So I am making a mage and am totally paralized by all of the spell choices.
What spells and skills should I be getting?
People will mention 'must-haves' and such, but really they aren't. It's a matter of whether you want to be a minor god, a ridiculously-powerful juggernaut, or simply a useful member of your team. The only thing remotely close to a 'must-have' is that you probably want someone on your team with Heal, and probably Regeneration too.
The best way to put it, rather, is in what to avoid:
The Arcane Bolt line is weakish.
The Earth line is not a good option if you're looking for damage; only one of its spells do damage. It's about control, which it actually is pretty decent at.
The Lightning line is pretty unimpressive.
Most people find the Heroism line useless.
The summoning (Spell Wisp) line is pretty awful.
The two metamagic lines (Spell Shield and Mana Drain) are very specialized and probably should be avoided unless you know exactly what you plan on doing with them and why.
The necromancy line (Walking Bomb) isn't bad but it has some caveats: Walking Bomb spells can be very harmful to your own party if you have friendly fire on; Death Syphon has issues that are a bit complex to explain, but basically boil down to 'it doesn't really work during combat'; and Animate Dead is apparently annoying to use and unintuitive, if not useless.
The paralysis line isn't bad but it doesn't do anything you can't do better elsewhere (aside from Miasma being good for Arcane Warriors).
The shapeshifter specialization is pretty much pure concentrated awful. All the other specializations are very good, but an Arcane Warrior has to be built as such, not just tossed onto a normal mage. The main caveat is that the final Spirit Healer ability, Cleansing Aura, has a severe mana drain associated with it that isn't mentioned in the tooltip.
If you're interested in being overpowered, the top five spells (discounting Arcane Warrior) in my opinion are roughly:
1: Regeneration
2: Cone of Cold
3: Blood Wound
4: Crushing Prison
5: Paralyze Combo (Glyph of Paralyzation + Glyph of Repulsion)
Honorable mention to Force Field, which should technically be #1 but only if you use very boring, cheesy, and slow tactics along with it, and isn't much more than fairly useful otherwise. Additional honorable mentions to the spells that are really good but have way too many prerequisites: Mana Clash, Storm of the Century Combo (Spell Might+Tempest+Blizzard), and Death Combo (Death Hex + Death Cloud).
So I am making a mage and am totally paralized by all of the spell choices.
What spells and skills should I be getting?
Its really up to you. What kind of caster do you want to be? Its hard to go wrong if you have some plan of what you're going for. My only caveat is that if you plan on being the only mage in your group, go for heal/regen it'll make things much easier (and less expensive) on you.
I'll have somebody else to heal, i think, but are there any spells that are must have, or that I shouldn't bother with at all?
Edit: thanks, missed that post just before.
Is the drain life / cloud of death line good?
Indica1 on
If the president had any real power, he'd be able to live wherever the fuck he wanted.
I've gotten pretty far into the game with my rogue (Redcliffs my last stop) after NUMEROUS rerolls, and Im loving the game. Unfortunately the extreme lack of good looking light armors (Leather dress or purple tights with studs?) and lack of good (Stat wise) light armors, Im kinda getting turned off. The loot system in this game is the only thing I dislike. All my epic rewards have been plate armor, or just general warrior junk.
So basically I want to restart AGAIN, but as a warrior. I rolled an Arcane Mage for pew pews and cool armor, but I just do not like it.
I tried rolling a DPS 2H warrior earlier, but the attack times were so damn slow that I got bored sitting there, and spent most of my time controlling Morrigan for pew pews or Alister for tanking. This game really favors tanking, and so I think I want to roll a tank. However I also like being able to DPS. I've noticed in my rogue game that Allister pumps out some decent damage, while being basically unkillable. (I've had quite a few boss fights where hes the only one left and just beats the shit outta the boss.)
So my question is, would a DPS tank be viable? As in going Berserker/Reaver, or Berserker/Champion and just beating the shit out of dudes while holding aggro? It seems like a really fun way to play the game. Regardless as to whether its viable or not Im going to do this. Just want to know if anyone else has attempted this, and if it was viable at all/fun.
Hmmm. Well, just checked the game and there doesn't seem to be any option to download The Edge. I'm pretty sure I bought the game before November 30th, too.
Anyone else wondering what the dealio is? Yea, I know dealio is kind of a weird word. It's like, kinda slang but not quite something you'd hear in the ghetto. It's in that sorta awkward space reserved for slang that middle management might say at odd times during the day.
I preordered the game and have never heard anything about this 'edge' you speak of. Nor have I ever seen it mentioned in any of the myriad threads on DA:O in the last few weeks, until you mentioned it. Where did you even hear this?
It was in this very thread. Back a few pages. Cause ya know, this thread is flowing right along, like whitewater rapids. It's just been a bumpy ride.
I saw it in this thread earlier - just assumed it was you that had posted about it then also. But previous to that I have never seen it mentioned by anyone.
im not the only one who gets these emails from bioware right? :?
anyway i dont think that item is the edge, Delta, i dont think its even getting put up until the 30th, i think it might be an errored item from journeys, those are the only items im aware of that have been in peoples accounts since day 1.
Rogues can give you much better pure DPS (momentum + backstab) although they obviously won't survive as long as the dual wielding warrior (DW armor with dragonbone armor is pretty nifty).
Dual wielding warriors also survive much better than 2H warriors due to their high defense from all those DEX points you put in.
For tanking purposes, just have your warrior taunt and your mage cast forcefield and then have the entire team attack with ranged or heavy AoE magic.
If you're going to go a DPSer Warrior, the best armor choice is probably Warden Commander armor. It does a lot to mitigate the upkeep cost of the billions of sustains you're undoubtedly going to be running.
The great thing about Warden Commander armor is that as you level up you can find a vendor who sells Dragonbone material type armor, sell the entire set to him, then rebuy it and voila. It's now scaled to Dragonbone instead of whatever you got it as, and is easily as defensibly viable as any other top of the line set in addition to having good bonuses and being more visually attractive.
One thing to note is that "tank" and sword and board warrior aren't really the same thing. Once you boost your two hander/dual wield warrior with some sick massive armor, they generally can take nearly as much punishment. Probably what you want to consider.
Sword and Board does ok damage. Alistair does about 60 damage a hit in my hard difficulty run. But thats with two mage weapon boosts.
So I am making a mage and am totally paralized by all of the spell choices.
What spells and skills should I be getting?
People will mention 'must-haves' and such, but really they aren't. It's a matter of whether you want to be a minor god, a ridiculously-powerful juggernaut, or simply a useful member of your team. The only thing remotely close to a 'must-have' is that you probably want someone on your team with Heal, and probably Regeneration too.
The best way to put it, rather, is in what to avoid:
The Arcane Bolt line is weakish.
I thought spell focus was in the arcane bolt line which unlocks "storm of the century" ? (i might be wrong)
Personally, i went with the walking god-on-earth option...
I like the fire tree (flame pillar thingie), death line (death cloud), ice line (blizzard)... i believe the fire/ice lines also have AOE cone type spells that are just death sentences for charging enemies
I usually drop a pillar of flame followed by a death cloud and a blizzard in the middle of combat. Alistar falls over dead (happy) and the giant elite ogres last about 2-3 rounds.
It is scary.
People have ranted int he past about "crushing prison" but i am not sure about that
Flame and Ice Weapons are pretty useless spells. They contribute negligible damage bonuses for a non-trivial amount of mana upkeep. Telekinetic Weapons on the other hand is fucking awesome with how much Armor Penetration it gives.
Fondor_YardsElite Four Member: HydraRegistered Userregular
edited November 2009
Why is there no love for 2 handed weapons here? As my 2 handed human noble I was both the main tank and dps *33% of party damage with shale, morrigan, and ranged leliana with the box/dex fix*
Fondor_Yards on
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I don't get it. Do people not realize that equipment can go on party members who aren't the main character?
Getting a lot of cool warrior drops? I'm sure one of the sixteen warriors in your party could use it!
Well I know that but the point is that I want to look cool. You know the dude whose always in all the cut scenes and that you have to stare at for 80% of the game? Call me crazy or something but I just want that dude to look cool, not like a dude in a leather dress.
Why is there no love for 2 handed weapons here? As my 2 handed human noble I was both the main tank and dps *33% of party damage with shale, morrigan, and ranged leliana with the box/dex fix*
Probably because there's a whole lot of auto attacking and no utility.
Entirely overshadowed by how badass it is, though. There is no weapon ever created that is more badass than a two handed sword.
Also, its unlikely that any of the other warriors in you party can use anything since their auto leveler never gives them enough strength.
The paralysis line isn't bad but it doesn't do anything you can't do better elsewhere (aside from Miasma being good for Arcane Warriors).
I found the Paralysis line very very useful if your mage is more of a dedicated crowd-control type, like mine is. The single-target Paralyze has enormous range and good duration. Plus, it requires a physical resistance check rather than a mental one to resist, thus making it ideal for shutting down mages (with Vulnerability Hex, I rarely fail to paralyze even a Revenant). Weaken is okay but not very noticeable even early on, but Miasma, even in the hands of a non-Arcane Warrior, is a battle-turner, even if only used to even the odds against a Revenant with Weaken Aura that you don't have the means to dispel. Mass Paralyze takes a little finesse - and maybe a rank or two in Combat Training - to use properly, but is very satisfying.
About the only Entropy spells that I can well and truly say I dislike any never use are Disorient, Death Magic, and Curse of Mortality. Disorient I never found much of a use for, since it felt like a low-rent Weaken, and by the time I got it I had Miasma, which rendered it obsolete; Death Magic is useless for my mage - he rarely gets hit, and if he does, what hit him usually has Affliction or Vulnerability Hex on it, so Drain Life patches himself up easily; and Curse of Mortality's primary function (preventing healing) is so rarely needed that I don't even think to bust it out when the situation may call for it, since its secondary function (damage) is so pitifully weak even while the target is under a hex.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
People have ranted int he past about "crushing prison" but i am not sure about that
An instant cast long range long lasting disable and DoT that often outright kills enemy mages? Yes please.
If you're looking to kill mages, Mana Clash is where it's at. It has a huge AoE so will hit every mage in the room, usually killing them instantly if they are white or yellow named. Even Orange named mages will suddenly be short a huge chunk of their health.
The downsides of Mana Clash are that it only works on enemies with mana, and you need to use it right away... the more spells a mage casts, the lower his mana pool is, and thus the less damage this spell does.
Still, I had much fun insta-gibbing mages all the way to the end of the game with this spell.
If you're going to go a DPSer Warrior, the best armor choice is probably Warden Commander armor. It does a lot to mitigate the upkeep cost of the billions of sustains you're undoubtedly going to be running.
The great thing about Warden Commander armor is that as you level up you can find a vendor who sells Dragonbone material type armor, sell the entire set to him, then rebuy it and voila. It's now scaled to Dragonbone instead of whatever you got it as, and is easily as defensibly viable as any other top of the line set in addition to having good bonuses and being more visually attractive.
Wow I did not know this. Does all armor work like this, or is it only the Warden Commander? I don't have Wardens Keep.
I thought spell focus was in the arcane bolt line which unlocks "storm of the century" ? (i might be wrong)
Personally, i went with the walking god-on-earth option...
I like the fire tree (flame pillar thingie), death line (death cloud), ice line (blizzard)... i believe the fire/ice lines also have AOE cone type spells that are just death sentences for charging enemies
I usually drop a pillar of flame followed by a death cloud and a blizzard in the middle of combat. Alistar falls over dead (happy) and the giant elite ogres last about 2-3 rounds.
It is scary.
People have ranted int he past about "crushing prison" but i am not sure about that
Storm of the Century requires 4 Primal/Cold, 3 Primal/Lightning, and 3 Mana Manipulation/Spell Might. Nothing from Mage/Arcane. I'll be honest, I haven't actually tried it. But it seems like unless you're going to use cheese tactics with it (targeting unopened rooms, or force field taunt AoE) it wouldn't be remotely worth going out of your way for. It's a larger AoE than its components so you can't control its friendly fire very well, and it just does damage, compared to say, Blizzard/Earthquake which just randomly kills things in addition to stunning in various ways, slowing, and doing (much less) damage. Given that it has six otherwise nearly worthless prerequisites I'm not impressed. Granted, you also get the prerequisites for Mana Clash, which is always nice to have around.
Crushing Prison, in addition to being almost certainly the best single target damage spell, which happens to come attached with a long CC, and with a zero prerequisite spell combo that does good AoE damage, also has probably the best prerequisites of any fourth tier spell. The entire line ranges from good to amazing. The only lines that even come close to this level of consistent goodness are Sleep and Glyphs. (Both of which also have built-in spell combos.)
Re: the paralysis line:
Glyph of Paralysis does pretty much everything Paralysis does. It's got a few pluses and minuses, but it pretty much evens out. And you can do almost everything you'd ever want to do with Mass Paralysis if you have both Glyph of Repulsion (for the combo) and either Sleep, Blood Wound, or both.
Why is there no love for 2 handed weapons here? As my 2 handed human noble I was both the main tank and dps *33% of party damage with shale, morrigan, and ranged leliana with the box/dex fix*
Probably because there's a whole lot of auto attacking and no utility.
Entirely overshadowed by how badass it is, though. There is no weapon ever created that is more badass than a two handed sword.
Also, its unlikely that any of the other warriors in you party can use anything since their auto leveler never gives them enough strength.
Great Axe.
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Flame and Ice Weapons are pretty useless spells. They contribute negligible damage bonuses for a non-trivial amount of mana upkeep. Telekinetic Weapons on the other hand is fucking awesome with how much Armor Penetration it gives.
The correct choice is always Telekinetic Weapons.
Flame weapons adds much more damage than the increased damage you get from telekinetic weapons against the large majority of enemies so I have no idea what you're talking about.
People have ranted int he past about "crushing prison" but i am not sure about that
An instant cast long range long lasting disable and DoT that often outright kills enemy mages? Yes please.
Mana clash.
Mana clash does look hot, but it wasn't for my arcane warrior. Crushing prison on the other hand works on everything. It takes bigger guys out of the fight and from what I can tell has a higher chance of shattering a yellow thats frozen than stone fist does.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
I love them and all, and I love my 3-slot dagger with Fire/Ice/Lightning, but I want the Grandmaster things to do more than just add some more points to damage. I don't know what exactly, but still. Paralysis is great, but maybe have a 10% chance to paralyze with Grandmaster Lightning, a chance to Freeze with Grandmaster frost...
Also: Unique runes would be nice. Not even big things, but like 10% chance to drain mana or... you know, anything.
Response:
No, not really. You got lucky and got one of the best swords early. You can give someone the best equipment in other games early too, if you get lucky.
The point is that the only real other weapon I could use in its place would be Keening Blade. In the BG2 it was being compared to, there were many more alternatives.
Endgame 1-hand swords: Starfang, Keening Blade
Endgame 1-hand swords BG: Blackrazor, The Equalizer, Celestial Fury, Blade of Roses, Angurvadal, Foebane, The Purifier, Hindo's Doom, Spectral Brand, Yamato, Usuno's Blade, etc
I could do similar lists for any item type with similar results.
The item list for unique magical (or even nonmagical) items is pretty sparse, and the comparison/statement about its contents as it relates to BG2 isn't accurate.
This isn't an earthshattering, the game sucks declaration. I understand they were going for a setting not as saturated as FR was. But to dismiss the claims regarding the lack of variety in the item tables, especially with the statement "BG2 was just as bad" is ludicrous.
Stop thinking about it in terms of end-game items. Ugh some of you guys are way too over-WoWed. Weapons and armor are just a means to protect yourself and hurt other things. There is absolutely no "rule" stating they have to be linear or flow and get more powerful as you go along. I'd rather my levels/skills/attributes have a heavy affect on my capabilities than some mythical equipment I'm carrying.
...I'm comparing the variety of items in DA with BG2, a Bioware game from 5+ years ago. Where the hell are you getting WoW from? Your entire argument seems to be "Hurfdurf Wow bad!" when my comments have literally nothing to do with that at all.
My initial statement was that the item tables in the game are limited in comparison to past Bioware offerings. I backed this up with some examples from BG2 in comparison to DA. You then somehow jumped to "New gamers are too Wow-ified" completing ignoring that my comments have nothing to do with WoW, are in relation to a game that is considerably older, and the fact that the person you are talking about (me) might remember his first video game as Super Mario Bro for the NES.
Felon's Coat is the only upper level light armor there is, and it looks like all the other light armor. BG2 wasn't like that, and I miss that when I'm playing DA.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
Look at the lowest tier of light armor. Or any other tier. Then imagine something that looks absolutely identical. Voila! You are now enlightened as to the glories of the highest tier of light armors.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
Felon's coat looks exactly like the first light armor you get. Its a palette swap.
Bhelen is on the throne, I was restored to my house and he agrees to bring my son into the house. So I go to turn the quest in, no option to tell her the good news. After the conversation my quest updates and says I've failed to bring them into the house.
Seriously fuck this, 3 quests have now bugged out because I didn't hand them in before completing the anvil.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Mana clash does look hot, but it wasn't for my arcane warrior. Crushing prison on the other hand works on everything. It takes bigger guys out of the fight and from what I can tell has a higher chance of shattering a yellow thats frozen than stone fist does.
Crushing Prison is probably better overall, because to be fair it's not all that often that you fight multiple mages, and CP works on non-mana enemies as well as big boss mobs.
But there's little more satisfying than doing the Circle Mage Tower with Mana Clash. Those blood mages just don't have a chance.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
Look at the lowest tier of light armor. Or any other tier. Then imagine something that looks absolutely identical, but with a purple tinge. Voila! You are now enlightened as to the glories of the highest tier of light armors.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
Look at the lowest tier of light armor. Or any other tier. Then imagine something that looks absolutely identical, but with a purple tinge. Voila! You are now enlightened as to the glories of the highest tier of light armors.
Man, that's just fucking lazy. Seriously, you'd think that Bioware would at least add a few more models for the light armors. Although I guess that this will only serve as the basis for another DLC..
Guys is there a console command to port to a new area? My earliest save still has me trapped in the anvil section of the deep roads, and I need to get out to sort out these quests before finishing it.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Guys is there a console command to port to a new area? My earliest save still has me trapped in the anvil section of the deep roads, and I need to get out to sort out these quests before finishing it.
You can try messing around with the zone debug scripts like zz_arl_debug or zz_urn_debug, but you probably have a high chance of breaking your game. I used zz_arl_debug to teleport a new level 1 mage to the place where you unlock Blood Mage in order to unlock it for Wynne but I wouldn't trust it with a real game. I think one of the options did specifically say that it didn't touch any quest flags though. Which implies that the others touch all kinds of flags.
So, do anyone have some good pictures of the highest tier of light armors? I've heard that their looks are pretty uninspired but is it really that bad?
Look at the lowest tier of light armor. Or any other tier. Then imagine something that looks absolutely identical, but with a purple tinge. Voila! You are now enlightened as to the glories of the highest tier of light armors.
Man, that's just fucking lazy. Seriously, you'd think that Bioware would at least add a few more models for the light armors. Although I guess that this will only serve as the basis for another DLC..
Yeah I agree. Light armors really got shafted, and your most likely right about the DLC. Its a sad system.
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Rejoice, for it appears our prayers have been answered.
People will mention 'must-haves' and such, but really they aren't. It's a matter of whether you want to be a minor god, a ridiculously-powerful juggernaut, or simply a useful member of your team. The only thing remotely close to a 'must-have' is that you probably want someone on your team with Heal, and probably Regeneration too.
The best way to put it, rather, is in what to avoid:
The Arcane Bolt line is weakish.
The Earth line is not a good option if you're looking for damage; only one of its spells do damage. It's about control, which it actually is pretty decent at.
The Lightning line is pretty unimpressive.
Most people find the Heroism line useless.
The summoning (Spell Wisp) line is pretty awful.
The two metamagic lines (Spell Shield and Mana Drain) are very specialized and probably should be avoided unless you know exactly what you plan on doing with them and why.
The necromancy line (Walking Bomb) isn't bad but it has some caveats: Walking Bomb spells can be very harmful to your own party if you have friendly fire on; Death Syphon has issues that are a bit complex to explain, but basically boil down to 'it doesn't really work during combat'; and Animate Dead is apparently annoying to use and unintuitive, if not useless.
The paralysis line isn't bad but it doesn't do anything you can't do better elsewhere (aside from Miasma being good for Arcane Warriors).
The shapeshifter specialization is pretty much pure concentrated awful. All the other specializations are very good, but an Arcane Warrior has to be built as such, not just tossed onto a normal mage. The main caveat is that the final Spirit Healer ability, Cleansing Aura, has a severe mana drain associated with it that isn't mentioned in the tooltip.
If you're interested in being overpowered, the top five spells (discounting Arcane Warrior) in my opinion are roughly:
1: Regeneration
2: Cone of Cold
3: Blood Wound
4: Crushing Prison
5: Paralyze Combo (Glyph of Paralyzation + Glyph of Repulsion)
Honorable mention to Force Field, which should technically be #1 but only if you use very boring, cheesy, and slow tactics along with it, and isn't much more than fairly useful otherwise. Additional honorable mentions to the spells that are really good but have way too many prerequisites: Mana Clash, Storm of the Century Combo (Spell Might+Tempest+Blizzard), and Death Combo (Death Hex + Death Cloud).
I'll have somebody else to heal, i think, but are there any spells that are must have, or that I shouldn't bother with at all?
Edit: thanks, missed that post just before.
Is the drain life / cloud of death line good?
If the president had any real power, he'd be able to live wherever the fuck he wanted.
So basically I want to restart AGAIN, but as a warrior. I rolled an Arcane Mage for pew pews and cool armor, but I just do not like it.
I tried rolling a DPS 2H warrior earlier, but the attack times were so damn slow that I got bored sitting there, and spent most of my time controlling Morrigan for pew pews or Alister for tanking. This game really favors tanking, and so I think I want to roll a tank. However I also like being able to DPS. I've noticed in my rogue game that Allister pumps out some decent damage, while being basically unkillable. (I've had quite a few boss fights where hes the only one left and just beats the shit outta the boss.)
So my question is, would a DPS tank be viable? As in going Berserker/Reaver, or Berserker/Champion and just beating the shit out of dudes while holding aggro? It seems like a really fun way to play the game. Regardless as to whether its viable or not Im going to do this. Just want to know if anyone else has attempted this, and if it was viable at all/fun.
Getting a lot of cool warrior drops? I'm sure one of the sixteen warriors in your party could use it!
im not the only one who gets these emails from bioware right? :?
anyway i dont think that item is the edge, Delta, i dont think its even getting put up until the 30th, i think it might be an errored item from journeys, those are the only items im aware of that have been in peoples accounts since day 1.
Rogues can give you much better pure DPS (momentum + backstab) although they obviously won't survive as long as the dual wielding warrior (DW armor with dragonbone armor is pretty nifty).
Dual wielding warriors also survive much better than 2H warriors due to their high defense from all those DEX points you put in.
For tanking purposes, just have your warrior taunt and your mage cast forcefield and then have the entire team attack with ranged or heavy AoE magic.
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The great thing about Warden Commander armor is that as you level up you can find a vendor who sells Dragonbone material type armor, sell the entire set to him, then rebuy it and voila. It's now scaled to Dragonbone instead of whatever you got it as, and is easily as defensibly viable as any other top of the line set in addition to having good bonuses and being more visually attractive.
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Sword and Board does ok damage. Alistair does about 60 damage a hit in my hard difficulty run. But thats with two mage weapon boosts.
I thought spell focus was in the arcane bolt line which unlocks "storm of the century" ? (i might be wrong)
Personally, i went with the walking god-on-earth option...
I like the fire tree (flame pillar thingie), death line (death cloud), ice line (blizzard)... i believe the fire/ice lines also have AOE cone type spells that are just death sentences for charging enemies
I usually drop a pillar of flame followed by a death cloud and a blizzard in the middle of combat. Alistar falls over dead (happy) and the giant elite ogres last about 2-3 rounds.
It is scary.
People have ranted int he past about "crushing prison" but i am not sure about that
Flame and Ice Weapons are pretty useless spells. They contribute negligible damage bonuses for a non-trivial amount of mana upkeep. Telekinetic Weapons on the other hand is fucking awesome with how much Armor Penetration it gives.
The correct choice is always Telekinetic Weapons.
White FC: 0819 3350 1787
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
An instant cast long range long lasting disable and DoT that often outright kills enemy mages? Yes please.
Well I know that but the point is that I want to look cool. You know the dude whose always in all the cut scenes and that you have to stare at for 80% of the game? Call me crazy or something but I just want that dude to look cool, not like a dude in a leather dress.
Probably because there's a whole lot of auto attacking and no utility.
Entirely overshadowed by how badass it is, though. There is no weapon ever created that is more badass than a two handed sword.
Also, its unlikely that any of the other warriors in you party can use anything since their auto leveler never gives them enough strength.
I found the Paralysis line very very useful if your mage is more of a dedicated crowd-control type, like mine is. The single-target Paralyze has enormous range and good duration. Plus, it requires a physical resistance check rather than a mental one to resist, thus making it ideal for shutting down mages (with Vulnerability Hex, I rarely fail to paralyze even a Revenant). Weaken is okay but not very noticeable even early on, but Miasma, even in the hands of a non-Arcane Warrior, is a battle-turner, even if only used to even the odds against a Revenant with Weaken Aura that you don't have the means to dispel. Mass Paralyze takes a little finesse - and maybe a rank or two in Combat Training - to use properly, but is very satisfying.
About the only Entropy spells that I can well and truly say I dislike any never use are Disorient, Death Magic, and Curse of Mortality. Disorient I never found much of a use for, since it felt like a low-rent Weaken, and by the time I got it I had Miasma, which rendered it obsolete; Death Magic is useless for my mage - he rarely gets hit, and if he does, what hit him usually has Affliction or Vulnerability Hex on it, so Drain Life patches himself up easily; and Curse of Mortality's primary function (preventing healing) is so rarely needed that I don't even think to bust it out when the situation may call for it, since its secondary function (damage) is so pitifully weak even while the target is under a hex.
- The Four Horsemen of the Apocalypse (2017, colorized)
If you're looking to kill mages, Mana Clash is where it's at. It has a huge AoE so will hit every mage in the room, usually killing them instantly if they are white or yellow named. Even Orange named mages will suddenly be short a huge chunk of their health.
The downsides of Mana Clash are that it only works on enemies with mana, and you need to use it right away... the more spells a mage casts, the lower his mana pool is, and thus the less damage this spell does.
Still, I had much fun insta-gibbing mages all the way to the end of the game with this spell.
Wow I did not know this. Does all armor work like this, or is it only the Warden Commander? I don't have Wardens Keep.
Storm of the Century requires 4 Primal/Cold, 3 Primal/Lightning, and 3 Mana Manipulation/Spell Might. Nothing from Mage/Arcane. I'll be honest, I haven't actually tried it. But it seems like unless you're going to use cheese tactics with it (targeting unopened rooms, or force field taunt AoE) it wouldn't be remotely worth going out of your way for. It's a larger AoE than its components so you can't control its friendly fire very well, and it just does damage, compared to say, Blizzard/Earthquake which just randomly kills things in addition to stunning in various ways, slowing, and doing (much less) damage. Given that it has six otherwise nearly worthless prerequisites I'm not impressed. Granted, you also get the prerequisites for Mana Clash, which is always nice to have around.
Crushing Prison, in addition to being almost certainly the best single target damage spell, which happens to come attached with a long CC, and with a zero prerequisite spell combo that does good AoE damage, also has probably the best prerequisites of any fourth tier spell. The entire line ranges from good to amazing. The only lines that even come close to this level of consistent goodness are Sleep and Glyphs. (Both of which also have built-in spell combos.)
Re: the paralysis line:
Glyph of Paralysis does pretty much everything Paralysis does. It's got a few pluses and minuses, but it pretty much evens out. And you can do almost everything you'd ever want to do with Mass Paralysis if you have both Glyph of Repulsion (for the combo) and either Sleep, Blood Wound, or both.
Great Axe.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Flame weapons adds much more damage than the increased damage you get from telekinetic weapons against the large majority of enemies so I have no idea what you're talking about.
Mana clash does look hot, but it wasn't for my arcane warrior. Crushing prison on the other hand works on everything. It takes bigger guys out of the fight and from what I can tell has a higher chance of shattering a yellow thats frozen than stone fist does.
It's either in the room with the rogue queen or right before that (the north room I think).
...I'm comparing the variety of items in DA with BG2, a Bioware game from 5+ years ago. Where the hell are you getting WoW from? Your entire argument seems to be "Hurfdurf Wow bad!" when my comments have literally nothing to do with that at all.
My initial statement was that the item tables in the game are limited in comparison to past Bioware offerings. I backed this up with some examples from BG2 in comparison to DA. You then somehow jumped to "New gamers are too Wow-ified" completing ignoring that my comments have nothing to do with WoW, are in relation to a game that is considerably older, and the fact that the person you are talking about (me) might remember his first video game as Super Mario Bro for the NES.
Felon's Coat is the only upper level light armor there is, and it looks like all the other light armor. BG2 wasn't like that, and I miss that when I'm playing DA.
Where, again, is WoW coming from?
Look at the lowest tier of light armor. Or any other tier. Then imagine something that looks absolutely identical. Voila! You are now enlightened as to the glories of the highest tier of light armors.
Or, you could also look here.
Felon's coat looks exactly like the first light armor you get. Its a palette swap.
Seriously fuck this, 3 quests have now bugged out because I didn't hand them in before completing the anvil.
Crushing Prison is probably better overall, because to be fair it's not all that often that you fight multiple mages, and CP works on non-mana enemies as well as big boss mobs.
But there's little more satisfying than doing the Circle Mage Tower with Mana Clash. Those blood mages just don't have a chance.
Oh no! I did that too
Making up lyrics to the Dwarf/Orzammar theme.
So far, all of mine have been some variation of "dwarf" or "I am a dwarf" or "dwarves live here, in Orzammar."
Steam: ZappRowsdower
Now its 100% correct.
You can try messing around with the zone debug scripts like zz_arl_debug or zz_urn_debug, but you probably have a high chance of breaking your game. I used zz_arl_debug to teleport a new level 1 mage to the place where you unlock Blood Mage in order to unlock it for Wynne but I wouldn't trust it with a real game. I think one of the options did specifically say that it didn't touch any quest flags though. Which implies that the others touch all kinds of flags.
Yeah I agree. Light armors really got shafted, and your most likely right about the DLC. Its a sad system.