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Magic tank ?


testeure

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I'm wondering if anyone out there ever thought the idea of having a Warrior Weapon and Shield with max magic...

 

The idea behind this is that a max dex tank is only useful in middle game, in the beginning you don't have enough defence and the end game you have so much boost that you can easy get 150+ with only 26 base dex. Constitution tank is not useful in origins, unless you're using shale but that's another story.

 

Magic increase the healing effects of health poultices. In the beginning of the game, you have the possibility of doing at least 30 lesser health poultices (either you are mage or the one you get before entering the tower, or maybe your warrior/rogue have herbalism...?)

 

And versus bigger bosses with unavoidable skills, it should be better having instant health replenish than hoping he misses you the next time he attacks you, or relying on a mage to heal, or wasting too much potent/greater health poultices.

 

Plus magic gives a nice mental resistance which is kinda useful versus those nasty darkspawn genlock mages who tries to block your healing.

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I'm wondering if anyone out there ever thought the idea of having a Warrior Weapon and Shield with max magic...

 

The idea behind this is that a max dex tank is only useful in middle game, in the beginning you don't have enough defence and the end game you have so much boost that you can easy get 150+ with only 26 base dex. Constitution tank is not useful in origins, unless you're using shale but that's another story.

 

Magic increase the healing effects of health poultices. In the beginning of the game, you have the possibility of doing at least 30 lesser health poultices (either you are mage or the one you get before entering the tower, or maybe your warrior/rogue have herbalism...?)

 

And versus bigger bosses with unavoidable skills, it should be better having instant health replenish than hoping he misses you the next time he attacks you, or relying on a mage to heal, or wasting too much potent/greater health poultices.

 

Plus magic gives a nice mental resistance which is kinda useful versus those nasty darkspawn genlock mages who tries to block your healing.

Plan from start to achieve the arcane warrior class, max your magic and some willpower enough to keep the activations and a few instant spells. At this point you can chose between the spirit or blood specialization.

 

The arcane warrior get all requisites on strength changed to magic, that means she can wear every gear in the game a warrior can, plus her activated spells will turn her almost impossible to hit by most foes and hers main initial attack meets two purposes, the obvious damaging factor and the aggro factor, leaving a more ease life for the DPS and magic damage dealers in the party. To get the idea, imagine her as a natural tank so hard to being hit as a high dex thief.

 

The Spirit warrior excel in that almost invulnerability all the while at some point will be a health pool to any friend nearby her. Notice that setup is optimal for a natural tank fighting alongside the spirit warrior.

The Blood warrior changes some defenses for most massive damage spells at the battles starting.

 

The obvious arcane warrior's disadvantage being most their willpower is depleted, which hampers the free spell usage, so to these characters, such items you propose becomes too, uber, utter overpower, many would call cheat items :smile:

 

PS: Just as a curiosity, the worst spirit warrior's enemy is... Alistair, avoid evolving his templar powers, at least keep him out of using them, since those powers destroy most magical effects around, including on friends...

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