In the Entropy tree, we go down the Mass Paralysis branch until we reach Miasma because Miasma weakens all enemies around us by making them easier to hit, and making it less likely that they'll hit you. This is enough for 4 points in Combat Training, and 4 points in Coercion if you so wish. We have six different attributes that we can assign these points to - Strength, Dexterity, Willpower, Magic, Cunning, and Constitution. The difference is one build had no points invested into Dex while I brought the Dex build up to 30. Arcane Mastery simply gives more spellpower, which is always useful. For example, anything that says it increases your healing received by X% is false.
I recommend raising both Con and Wil to 20 each, as these act as resources for spell casting and allows us to take more punches before going down. We gain three attribute points to distribute each time we level up throughout the game, and a few free ones along the way as well. So, a bit of background. Now that that's out of the way, let's go over stat distribution. I just wanted to share an Arcane Warrior build that I have for Dragon Age: Origins, as I know that a lot of us really enjoy playing this class, and I sometimes see a bit of misinformation floating about when this discussion inevitably arises time and again :P.
Telekenetic weapons 50 stamina reserve, 5% fatigue is a pretty awesome passive and will improve your damage a fair amount, especially if you have a second melee character. You could drop a couple points into willpower if you wanted to be able to cast a spell or two in the middle of combat, but that will come at the cost of your health or magic. Staff Focus is great for when we want to use ranged attacks. This is an important stat, but not overly so. Spell Might increases all spell damage, and when combined with Mana Clash, it'll end all mage fights before they ever begin. We want to raise Cun to 16 for coercion if you don't want to coercion then put the points into Mag.
Additionally, it will increase our mental resistance by. Useful, but not for us unfortunately. Skills In the base game, mages have 8 skill points to work with throughout the game. It's a decent spell, and stays useful throughout the whole game. Arcane Shield is a spell that we'll never take off in melee combat, just like Miasma and Rock Armor. These spells are Combat Magic, Arcane Shield, Rock Armor, and Miasma.
Stacking Vulenarbility Hex and Affliction Hex will allow you to shit on Gaxkang with a Mana Clash that deals north of 1000 damage. Anyways, we get 24 points to play with in the base game from leveling up, and 3 more points for story milestones - granted after the Joining, reviving Arl Eamon, and the Landsmeet respectively. Mage Tree Once more, we want everything here. The Dex Build on the other hand swung his sword 56 times, and landed 47 hits. Should I add the Drain Life tree? Note: This topic has been unedited for 361 days. Telekenetic weapons also gives you access to Force Field, which is a real lifesaver. I hope that this was informative, and that you all can go out there and terrorize Thedas with this godlike build! The extra def from heroic+warding is insane, and stunning an mage from range by dropping a glyph on their face is nice.
Together, these four spells should make it so the peons around us feel like they're attacking with wet tissue paper. As I said above, I highly suggest that you invest some in con. Blood Wound is the second best nuke spell in the game after Fireball, so it's really good for us. Blood Mage We only go up to Blood Wound here, because Blood Control is useless. Finally, I'll put the rest of my points into Magic. I'm not too keen to do that, since it would cost me so many spells to get it, though. We also pick up Rock Armor, which is the first of our melee buffs.
I always save the last point for Awakening so I can immediately invest it in Vitality to raise my health. And that wraps it up folks! The general idea is to activate as many sustainable spells as possible, and to have a few offensive spells for aggro generation and a bit of contribution to party damage. It is considered archived - the discussion is over. Anyways, we'll be granted two spell points at character creation. If you're trying to figure out exactly how much mana you're going to have at any given point: You start with 115, get 6 per level and 5 per willpower. These are available for purchase at the Quartermaster in the Circle Tower, the Wonders of Thedas, and Bodahn. Either way, that brings my total spells to 30.
Perfect if you're mindful about friendly fire. You should get enough +willpower items that saves having to put any points into it. Again, I cast no spells during either run - only auto attacks. A rather nice debuff for a melee character, no? Below, I'll list all the spells we're gonna be using for this build. With the +2 Constitution bonus from Blood Mage, that gives me 40 total. Death Hex also means your party can focus down an enemy in a matter of seconds. Thank you for reading this far! This totals to a few hurlocks and genlocks + a shriek and ogre.
But generally, Magic is just more useful than Dexterity in an Arcane Warrior Build. My build was Mag to 50, Dex to 30, Con to 50 or so, with enough Cunning for max Coercion. I kept Mhairi on Hold Position, and I was off to the races! We want to go down the Inferno branch in the Primal tree because it offers Fireball, which is probably the best spell in the game, honestly. Recommendation on which tree to take? I like to use these to get Flame Blast and Flaming Weapons right away, meaning that I'll be able to get Fireball as soon as I meet the Magic prerequisite of 27. If anyone is interested in gear, I can post about it in the comments section! Death Cloud would be a good spell to weaken enemies after they're frozen in place by Blood Wound, and with Shimmering Shield on, I could just waltz right into the center of it and destroy the rest of the enemies. So everything after our intial encounter, and up to the gate was killed in 43 swings - or 38 hits with 5 misses. Attributes We have six attributes in Origins.
You could also drop a couple points into dexterity, but again that would probably come at the cost of magic. The Non Dex Build swung his sword 43 times, and landed 38 hits! After that it really depends on what the rest of your party makeup is. In my list above, I have 19. Same exact setup as before, only Dex was raised to 30 this time! All that added togeather is another 105 mana. Depending on which substained abilities you pick you probably shouldn't need to add any willpower if you're casting your aggro spells from Blood Magic , but I would do the math for yourself to make sure you get what you want. I could also add the tree for Haste, giving me another good sustainable.