.
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Post by mike3207 on Apr 22, 2017 17:52:50 GMT
Staves and Staff damage
Now we get to using a staff. Way too many Physical staffs for my thinking, and half of them should have been made spirit. The things I mainly like about using a staff-it is elemental damage and bypasses spell immunity, like with Glyph of Neutralization. It is also very fast, and comes in handy when you get to the Siege of Denerim.The staff formula is a bit too algebraic for me, so instead i'll simply list the factors that can help you do 100's of damage in Origins with your staff, hopefully.
Staff Focus
Spell debuffing-works for elemental staves too-Vulnerability Hex, Affliction Hex.
Spell Augmentation-Spell Wisp, Spell Might.
Shale's Stone Aura-adds +10 Spelllpower.
Elemental damage modifier of stave-0.0 to 0.2.
Now for the staff types-I'll go from weakest elemental damage modifier-Physical at 0.0 and Fire will be last at 0.2. I'll try to list the staves from weakest to strongest, but order might be slightly off.
Physical-0.0-Acolyte, Magic Staff, Wilhelm Magus, Piece of Wood, Staff of Ephemeral Order, Corrupted Magister, Final Reason, Malign Staff, Staff of Vigor, Charlatan's Walking Stick, Spellfury, Staff of Lost.
Lightning-0.1-Lightning Rod, Harrowmont's Staff, Heaven's Wrath, Lightning (Awakening).
Nature-0.15-Blackened Heartwood, Darkspawn, Oak Branch, Sylvan's Mercy, Darkspawn (Awakening), Flemeth's Broomstick.
Cold-0.15-Enchanter's Staff, Winter's Breath, Wintersbreath, Shaperate's Blessing, Staff of Magister Lord, Lamppost in Winter.
Fire-0.2-Pyromancer's Brand, Torch of Embers. Magister's Staff, Call of the Inferno.
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mike3207
N2
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Posts: 184 Likes: 132
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mike3207
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Nov 26, 2016 18:28:24 GMT
November 2016
mike3207
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by mike3207 on Apr 22, 2017 17:53:52 GMT
Shale
The next thing that will really help your mage is Shale's Stone Aura. Fully maxed out, and I do this first, it gives you:
+10 Spellpower
+10 attack
+10 defense
-5 to enemies attack and defense, plus it slows their movement speed.
5% critical chance
+3 armor penetration
+3 damage
+4 mana regen on PC, +8 on console.
+6 health regen on PC, +12 on console.
4% spell resistance.
That's a whole lot for just one ability, even if it does paralyze Shale as a result. The spellpower boost for me is huge, as you don't run into a equivalent spellpower boost like that without spell augmentation until Awakening. The combat boosts are going to be very useful if you play your mage as that sort of character. Positioning Shale before activating it will be key as you don't want to have archers out of range taking pot shots at you and you have to move out of the Aura.
*EDIT*-forgot about the staff Final Reason, which has +10 Spellpower. I don't have the Collector's Edition and I'm not sure you can still get those items, so that's why I didn't mention it.
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