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All Mage Party

Posted: Sat Nov 13, 2010 12:02 pm
by Thing
Having played the game & DLC's through several times I'm about to embark on an all mage campaign (with other party members as and when needed for their quests). Here are my thoughts so far :
  • Principal character : Arcane Warrior - offense via 3 Primal Domains of fire, ice and lightning (mind blast also a must - then developing the tree to add force filed and, later, crushing prison)
  • Morrigan : Blood Mage - offense via Entropy Domains (mind blast also a must); will also probably go for the Mana Drain tree to build up to Mana Clash for use against heavier mages;
  • Wynne : Spitit healer - buffing, healing via Creation and Spirit Domains (mind blast also a must); also Rock Armour through to Petrify
  • Leliana : respecced as a Spirit Healer to act as a backup to Wynne (particularly Revival, plus a few add-ons like Grease (as a complement to Fireball), mind blast also a must

    Lock-picking will have to be sacrificed and Zevran called in occassionally to pick them. Similarly, I'll probably have to anticipate traps on the basis of previous run-throughs, then send someone forward protected by Lifeward.

I'd love to hear reactions, ideas, suggestions for improvements.

Posted: Sat Nov 13, 2010 2:31 pm
by GoldDragon
Leliana is a Rogue/Bard, not a mage, so some re-speccing will be needed.

There are only a possibility of 3 mages (max) in Origins, and 3 (max) in Awakening.

Origins: Morrigan and Wynne definite, PC can choose this path.

Awakening: Velanna and Anders, PC can choose this path.

Also, have the primary mage learn Spell Might. With that active, Lightning and Ice magics meld VERY well, indeed. Faster if two mages cast the spells.

More on that is a spoiler.

Posted: Sat Nov 13, 2010 3:36 pm
by galraen
More on that is a spoiler.
Spoiler of the Century maybe? :D

If you don't mind using the editor any character can be any class, or even multi-classed. All you have to do is put the appropriate code(s) into the right place(s). I suspect Thing has figured out how to do that.

Posted: Sat Nov 13, 2010 9:50 pm
by flix
Some well-placed mods can smooth out the rough edges of your plan. If you want an actual fourth mage, you can have [url="http://www.dragonagenexus.com/downloads/file.php?id=1617"]Jowan[/url] or [url="http://www.dragonagenexus.com/downloads/file.php?id=1690"]Lealion[/url]. [url="http://www.dragonagenexus.com/downloads/file.php?id=301"]Lock Bash[/url] will help your mages blast open chests so you don't have to companion-swap all the time.

I would definitely have one of your mages (in addition to your arcane warrior) specialize in the elemental trees. It makes spell combinations easier if you can split up the spells between mages, and you never know which of your party may get taken out unexpectedly. If you still want a second healer/cleric/support type mage you could always invest in the [url="http://www.dragonagenexus.com/downloads/file.php?id=703"]Divine[/url] spell school, which is a lot of help.

Posted: Sun Nov 14, 2010 5:18 pm
by Thing
Thanks for the replies guys. Comments appreciated.

In the meantime, I've embarked with this party into Dark times Act 1 - interesting project even if there a still a few bugs in it. If you haven't tried it, do so. Its about 1Gb of download in 8 parts... if you haven't seen them they are at: [url="http://www.mediafire.com/?ubnbhtv0ylb3v"]http://www.mediafire.com/?ubnbhtv0ylb3v[/url]

Project details are over at [url="http://social.bioware.com/project/2157/"]http://social.bioware.com/project/2157/[/url]

"Spoiler of the century?" - more like a "Storm" in a teacup if you ask me .. :D