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I don't like the fire tree, but that's a matter of tastes.
What do you dislike about the fire tree? So far i've noticed that its true potential lies in DOT, usually because I'm getting smacked by some dude before he finally keels over; and fireball doesn't do as much damage as I thought. But then again I'm level 3 or something and just left the Mage Tower, so I probably haven't got the Magic attribute high enough.
The glyph line is a very good line too. Paralyze and repulsion can be used in conjunction to do a very useful spell combination, which needs to be manage a bit as the explosion is 7.5 wide (and you don't want your characters hit by it too). Warding is great for tanks, as 30 defense is nothing to scoff at. I've seen an instance where the glyph of neutralization was resisted by an enemy mage, so it didn't even take their mana.
Mana clash does damage and will often one shot most of the mages in the game. As far as dealing with mages, mana clash is probably the safest and easiest bet, but as long as you find a way to shut down a mage while your other characters run up to him, you should be fine.
Sleep is really useful as it doesn't cause FF and has a huge AoE. Waking Nightmare is decent as you can turn a large group against each other. The Walking bomb line is good, but hard to use. You'll need a tank that keeps the threat or enemies and maybe even force field to keep your tank from taking damage. It also draws a lot of threat when cast, so the enemy will run up to the mage if the tank doesn't keep their threat high. The Mass Paralysis line is also pretty good.
You probably can choose any line you want really. As for specializations, none of them are particularly outstanding, so choose whichever you like.
Follow up frozen targets (Cone of Cold) with an auto-crit strike (Mighty Blow, Critical Shot) to shatter them.
I'd spare a point each for Spell Wisp and Mind Blast. Then, either build up to get Crushing Prison or get more primal spells, such as lightning/shock/tempest, leading to Storm of the Century. :-)
You can pick based on getting more spellpower (such as Blood Mage & Spirit Healer), but no need to get their special spells.
Or, pick specializations based on role-play, i.e .Shapeshifter after Morrigan teaches you, Spirit Healer after Wynne joins the Party, Arcane Warrior after the Dalish, or Blood magic after a demonic deal. Even if all specializations have been unlocked from previous play-thru...
IRT Arcane Warrior, I normally get Combat Magic just to wear heavier boots, gloves, and helms. Didn't bother with armored chestpieces (robes have better Magic/Spellpower bonuses) or activate its combat mode, due to fatigue % affecting mana cost.
Pour attribute points into Magic. Secondary is Willpower. And, get enough Cunning for Coercion, Stealing, and/or Survival. No need to waste points in STR, DEX, or CON.
Lastly, get at least Improved Combat Training (level 2) even for a mage, for +mana regen and less chance of spell interruption.
(If you have the raven respec mod, reconfigure Wynne to get rid off excess Combat Tactics. Actually, there is no need to waste any points in Combat Tactics for any companion or Warden. You start with 2 'tactics slots' at level 1, and gain free additional slot at levels: 3, 6, 10, 15, 20, 25, and 30. Tactics are deactivated for selected character (unless modded), so no need for your Warden if you are in control of him/her most of the time. As for the companions, they only really need 4-5 slots; enough for using health poultice/lyrium potion, casting heal/group heal, using crowd controls, and primary attack talents/spells. You'd want to use/cast more complicated or stamina/mana-demanding talents/spells yourself via bottom quickbar or hot # keys.)