Dragon's Dogma: Dark Arisen

Dragon's Dogma: Dark Arisen

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Macifayo Oct 30, 2020 @ 9:39pm
Best pawn class for a mage Arisen?
I am at the point where I'm creating my pawn character after defeating the cyclops. I am not sure what class would best suit a mage/sorcerer build. I have the main fire and healing spells I start off with and got a lightning attack spell from the guy near the rift stone. I'm thinking of getting the levitate ability later on but not sure what else is out there yet, but I'm probably going to focus mostly on different attack spells with a little bit into support spells. What is the best class for a pawn to be in this instance?

The reason I ask is I have looked it up and I either find people asking what the best pawn class is in general, as if their class exists in a vacuum, or the Arisen is a melee or bow focused class. I'm not sure that having a mage support a mage is the best option even though people keep saying that a mage is the best for a pawn, it seems this answer usually comes when the Arisen is a melee or archer build. So if I'm a mage/sorcerer (not sure what the difference is) then would that still be the case? Should I double-down on the magic or should my partner be melee based or an archer to round out the skill set?
Last edited by Macifayo; Oct 30, 2020 @ 9:40pm
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Showing 1-5 of 5 comments
zadymek Oct 31, 2020 @ 5:51am 
With Mage the choice is easy: Fighter, preferably two, and maybe some yellow Vocation Pawn to supplement the other two. Mage is a support class (vocation), the very sense of existing this class is supporting others. If you don't feel like supporting abandon Mage as soon as possibe, ie at level 10, for a

Sorcerer - will benefit from other Sorecerer/s company, with matching skills so you could Spell Sync, in the late stages of development, and this duo (or trio if you don't have issues pulling off your nukes) will need fighters as a distraction and main source of physical damage. This is the proper spell caster class in the game, the one associated with casting devastating spells in fantasy. Since the biggest spells (nukes as I call them) require fair amount of time to cast, this requires other party members' assistance in securing its ass. Additionally spell syncing with others of the same vocation and kit allows increasing the reliability of casting said nukes as even if one of you get interrupted the other may finish the casting (in the optimial conditions the former may catch up with the latter and finish his spell as well resulting in serious fireworks).
Last edited by zadymek; Oct 31, 2020 @ 6:06am
gammav Oct 31, 2020 @ 5:55am 
If you really want to went for Mage, go for it. Have fun with it. Dont bother to listen to anyone. Best pawn? Depend what youre looking for. But i would say this:

Best dps pawn: Strider, Ranger
Best tank pawn: Fighter (no shield skill)
Best nuke: Sorcerer (my personal favorite)

Best to experiment your party, find which party really suit you. Might take a while until you find good party. Have fun with it.

Differences Mage and Sorcerer, Sorcerer have nuke spell but can't heal, mage can heal but dont have nuke spell.
Macifayo Oct 31, 2020 @ 10:32am 
Okay, thank you.
Macifayo Oct 31, 2020 @ 10:35am 
Originally posted by zadymek:
With Mage the choice is easy: Fighter, preferably two, and maybe some yellow Vocation Pawn to supplement the other two. Mage is a support class (vocation), the very sense of existing this class is supporting others. If you don't feel like supporting abandon Mage as soon as possibe, ie at level 10, for a

Sorcerer - will benefit from other Sorecerer/s company, with matching skills so you could Spell Sync, in the late stages of development, and this duo (or trio if you don't have issues pulling off your nukes) will need fighters as a distraction and main source of physical damage. This is the proper spell caster class in the game, the one associated with casting devastating spells in fantasy. Since the biggest spells (nukes as I call them) require fair amount of time to cast, this requires other party members' assistance in securing its ass. Additionally spell syncing with others of the same vocation and kit allows increasing the reliability of casting said nukes as even if one of you get interrupted the other may finish the casting (in the optimial conditions the former may catch up with the latter and finish his spell as well resulting in serious fireworks).

I usually like being a support or healing character in co-op games but I'm not sure how the AI is if it'll be more annoying for them or not. I think I'll get one of the support spells and try.
Migromul Jan 6, 2021 @ 10:01pm 
Imho, there is no "best" vocation for a pawn. All have dis- and advantages. But:
- If you want to play mage, make him any, but mage.
- If you want to play any other vocation, including sorcerer. mage is a good start.

Eventually, however, it's usefull, to max out all vocations with a pawn, imho. And leveling it with all, at least a few levels. can buff weaknesses. A mage, leveled some levels as warrior, can buff the life considerably. (you''ll get almost three times life /per level up as warrior, compared to mage/sorcerer, until you're level 100.)
Some levels as Ranger buffs stamina, which is essential for a sorcerer, although it has an augment to lower the consumption.
And if you level up throughout all vocations, you'll get a very balanced pawn, which you can adjust to any situation, without much penalty.

If you know the game, you can experiment with focuses, then. But for the first playthrough, I suggest the above.

Stature matters more, than vocation, imho. You want your pawn carry things, eventually. So I suggest to make him/her at least mid-weighted and -heighted. Although, there are some areas, which only the smallest of characters can reach, this is only worthwhile, if you are of smallest height as well. since pawns won't get there alone. But even then, it's not nessecary.
Last edited by Migromul; Jan 6, 2021 @ 10:03pm
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