Dragon age origins warrior mage guide. Battle mage, he's a paladin, he's a tanker! Now directly about pumping

Role - make the battle massacre enemies in a first come first serve basis

Candidates - Morrigan.

And again - why not the main character? The answer is the same as with the support - it is illogical to make Gg what the Morrigan already is. Yes, and her spells are scattered more successfully. Only if you are tired of this cynical bitch - similarly with Winn - make a Controller out of Gg, but do not take Morrigan to the party.

What is control in general - this is putting enemies out of action. Usually this means a complete inability to move, attack and cast spells. Control can also be called a disable. The duties of the controller also include the imposition of debuffs - damage that reduces attack, defense, movement speed, and so on.

Specifications - because the most disgusting thing for a magician is in the game - "Resilience" is invested only in the Power of magic. Can occasionally in Willpower. By the way, you will be surprised how much less often the controller (which does not combine the functions of damage) has to drink mana than the healer.

crafts - again, we don't need anything at all. But if the controller is Morrigan and not gg, then her herbs will be highly developed already at the beginning, it is logical from the whole party that it is for her to pump Herbalist to the end. By the way, Morrigan has already taken combat training for 2 points, which gives additional mana regeneration in battle.

Cloth - any for the power of magic and damage from the elements (best of all from fire, fireball is our everything). You can also occasionally have willpower - this is a supply of mana and its regeneration in battle.

spells - Firstly, we immediately dismiss everything that the support takes, and even more so that the support considered useless even for himself.

So what do we have?

Element branch

Basically, this is the dd branch, but we need a couple of spells here.

String of Fire

Party leveling

Party leveling

B) Fireball! Why with an exclamation mark? Because this is your main spell. Moreover, it combines both control and non-childish damage. This is one of those cases where harmful Resilience only works on holidays - the fireball knocks even Orange Bosses off their feet. The exception is Indomitable, but everything is clear here. Add a small mana cost and CD - you get just a wonderful spell.

Do not believe me - you will be able to see for yourself when you get the Fiery form in the realm of dreams, and after that you will want to pump the fireball immediately to all non-supports.

The spells preceding the fireball in the line of fire are of almost no interest to us - the cone of fire is weak, the fire weapon is standard, and is replaced by a telekinetic one.

Earth line

Party leveling

Party leveling

Strange line. The first spell is specific and not needed by the controller, about it not now. It's time to talk in detail about the damage on a single target of the mage.

The tale of how magicians killed a single target:

Quote:

And the thing is that only 4 spells cause direct damage to a single target - Magic Arrow, Ice Grasp, Lightning and Stone Fist. All of them can be taken already at the beginning and generally seem "cheap". Only besides them in the game, nothing can do direct damage to one target. So the magician must first inflict Corruption of Vulnerability on the target, which greatly increases all magical damage, and alternately casts the above spells. If you take any 3 of them and do them one by one, you will have a couple of seconds between casting the 3rd and completing the cd of the 1st. And if you take all 4, then you can click them in a row without stopping. Oddly enough, despite the fact that these are the first and seemingly "cheap" spells, and even despite the lousy "stability", the mage is the most reliable single-target damage dealer. The most reliable and strong. The only negative is that mana will have to be whipped with a ladle. All AoEs deal the same damage to one target as these first spells, it's just that the advantage of AoE is that there are a lot of targets at once. The downside of the 4-spell approach is that due to the huge damage, you will constantly rip the aggro boss off the tank, and it is not easy to restore it. So your choice is to take all 4 spells or not. Practice shows that 3 aggro spells rarely break.

And a little more about single targets and specifically the controller - when only the Boss remains, there is no one to control. Those. the controller becomes a regular single-target DD. Morrigan already has Frost Grasp and Lightning for this. If the controller is Gg, there is also a Magic Arrow. You need to take the Morrigan 3rd sang almost in any case, otherwise you will stand idle for a long time. 4th - at your discretion.

Earthquake - refers to the Big AoE. About them later, for now I will say that it is not worth taking.

But I can't get away from the next retreat.

A story about strong disables:

Therefore, in general, take the Fist in this line and calm down on this.

Line of Ice

Party leveling

Party leveling

A) Frost Grasp, which is the only one of the 4 nukes-on-one-target is also a full-fledged disable, is very useful and has already been pumped.

B) Ice weapon - again, telekinetic is better - but it opens access to the Cone of Ice.

Well, since the controller had more than one retreat, then let there be one more

Guide to drawing cones on the floor with crayons or paints:

Quote:

There are three cones in the game - fire, ice and lightning. The first is generally not needed except at the beginning of the game, but they all have features. Namely: any spell has a casting time, like warriors - attacks. If you give a new order before the expiration of this time, the spell will be canceled. For some, this triggers a cd (fact - chain lightning), some do not (fact - fireball). So. If single-target nukes are homing, then the delay in casting the cone can be fatal. By pressing pause and highlighting the enemies running at you in the center of the cone, after releasing the pause, you may find that they were running at another party member, and eventually ran past while the mage was waving his staff. Therefore, those running past need to be caught “ahead of the curve”, as in shooters. The exception is the Ice Cone. It takes even longer to cast than lightning or fire, but in return it freezes the targets that were in the marker at the time of the mouse click, rather than those that ran past when the cast went out of hand. Absurd situations result - the ally was ordered to run out, but he did not have time, and froze along with the enemies ... behind the caster's back. Be careful.

But let's get back to Cone of Ice - along with Fireball, this is one of the main spells of any non-support mage. It also rarely gains stability, works quite consistently on Bosses, even dragons, although bosses have a shorter freeze time. But ordinary targets usually stay in the ice for as long as the cd goes! That is, having caught a lot of enemies, which are not important now, you can keep them in place for as long as there is mana.

The only negative is the cone. Compared, for example, with the firing range of archers - consider a melee spell. Basically, by the way, it freezes those who crept into close combat with you or a tank or other party members. Do not even think about running to the archers for two screens to freeze them - do not run.

D) Buran - Big AoE, about him later, do not take.

Spirit Branch

Mana Drain Line

Party leveling

Party leveling

Logically, the whole line is aimed at fighting magicians. In order:

AND). The spell extends our mana at the expense of other people's magicians, cd is small, there is no mana cost, everything would be fine, but magicians are rare, and this is the main problem of the line.

B) Mana burning - according to the idea, it burns out all mana, but in practice, after that, emissaries manage to heal. Complex complexity. Unclear. Fact.

C) Magical power - really useful thing, but is it worth it to climb to it in two points?

D) Mana Collision - deals great damage to magicians, because. damage is equal to all mana burned. Some bosses will point to this fig=resilience. But even if it is so useful - due to the small number of really dangerous magicians, you can not spend 4 points on this business.

Line of Necromancy

Party leveling

Party leveling

A) A walking bomb, this is something divine. Requires filigree application, but when all spells hit 40-50 damage, the bomb bangs for all 130. This makes it much easier to clear groups of enemies. How to use:

When the enemy has health left for any one nuke, pause the game. If the spell with which you are going to finish off the enemy is an ice grip, then the scheme is as follows - press the magician to throw a bomb, and at the moment when it hits the enemy, press pause and press Grip. If there is no stability, the target will immediately explode. If the spell is Cone or any other single-target nuke, then pause, choose a target for the bomb, and at the moment when the bomb (small white oval) flew out of the caster's hands, pause the game and send any other spell . It will look spectacular - as soon as the bomb hit, another spell immediately caught up with it and the bomb bang. Nuances - the bomb "lies" in the target for a short time, you need to blow it up quickly. Therefore, it is advisable not to neglect the dances described above. The bomb has a decent recharge, use it carefully.

B) Funnel of death - after switching on, a funnel appears around the character (barely noticeable, blue). Decomposes one corpse every second or two, granting you mana within the vortex radius. Useful spell, download or not - at will. Gives access to:

C) An infectious walking bomb - the same bomb, only it does not require dances with activation. She achieves it herself. It is better to throw it at the target, which is near death.

D) Calling a skeleton - extra hands (even dead ones) capable of holding a sword are always useful. Download or not - at your discretion.

Line of Reason

Party leveling

Party leveling

A) Mind Blast - Morrigan has already been taken. A useful spell, if they ran to the magician. Use as "ran - stunned - ran away" is not advised, only in extreme cases - you break the aggro.

B) Force Field - Miraculous spell, take necessarily has a bunch of uses, but it's wonderful because it works on Orange (albeit less in time). You rarely see stability with it. Fully turns on the target from the battle for a long time, but makes it completely invulnerable. There are more applications than you think. More details below.

C) Telekinetic weapons - the best "enchantment" weapon of the three options. There must be one in the party. Preferably not at the support.

D) Crushing Dungeon - a strong disable, which has already been written about above. I do not recommend, but optional.

Entropy Branch

Line of Paralysis

Party leveling

Party leveling

Very useful line for the controller.

A) Weakness is a standard debuff, as is Disorientation in the Sleep line.

B) Paralysis - akin to Nightmare, only there is no such fashionable bundle. Still take it.

C) Toxic fumes - it is doubtful that you want to run up close to other people's melee units and thereby impose penalties on them, but if you are confident in the aggro of your tank, it is quite likely. Yes, and it is useful to turn it on when you are being chased.

D) Mass paralysis - mass control that allows you to kick targets. What else is needed for happiness?

Line of Curses

Party leveling

Party leveling

The first two curses must be taken.

A) Throwing Vulnerability Corruption on a strong target in combination with Siphon Life is a very good thing, as well as with single-target nukes.

B) Infectious damage must be thrown in each battle, preferably on a white target (so that it does not resist) and one that you will not touch for a long time. After all, the curse spreads from the target, and when the target dies, there will be no effect.

C) Distracting damage - in fact a debuff, only well, VERY strong. When successfully cast on a target, its critical hits become normal hits, and normal hits become misses. If he passed on the boss, then the boss (only applies to melee) remains helpless.

D) Deadly damage makes all hits on the target critical, which is very good on bosses - all damage dealers need it, except for Rogue-melee, for some reason - lower.

Sleep Stitch

  • distance- the distance or targets covered by the spell;
  • activation or maintenance (Upkeep)- the amount of mana required to cast or maintain a spell;
  • recovery (Cooldown)- the time required to rest before casting the next spell of the same kind.

AT dragon age There are four schools of magic - elemental, creation, entropic and spiritual. What spells you will choose to study for your mage hero and his companions depends only on you, and what specialists they will turn out - on the logic and correctness of the selection of spells.

Primal Spells

The elemental school is one of the two schools of energy (the other is spiritual). Adepts of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

branch of fire

Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a loner and a party magician.

Flame Blast- The caster's hands emit a cone of flame, dealing fire damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash deals good damage, but due to the short distance and significant delay, it is inconvenient. It is best used in conjunction with immobilization spells, such as knocking enemies down with a fireball and roasting them with a flare.

  • Activation - 20;
  • Recovery (Cooldown) - 10 sec.

Flaming Weapons- For the duration of this spell, the party members' melee weapons are enchanted with fire, and they deal additional fire damage. Casting a spell is worth it, because. with flaming weapons, you can achieve very high damage (also taken into account are things that increase fire damage).

  • Maintenance (Upkeep) - 50;
  • Fatigue (Fatigue) - 5%;
  • Requires - 18 magic.

Fireball- A ball of fire erupts from the caster's fingers, which explodes, dealing fire damage to all targets in the area and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells given the decent range and knockdown of opponents.

  • Activation - 40;
  • Requires - 27 magic.

Gehenna fiery (Inferno)- The caster summons a gigantic pillar of circling flame. All targets in the area of ​​effect catch fire and take constant fire damage (beware of friendly fire). Like all spells with a long cast delay, it requires some way to keep the opponents in the area of ​​effect, so it is of little use for a single player.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Requires - 34 magic.
ice branch

The spells of this branch allow you to immobilize opponents and deal damage to them at the same time (although it is rather weak compared to fire), so they are suitable for both a party magician and a loner. Do not forget that the cold does not affect the undead.

Ice Snap (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell suffer a movement speed penalty. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Frost Weapons- For the duration of this spell, all party members' melee weapons are enchanted with ice and deal additional cold damage. In fact, much worse than its counterpart, a flaming weapon.

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.;
  • Requires - 18 magic.

Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the physical resistance check turn to ice, and those that pass are slowed down. In this case, frozen victims can be broken from a critical hit (beware of friendly fire). The main disadvantages are short range and low damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

  • Distance (Range) - close action (Short);
  • Activation - 50;
  • Requires - 25 magic.

Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them, but gives them a bonus to defense and +50% fire resistance. Targets that fail the physical resistance check may fall or freeze (beware of friendly fire). Well suited for immobilizing opponents, although it deals little damage.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 34 magic.
Earth branch

The spells of this branch are of an auxiliary nature, it will not be easy to fight with them alone.

Rock Armor- the caster's skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail mage. However, to achieve a noticeable effect, your mage's armor must be much higher than its penetration from the enemy.

  • Distance (Range) - personal action (Personal);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.

Stone Fist (Stonefist)- The caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is low, but the target turned to stone or ice can be broken (cleaving!), so if your icemage is a master of icecraft, then this spell will come in handy.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 15 sec.;
  • Requires - 18 magic.

Earthquake- The caster destroys the ground and knocks everyone around him to the ground (unless the targets pass a physical resistance check, including allies). This spell can be used to immobilize opponents, but is often immune to it.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Requires - 25 magic.

Turn to Stone (Petrify)- The caster turns the target to stone if it fails a physical resistance check. The petrified target is unable to move and is easily shattered by a critical hit. Creatures that are already immobilized will not be affected by the spell.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 30 magic.
Lightning Branch

The usefulness of spells in this branch is somewhat questionable due to low damage, however, electricity damage burns out the target's stamina, which limits the ability of enemies to use special attacks.

Lightning- The caster strikes the target with lightning, dealing minor electrical damage (beware of friendly fire).

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 8 sec.

Shock- The caster's hands emit conical lightning that hits all targets in the area (beware of friendly fire). Basically the same as the previous one, but with area damage. You can pre-freeze and immobilize enemies with a cone of cold, and then shock them.

  • Distance (Range) - close action (Short);
  • Activation - 40;
  • Recovery (Cooldown) - 15 sec.

Tempest- The caster summons a ferocious thunderstorm that deals permanent electricity damage to all targets in the area (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

  • Distance (Range) - average action (Medium);
  • Activation - 50;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 28 magic.

Chain Lightning- Lightning shoots from the caster's hands, dealing lightning damage to the target, and then branching into small lightning bolts that jump to nearby targets and branch again. After each branch, the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 33 magic.

Creation spells

The school of creation is one of the two schools of matter, it complements the school of entropy, deals with natural forces and deals with the transformation of existing and the creation of new things.

Treatment branch

Most of the spells in this branch are being replaced by potions, so if you master them well, you will save a lot of gold.

Heal- the caster miraculously closes wounds and instantly heals a certain amount of health of an ally. A very simple spell, cheap in terms of mana, with a short cooldown, cast without removing the weapon, so it will be useful to any mage.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Cleansing (Rejuvenate)- the caster sends healing energy to an ally, accelerating his recovery of mana or stamina. The spell has no effect on itself, and although it restores more mana to a mage ally than it costs, it is disadvantageous due to a significant cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Recovery (Cooldown) - 45 sec.;
  • Requires - 18 magic.

Regeneration- The caster bestows beneficial energy on an ally and greatly increases health regeneration for a short time. A little more than usual cost treatment and the same cooldown, this spell restores health several times more, so you need to take it without a doubt.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Requires - 23 magic.

Group Cleansing (Mass Rejuvenation)- The caster sends a stream of cleansing energy to allies, greatly speeding up mana and stamina regeneration for a short time, similar to normal cleansing, and just as useless due to the massive cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 90 sec.;
  • Requires - 28 magic.
Improvement branch

Spells from this branch can be useful for a battlemage, but not only.

Heroic Offense- the caster increases the combat capability of an ally, giving him a bonus to attack.

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 5 sec.

Heroic Aura- the caster protects the ally with a shell that reflects most of the ranged attacks (i.e. damage from arrows) for a short time.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 5 sec.;
  • Requires - 15 magic.

Heroic Defense- the caster covers an ally with a magical shield, which gives significant bonuses to defense, resistance to cold, electricity, fire, nature and spirit magic, although it also adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on a party "tank".

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 10 sec.;
  • Requires - 20 magic.

Haste- the caster casts a speed enchantment on the unit, allies move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered doubtful).

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 60;
  • Fatigue (Fatigue) - 10%;
  • Recovery (Cooldown) - 30 sec.;
  • Requires - 30 magic.

If you want to try to play a blood mage, but before that you didn’t dare or didn’t succeed, then this guide is definitely for you.

Let's start with right choice race. Since gnomes do not conjure in principle, we choose either an elf or a person.

Regarding the starting characteristics, here:

Humans get +1 to Strength, Agility, Cunning, and Magic.
Elves gain +2 Magicka and +2 Willpower.
In principle, the choice is not so difficult, only the fact that the elf in the game will be treated more contemptuously.

Concerning pumping the main characteristics then:
- first of all, we swing cunning to a value of 16 - it increases influence;
- after the first paragraph, we pump mainly magic and willpower, observing the proportion of 2 to 1.

If you still decide, then you can read about it in detail in a separate article.

Let's talk about skills:
- 16 points of cunning gives us the 4th level of "Influence" in order to avoid unnecessary battles. We remind you that only the main character has such a skill;
- "Combat Training" - required to study as it reduces the chance that your spell will be thwarted in battle;
- "Herbalist" is also pumped, but with a minor character to get a sufficient amount of lyrium potions;
“It’s better not to touch tactics, because on high levels with a decent amount of magic, you should manage it yourself.

About specializations. There are two specializations to choose from at levels seven and fourteen.
Naturally, the first specialization we will have is Blood Mage, which gives +2 to constitution and spell power.
How to get? You need to make a deal with the demon of desire during Connor's quest. It is enough to enter the shadow and give mercy to Jovan.
There is a small bug here, so if you are going in good faith then skip this paragraph.
The bug is that you can avoid the deal - make a save before the conversation, shake hands with the demon of desires, then boot up and give him a kick.
As a result, you get the following spells: "Blood Mage", "Sacrificial Blood", "Blood Wound", "Blood Master".

Now let's talk about what specialization to take in conjunction. The most useful in such a situation is "Spiritual Healer" which adds +2 to magic and health regeneration.
How can you get? You can find a book with this specialization from Bodan in your camp or in Wonders of Thedas right after the Gathering of the Lands.
The benefits will be through the roof, especially if you do not take Wynn to the team.
You get such spells as: "Group Heal", "Resurrection", "Charm", "Healing Aura".

Let's take a look at the spell branches.

ice branch we download on the move and cover all skills except for the “Ice weapon”. Good damage, extends even to higher opponents.
Ice Snap - freeze and damage or speed penalty;
Cone of Cold - a rather lethal spell with the effect of the previous one + frozen enemies can shatter into smithereens from critical damage;
A blizzard is a snow storm that will simply freeze everything around, causing damage gradually. There is a chance that low-level targets will fall or turn into ice;

Lightning Branch. There are things here that work killer in conjunction with the cold + many enemies do not have lightning protection. Here's what we need to download here:
Lightning - damage to the target from lightning, you can hit your own, so be careful;
Shock is a cone of lightning that can hit both enemies and your own. Can be used after Cone of Cold;
Storm - effective against a large cluster of opponents. Works in an area, dealing lightning damage.

Mana drain branch. Swings so that other magicians do not spoil life.
Mana Drain - Drains some mana from an enemy.
Mana Break - Spends your mana and the mana of enemies in the area;
Magic power - spells are more powerful, but mana flies into the pipe and then a penalty is imposed on its restoration;
Mana Clash - At mid-range, all mages lose their mana and take Spirit damage based on the amount of mana lost

Treatment branch. We need Hill anyway, so here's what you need to take:
Treatment - there's nothing to explain here - a very useful skill;
Cleansing - accelerating the restoration of mana and forces;
Recovery - the same as the first skill, only for a longer time and heals more at a time;

let's move on spell combinations to destroy all life. There are two of them as the most effective:
Storm+Snowstorm+Magic Power= Storm of the Century - Terrible Electricity Damage;
Mana Collision and Magical Power and in pairs give an effect in which the magicians around simply lay down almost immediately;

What do we need from the equipment?
Reaper clothes.
Where to looking for? In Denerim, Curiosities of Thedas, prodst steward.
- 3 armor;
- 10 resistance to cold;
- 5% chance to dodge attacks.

Staff of the Lord Magister
Where to looking for? Sold in the apprentices' rooms by the Quartermaster when visiting the Circle.
- 6 willpower and magical powers;
- 10% fire damage and the same amount of spirit magic;
- 2 mana recovery during combat.

Blessing of Andruil
Where to looking for? In the same place as the previous item.
- 2 to all parameters;
- 10 physical stability;
- 20 resistance to the forces of nature;
- 1 increase in stamina/mana regeneration in combat.

Liver
Where to looking for? Dwarf City Common Halls, sold by Garin.
- 3 armor;
- 20% improvement in healing effects;
- 10% health regeneration out of combat;
- 10 physique;
- 3 health regeneration.

Key to the city
Where to looking for? Given after completing the quest. First you need to wander through the halls of the dwarven city and collect all the records about it, after which the quest will appear. We go to the council room and in the chest we find the desired item. The chest will be marked.
- 2 to all characteristics;
- 4% reflect magic;
- 10% to healing effects.

Antimagic amulet.
Where to get? Sold in your Bodan camp.
- 5 willpower;
30% reflect magic;
- 8 health regeneration out of combat;
- 6 projectile evasion;
- 10% evasion from attacks.

Who to take on the team?
Tank - Sheila;
Magician - Wynn or Morgan;
Rogue - Zevran.

You can also watch a video that shows how to get the specialization we need.

That's actually all you need to know about the blood magician. Dare!

Dragon Age: Origins is a party game, despite the fact that you have to play alone. In general, I can’t stand such fights, but here they are somehow more or less distinct and not so annoying. Moreover, on increased complexity fights become very interesting.

Like most people should similar games- our group should have 4 comrades in its composition and the most effective composition will be as follows: Tank, Healer, Damager and Controller. Who are they?

Tank- a character that distracts enemies towards itself and blocks most of this damage into a shield.

healer- the main goal of the healer is to stand behind and heal, ideally, a tank, but basically everyone, so that they don’t die, sometimes slightly adding damage to the target.

damageer- stands behind if an archer or a magician, but unlike a healer, he constantly hits enemies. Well, or next to the tank he cuts with a two-handed sword. The main thing here is the maximum damage in the shortest possible time.

Controller- paralyzes, stuns or blinds and does minor dirty tricks, temporarily incapacitating enemies and preventing them from attacking.

healer

Here the best candidate is either Wynn or the main character. In Dragon Age: Origins there will be missions where the hero will have to run alone and the easiest way to do this is with a magician who can heal. The only problem is that we will not meet Wynn right away. Healing magic is a situational thing, and although it does not eat very much mana, in the end you will have to use it often, so a lot of Willpower is required.

spells

Creation branch. Here we take the Heroic aura and defense.

Heroic Aura- protects against long-range attacks, hang on the tank in the presence of a large number of archers, often simply irreplaceable.

Heroic Defense- Defense against melee attacks. There is also a lot of need.

Treatment thread. Where without her, it is she who makes us a doctor

You need the whole thread.

Rune branch. Imposes even more effects on the group, it will not be superfluous.

Rune of Paralysis- if you have enough mana, you can use it.

Protective Rune- gives bonuses to mental stability, defense and reflection of ranged attacks. Little by little, but all at once.

Rune of Repulsion- can be useful to prevent enemies from running. It happens to be useful.

Rune of Neutralization- put under other people's magicians, sometimes it can be used as a dispel. It can not always be used, but it's better to take it.

Spirit branch. Here we will need to take dispersion and an anti-magic barrier.

1st spell is useless, but diffusion is a very important spell.
Anti-Magic Barrier Places a shield on the target that completely blocks all non-physical damage. Also blocks the casting of point spells.

Specializations - Spiritual Healer.

The only spell that is not very necessary is the last one, because usually not everyone needs to be healed, but only the tank, there is Group Healing for everyone, it usually copes with the task.

Controller

Morrigan is best suited, and again we ourselves. What does this controller actually do? In our case, the magician simply does not allow the enemy to move, attack or cast bad spells. In addition, no one prevents the controller from applying debuffs (damage that reduces attack, defense, movement speed). And again, we put everything into the Power of magic, well, a bit into the Power of Will.

spells

The elemental branch of fire. We take for Fireball.

Fireball. What normal mage does without a fireball these days? In addition to damage, the fireball knocks down even some Bosses. Add a small cost and cooldown and you get the perfect spell.

earth elemental branch

We take a fist, nothing else is needed.

Elemental branch of ice. The first 3 spells will come in handy.

Ice grip - very useful and irreplaceable.

ice weapons- telekinetic is better, but access to the Cone of Ice opens up here.

Cone of Ice- like Fireball, this is one of the main spells of the magician. He rarely gains stability, works consistently for Bosses, even dragons. By catching a lot of enemies that don't matter now, you can keep them in place for as long as there is mana. The only negative is the attack radius, the archers will simply shoot us.

Spirit Branch - Mana Drain.

Mana Break- according to the idea, it burns out all the mana, but in practice, the enemies manage to be healed. But they can't hit that hard anymore.

magical power is a pretty useful thing.

Mana Clash- great damage to mages, because. is equal to all mana burned. Some bosses however are resistant to this.

Spirit Branch - Necromancy

Walking Bomb - requires skillful use, but the strength is significant, it makes it much easier to clear groups of enemies.

Funnel of death- after turning on, a funnel appears around the character. Decomposes one corpse every second, granting mana in a vortex radius. Controversial aura.

Infectious Walking Bomb- the same bomb, only easier to use. It is better to throw it at the target, which is near death.

Skeleton Challenge- an extra, even a dead character is always useful.

Spirit Branch - Mind

mind explosion— useful spell, sometimes saves from death.

Force field- is a must. Completely disables the target from combat, though making them completely invulnerable.

telekinetic weapons- better weapon enchantment. There should be one in the party.

Entropy Branch - Paralysis

Weakness- standard debuff, like Loss of Orientation.

Paralysis- very necessary for insurance.

Toxic fumes- doubtful, but necessary

Mass paralysis- mass control, which allows you to kick targets.

Entropy Branch - Curse

Vulnerability Corruption throwing at a strong target combined with Siphon Life is a very strong combo.

contagious spoilage you need to throw at a white target (so that it does not resist) and one that you will not touch for a long time.

Disposal spoilage- essentially a debuff, only a strong one. When successfully cast on a target, its critical hits become normal hits, and normal hits become misses. If he passed on the boss, then the boss (only applies to melee) remains helpless.

fatal damage - makes all hits on the target critical, which is good on bosses - needed by all damage dealers.

Entropy Branch - Sleep

Loss of orientation- a good debuff, use on a strong target. Taken for more important spells

Horror- excellent control. Turns out of the battle for a long time (the stronger the target, the less time). Be sure to take.

Dream- the main spell of the controller, because it almost never encounters stability, except for orange ones, but it also works properly on them. Allows you to perform the same queue - whoever he woke up, he stammered. Has a huge AoE. And most importantly - Sleep + Horror - there are several combinations of spells in the game, but most are dull (for example, break frozen), and this has a really huge practical purpose.

Nightmare in reality- despite the fact that it appears after sleep, it is its stripped-down version in everything - not reliable, less AOE, more rollback. Better take.

Entropy Branch - Siphon Life

Life Siphon useful when the main character is the controller.

Specializations - there is no ideal specialization for the controller in the game, but a good option is Blood Magic.

Tank

Whatever one may say, it’s simply impossible to do without a normal tank - the group will simply be taken out. The best candidate is Alistair/Loghain and Sten. You can make the main character with a great desire, in principle ...

The main characteristic of the tank, of course, is Physique, but strength is also required for armor and skills, and dexterity is also required for a shield. We dress for protection and for HP. However, that's not all - the main task is not just to keep the blows, but also to distract enemies from the allies, and for this you need provocation skills.

Tank skills

Shield Skill Line - Two Stances

First, we are given a useful shield defense, its improvement, and then a deaf defense. The last ability, which gives a large bonus to defense, and when you turn on Wall Shield - immunity to knockdown, is needed. Everything is needed here.

Shield Skill Line - Shield Cover

Shield Cover itself works well, but Shield Wall is better, and you can only have one stance at a time. Yes, and the whole branch requires an increase in dexterity, so the maximum that is worth taking. Shield preparation.

Shield Skill Line - Shield Strike

The best spell is the second one, which stuns pretty consistently.

Specializations. Not a single one fits completely under the tank, but the Vityaz is closest to this: we reduce the attack of the enemies (we live longer), raise the defense and attack of the allies and ourselves, knock over the enemies, which gives a break. You can also experiment with the Ripper - we draw life from corpses (survivability), we inflict damage on everyone around and hit the harder, the less health remains. But the result will be a semi-attacking Persian, which requires more careful handling. Berserk is not an option. Well, the Templar - has the ability to stun everyone and has great mental stability so as not to get up in dreams and paralysis. For a classic tank, we take a bunch of Templar + Vityaz.

damage dealers

In addition to the tank that takes the hit, the healer who mends this tank and the controller who prevents the enemies from hitting the tank too often, someone else is needed who will give change for such suffering. Already here we have just a huge choice: Warrior with a two-handed sword, mage, battle mage, warrior with dual weapons, archer, robber with daggers. How many options to choose from. One is more beautiful than the other, let's take a closer look at who is who.

Warrior with a two-handed sword

This type of damage dealer is very popular with beginners because of the highest numbers. Sten, Oghren and the main character will fit here. We put everything into strength and do not worry. You can optionally a bit more in dexterity. We are looking for clothes for damage, protection is not so important here.

Skills and abilities

In addition to standard military skills, we have one of our branches, it has three lines. But first - any damage dealer should take Disengage, because it is important that they hit the tank and not us. It is also advisable to take the last skills from both lines of a warrior - restoring a few stamina is very important, and temporarily removing misses from yourself is generally excellent. Yes, and the increase in the chance of crit in the crowd pleases.

Two-Handed Weapon Branch - Stun

We take everything. Hilt strike - additional control. Indomitable - if you thwarted the aggro, or the boss can stun everyone, not just the tank. Chance to stun - can also work on the boss. Healthy. Regulated crit is also important.

Armor Shatter

The first spell is a debuff. Armor Shatter - Removes enemy armor.

mighty blows

And although including powerful strikes is a rather controversial decision, due to the penalties to the attack, getting to the only multi-target strike is worth it at all costs. Especially considering the nominal damage from two-handed weapons.

Specializations: — Berserk. For 4 points, we get a plus to damage without penalties and one very strong blow. 2nd - any, if there are points for development. Vityaz will improve things with a hit, and strengthen the position of the second tank. The Templar is always useful, but no more than 1 in the party, the Ripper is more of a tank, the damage dealer should not take it and spend 4 points on just one useful but dangerous spell - a lot of damage with low health.

Damage Mage

It is best for them to be the main character. We build up the power of magic and a bit of willpower. We take armor with a bonus to elemental damage (all sorts of gloves and rings + 20% fire damage, etc.) and magic power. Sometimes you can pick up a reserve or mana regeneration in combat.

Capabilities

We take everything listed in Healing and Controller only when there are extra points.

Element Branch - Fireball. Cone of Lightning + Cone of Cold.

Lightning line. Chain lightning is interesting here.

Branch of Creation - Nature

Magic Wisp- enhances our magical power (i.e. increases damage). It is useful to turn it on when you have already spent 50% of your mana.

Magic Flower- increases mana regeneration, which will be in short supply.

wasp swarm- high damage on one target, take it.

We take the Walking Bomb (Spirit Branch, Necromancy line), if there is none in the team yet. The rest is control.

Specializations - Blood magic. For 4 points, we have an alternative resource for using spells, its replenishment (it is advisable then to take two spells from the Life Siphon line, the Entropy branch), Good AoE damage + control and a strong single disable + damage. The last spell-single-control on bosses in the Maleficar branch will work at best as damage, because the game will not always allow you to control Orange.

Battle Mage

Available naturally only to the magician. Candidates are any mage. A mage who walks in light clothes does all the spells in battle, and when the mana runs out, he reaches into the bag, puts on Heavy armor, turns on all the auras and passives and goes to beat the mobs in hand-to-hand combat. Lazy mages immediately walk in heavy armor, and spit on fatigue at 30-40%. In this regard, we take the heaviest armor, because fatigue will eventually turn into a bonus to attack. As practice shows, damage per second with a two-handed, one-handed or dagger is the same, only the dagger pierces armor even better.

spells

Line of combat magic

combat magic- allows you to require Magic Power from equipment instead of Strength. We can carry anything

The second passive skill (when enabled) changes the hit calculation formula from "Strength + Agility" to "Magic Strength + Agility". We do not have the second, but the first in bulk. Changes the formula for calculating weapon damage from Strength to Magic Power, which changes increased fatigue into an attack bonus. When turned on, it takes 50 mana (although it is not mentioned) and immediately gives 50% fatigue instead of 5%. So many, due to the fact that fatigue is our hit on the enemy. So what did we end up with the coolest armor and weapons (exceptions are bows and daggers). Next, we take a passable, but useful improvement in attack and defense in the battle mage stance and take ....

Shimmer Shield. Gives resistance to all types of magical damage - 75% each. Example - In one place, the entire party will receive constant damage from spirit magic. Everyone (and the tank) gets 11-13, the battlemage takes 2 damage. Feel the difference. Gives 100 psycho. and physical sustainability. No one can knock down or stun a battle mage, except for harmful, arrogant and generally uncultured Ogres. It also gives a serious bonus to armor, not like the deaf defense of the tank. Take away 50 more energy to reserve and slowly devour your mana. This is not a joke or a mistake by the developers - after turning on seconds after 10 mana, you will have 0.

The last spell allows you to dodge an attack without an attack-defense check (Dodge, judging by other games with attack-defense, the dodge check comes before the attack-defense check, which is very useful) and mana regeneration, which is nonsense, because the shimmering shield you'll eat it anyway. The only thing is, if you are not tanking the boss, then you can not turn on the flickering shield and eat off your mana during the battle magic.

But anyway, back to close combat. We also take the previously mentioned Magic Defense and Stone Armor. The first gives protection depending on the Mage's Strength, and the second gives armor. Don't forget to turn on telekinetic weapons in the party. What do we get when all this is included? And we get a cool Persian who was running around in a robe two minutes ago, and now receives (at a certain stage of the game) instead of 30-40 damage that the tank received, only 20 from the boss. Strikes from 1 sword as from a two-handed one (however, without the included racks for a two-handed one), Spit on stuns, Paralyzes and other people's nukers. Are we all running to download the Battle Mage? Not really. One problem remained - the attack. She's still missing. Even with 100% fatigue. We hang a Heroic Attack on ourselves, remove protection from the enemy by all means - this is how you can still live. But what really literally kills a battle mage is other people's attack debuffs (Weakness, Curse, other people's knights) - you can forget about hits. For to dispel someone else's debuff is to remove ALL buffs from yourself, don't forget. And we have from 5 to 8 of them. And how long will you then stand to turn it all on again (and the flickering shield also has a brutal cd)?

Dual wielding warrior

Why a warrior? Because the robber is imprisoned for something else. Of course, you can make a robber-mile-warrior-with-dual-weapons, but it will not be a warrior. The candidates are the protagonist and warriors. Characteristics - strength and agility in half. A little more agility for abilities. If there are big problems with men-at-arms, try to look for things for armor penetration. And everything is simple - maximum damage, we look at armor by bonuses, and not by gravity. Although if you are in massive armor, you will not differ much from the tank on the bosses. By the way, this is a feature of both wars - damage dealers. They are more reliable than others, more tenacious, less demanding for constant supervision. Abilities - As well as a two-hander, native branches to the stop are desirable. The only thing with a hit due to greater dexterity is better here.

Weapon Branch in each hand

We teach all the way, without this, the penalties for weapons in each hand will be serious and the damage is small

Line of debuffs

Double punch. In fact, with the same attack speed, you start hitting the target twice as hard (checked, attack speed is not lost). Also a bonus to damage from each hit. The price is the impossibility of regular crits. But the warrior's crits are not so frequent. Taken in any case for the next spell.

Counter attack- Crete + Stan.

crippling blow- Crit + removal of protection (and also attack and run speed) from the enemy.

chastener- optional.

AoE damage

The first ability, swinging two weapons, is a godsend. Not only is the damage to everyone who fits somewhere 150 degrees in front of the warrior, but also with increased damage! The two-hander before that rips through the devil knows how much, and he has normal damage there.

triple hit - not worth the stamina spent on it.

Impulse. E st endurance is in earnest, so turn it on when this very endurance is already 0. Increases attack speed very decently. Excellent ability.

Vortex- makes a blow to everyone around, but for such a price, and even with ordinary damage. We are not a tank to be surrounded. The swing is much better.

Specializations - Just like with a two-hander.

Archer

Candidates - Main character rogue or Leliana. Why is a robber better than a warrior? The robber will be able to pick locks. Warrior's specs - Berserker is fine, the rest are unusable, while Rogue has two useful ones. Yes, and the robber will receive a third more crafts - and he will pump poisons, and combat training, and if necessary, Persuasion. Crafts - not demanding, poison is welcomed, mainly because of grenades, and it will help in close combat, since it is much more reliable to pull out two daggers than to pump fire at close range (more on that later). Traps are not worth it, we are standing in the distance. Characteristics - dexterity. We do not need the ability to replace strength with cunning in attack calculation, since the bow has its own formula - only dexterity. We swing it, a little trick, if we break the locks. Clothing is dexterity. Only dexterity.

Capabilities

Of the standard robbers, we only need lockpicking if there is no one else in the party, but you can take the line of lethality (replacement in the damage formula, not attack, so the damage will increase, and as a gift for 3 points 2 nice debuffs, besides changing the formula).

Archery Branch

Aimed shooting useful, we reduce the attack speed, but we get all sorts of goodies, although the decrease in attack speed is felt strongly.

Special Shot Line

Pinning Shot seems to be a good control, always useful, only rarely works.

Crippling Shot- reduces the attack and defense of the target - useful, we hit more often.

Critical Shot swing, good damage.

Arrow killer deals very high damage, much more than a critical shot, although there is nothing about this in the description. So download.

Explosive Shot Line

Shatter Shot- Armor debuff, useful. It also drops the target. Unexpected and pleasant.

Suppressive shooting- improves the life of the tank by reducing the attack of the enemy. It can come in handy on the boss, especially since it works together with aimed shooting if you decide to turn it on.

Explosive Shot“Resistance rarely comes to him, he works on a gigantic area. The only adequate control with a large AoE outside the mage, although conditionally he is a multi-target, like a chain mon. Go to him and take immediately.

Specializations - Assassin and Duelist, of course, for close combat. There are two left - Bard and Pathfinder. We take them.

Bard- only the third song is needed, which gives pluses to attack, defense and crit. chance. Considering aimed shooting, there should be no problems with hitting. The only thing is that if you do not download the trick for breaking locks, then the song will be weaker for you than for those who download. But more dexterity.

Pathfinder- allows you to summon a Wolf or a Bear or a Spider and improves all three with the last spell.

Wolf has the health of a tank, the same nominal damage, and also reduces the armor of the enemy.

Bear fat, hits well, can drop from his feet, but he doesn’t pull on a tank.

We make any shot in battle for 50 energy, we call the wolf. If he was killed, call the bear. In general, the pathfinder is a huge support for the squad with new fighters.

Improved Beast- animals get an extra ability, but there are no special differences in stats (damage for a wolf, health for a wolf and a bear). If you have a lot of points, you can spend. If you only use the wolf, it makes little sense to spend 3 points.

Robber with daggers

Dagger. The candidate is only a robber. Rogue is a unique damage dealer. First of all, it is worth talking about a backstab - it always works when you hit an enemy in the back. Characteristics - Dexterity and cunning. Daggers, unlike bows, require dexterity + strength, and we can replace strength with cunning. And cunning is more needed for other rogue abilities. Crafts - poisons are very, very necessary. It is enough to take combat training for 3, I will explain why. The rest is optional. Clothes - because of the small amount of strength, we will carry the lightest. Weapons - daggers, with any bonuses, the main thing is that the damage is high. Even with one medium rune of paralysis in 1 dagger paralysis happens quite often, which is very nice, because as soon as your enemies recover from control, you will not get backstabs and dps drops.

Capabilities - Firstly, out of 4 lines of relatives, you will need a little bit from everyone.

Rogue Branch - Backstab Line

Dirty fight - control is always nice.

Movement in combat- a great thing, expands the backsteb area from a quarter to a half. Backstebs have become much simpler.

Feigned death- Better aggro reset. If this is a problem, swing the blow of mercy.

Line Line Tricks

Kick debuff on defense and attack is nice

Death blow- armor debuff, also useful.

The third skill Changes the damage formula, so that after taking this ability, the damage will increase by about two times (in the back for sure). Unfortunately, it does not change the hit formula (strength + dexterity), but greater dexterity and dual wielding permanents should smooth out this minus .. Evasion is again for open combat. DPS will not increase. .

String of locks

It is not necessary to take locks of the 4th level. Locks only enhance the rogue's natural ability to break chests and doors, which depends on cunning. Download optional, depending on how often you see locked.

Line of invisibility

There are two options, either take all or take two. The 1st option allows you to go into stealth right in battle, but if you don’t take the 4th level, then they will constantly notice. The 2nd option allows you to save points, but you only start the battle from stealth, during the battle only Feigned Death will help to throw off aggro. And in the 2nd option, you will often be noticed

Dual wield branch

It's a little different here than with the dual-wielding warrior.

Line of Debuffs

Counter attack- control is always useful.

crippling blow- duplicated by a kick, but useful.

Line 4 permanent

All are needed except the last one, because he allows swords to be carried. The dagger requires dexterity, pierces armor better, hits faster. The sword will require strength, it pierces armor worse, it hits more slowly. You can hit with a backsteb from a sword, only the damage calculation formula includes dexterity only for piercing weapons - bows and arrows. For a sword, a lot of dexterity is almost useless. True, mastery of a sword also reduces the cost of use ... is it just for the sake of it alone to download the 4th level of combat training? The rogue constantly hits with crits (backsteb is a type of crit). He does not need any songs from the bard on crit, nor the diverting corruption from the controller.

Specializations:

Killer. Not being discussed. Increases backstab, restores stamina after a kill (like a warrior) and increases all physical. target damage. We do not need a bard - his only useful song is not needed, we do not need either crits or attack. It would seem obvious - grab the duelist and don't think. Only here is the thing. In fact, what a duelist gives: plus to attack / defense (we have both in bulk), a blow to reduce the speed of walking / defense (we already have two of these) and all hits = crits for a while. Wait. Backstebs are already critical. So the duelist will give almost nothing to the secretive robber. Therefore, there is the last option - Pathfinder. What a tracker gives for 1 invested point: a pet with hp like a tank. Tank damage. Decreased target's defense (similar to the duelist). Just one point. That is, a small animal that can, on occasion, tank up, and in fact an increase in damage that you will not find anywhere for 1 point. And you can also call a bear when the wolf dies. Assassin + Duelist is the obvious choice. Assassin + Pathfinder seems dubious, but in practice it works well.

Dragon Age - Origins - Compiling universal group was last modified: July 29th, 2015 by admin

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.

Point distribution

Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.

Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;

combat training- also required to learn, since your spells will be interrupted less often;

Herbalistthe best option whatever one may say, will pump this skill from minor characters and do not spend the points of the main character;

Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.

Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we do not need this specialization at all.

spells

Here we will go selectively and will take different spells from different branches.

Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;

Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;

Earth- here we take only stone armor - our magician needs protection;

Fire- a less priority branch, since enemies often have immunity to it;

creation- here we take treatment for obvious reasons;

Runes- rune of paralysis - here is ours best friend if we don't want to be surrounded. You can also take other runes;

Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Life Drain - this is what any magician should download;

Hero equipment

These are the best things for you:

Reaper clothes- located in Curiosities of Thedas, in Denerim;

Key to the city a - in Orzammar we find code pages throughout the city, after which we go to throne room on assignment, arrange the party members on the plates and pick up the item;

Anti magic amulet- You can buy it from Bodan in the camp.

Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;

What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.