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Hollowness

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January 7, 2010
  • I am Female

Sandbox - Playground - Template


DA II Character SummaryEdit

ForceMageIconDA2
Spirit DA2
Entropy DA2



SenHawkeVoyagetoKirkwall.png

Act 1 Priorities

Spirit Bolt DA2
Spirit Bolt
Spirit Bolt DA2
Spirit Strike
Death Syphon DA2
Death Syphon
Death Syphon DA2
Death Vortex
Walking Bomb DA2
Walking Bomb
Walking Bomb DA2
Corrosive Walking Bomb
Walking Bomb DA2
Virulent Walking Bomb
Spirit Mastery Icon
Spirit Mastery


FistOfTheMakerIconDA2
Fist of the Maker
Unshakable
Unshakable

Act 2 Priorities

Hex of Torment
Hex of Torment
Hex of Torment
Death Hex
Horror DA2
Horror
Horror DA2
Despair
Entropic Cloud
Entropic Cloud
Entropic Cloud
Death Cloud
Note: Sleep and Misdirection Hex, are used so I can get to Entropic Cloud but I don't usually use them in combat


Party Buffs:
Heroic Aura DA2
Heroic Aura
Heroic Aura DA2
Valiant Aura sustained by Anders.
Note: At the End of Act 1 (around Level 11) with Spirit Mastery and Valiant Aura: Spirit Bolt with Spirit Strike crits are 400ish, end of Act 2 600ish and end game 800ish (excluding disorient crits). This is 2nd run through details and notes are for reference. This is reference for those looking for an example and based mostly on my personal preferences. Attributes are place in Magic, then Dexterity (for +critical chance) and Cunning (for +critical damage).
Act 1 Equipment
Amulet silver DA2
Pewter Pendant of Wolves Howling at the MoonPewter Pendant of Wolves Howling at the Moon
Amulet

+22 attack
+2% critical chance
Staff silver DA2
The Hypnotist's StaffThe Hypnotist's Staff
Staff
Red Steel

Damage: 22 electricity damage
(30 per second)
+59 attack
+8% magic resistance
Ring silver DA2
Carved Ring of the VhenadahlCarved Ring of the Vhenadahl
Ring

+19 attack
+2% critical chance
Staff gold DA2
Stone's BreathStone's Breath
Staff
Red Steel

Damage: 26 spirit damage
(35 per second)
Rune slot
+13% spirit damage
5% chance to knock back
Act 2 Equipment
Staff silver DA2
Crooked StaffCrooked Staff
Staff
Red Steel

Damage: 29 spirit damage
(39 per second)
+6% critical chance
+14% spirit damage
Ring purple DA2
Puzzle Ring of the Black FoxPuzzle Ring of the Black Fox
Ring

+2 dexterity
+2 cunning
+9% critical chance
Bonus to lockpicking
Enemies drop better equipment
Heavy gloves gold DA2
Gloves of the VoidGloves of the Void
Light gloves
Onyx
Requires: 25 magic
15 willpower

Armor: 43
Rune slot
+12 defense
+4% spirit damage
Act 3 End Game Equipment
Amulet purple DA2
Four-Fingered Eddie's Lucky TalismanFour-Fingered Eddie's Lucky Talisman
Amulet

+2 dexterity
+2 cunning
+8% critical chance
+4% attack speed
Enemies drop better equipment
Enemies drop more coin
Belt purple DA2
Belt of Woven Elf HairBelt of Woven Elf Hair
Belt

+1 constitution
+43 attack
+15 mana/stamina
+2% critical chance
Ring gold DA2
Orsino's Signet RingOrsino's Signet Ring
Ring

+14 health
+15 mana/stamina
+5% spirit damage
Staff gold DA2
Staff of ViolationStaff of Violation
Staff
Red Steel

Damage: 41 spirit damage
(56 per second)
+3 willpower
+15% spirit damage
2.5% chance to infect with Walking Bomb
Note: I have no DLCs and do not use gold/xp exploits.
Note: If I am lucky with the random generated stat drops stack +X% spirit damage, +X% critical chance, +X attack and +X% critical damage items while I wait for certain equipment. I use Spiral Eye armor set, Armor of the Overseer and Mantle of the Champion (mage) items in between as well. In this run through I was very lucky and middle/end of Act 1 I got Charged Circle Robes with +13% spirit damage, bonus for it being a nice looking chest piece since I am very picky about how my character looks :P

DA I Character SummaryEdit

Concept-Mage
Classico arcanewarrior
Battle mage icon



I know best style of Arcane Warrior uses a sword and board. However, I have customized my Mage as dual wielding caster using multiple poisons and find it overpowered. Skill priority: Max Coercion, 2 points Combat Training, 1 point Poison Making, then Max out on Combat Training, lastly Survival (2-4) points and 1 point Stealing to open questline (I usually add this while still putting points in Survival or before hand). Crowd Control with spells that weapons don't have to be sheathed (Check out Arcane Warrior Spellcasting) is a plus. I do feel like a Caster Rogue but found this much more enjoyable than a regular Rogue or regular Mage.

Main/Priority Spells On Reserve
Virulent Walking Bomb
Virulent Walking Bomb
Crushing prison icon
Crushing Prison
Spell-CurseOfMortality icon
Curse of Mortality
Spell-CombatMagic Icon
Combat Magic
Spell-SpellMight icon
Spell Might
Spell-Miasma icon
Miasma
Note: This is how I played a few of my mages, this is reference for those looking for an example and based mostly on my personal preferences.


The Arcane WarriorEdit

Classico arcanewarrior
Arcane Warrior (AW), is to improve combat ability.

After leveling several different types/styles of this specialization this is what I found to be optimal with chance of personal preference/customization and party flexibility. I don't want to be told how to play a cookie cutter spec and play style and I don't expect anyone else to either. These are recommendations and things I researched on the specialization.

AttributesEdit

Easy guides to where to put your attributes if you know what you are looking for for role and/or second Specialization.

  • Strength - no points need to go into this stat (ref. Combat Magic)
  • Dexterity - 26-28 and if dual wielding 26-30+ (for using weapons besides staves)
  • Willpower - Spirit Healer support, with high fatigue AW maybe likely to have similar points to magics 40-50+
  • Magic - represents both Magic and Strength if Combat Magic is active 40-50+
  • Cunning - while in the fade you can get 5 free cunning attributes no more points need to go into this attribute
  • Constitution - for Blood Mage support or Defender role 30-40+ if not 16-20+

How to Level and PlayEdit

Even with the intent to have an Arcane Warrior, keep mind you do still start out as just a mage and play as one for a while and wait till you have key spells you plan to use and the Specialization point ready, for when the time comes to use the items/spells. Start off by reading and noticing what level each Arcane Warrior Spells are available, then look over all the Spells and then make reference to Arcane Warrior Spellcasting if you plan to wield anything besides the staff this is something to pay attention to. Drawing and sheathing weapons is time consuming and unless it is a very good spell I'd refrain to as few sheathed weapon spells as you can or you could be juggling your weapons quite a bit or stick to staff. As you level to get to your Specialization keep in mind the spells you want to use once you can go Arcane Warrior.

Once spec'ed Combat Magic, spells and combinations, supporter, defender, debilitator, damager or healer or any custom tactics and role can be sorted and set up. Then you can work on the gear, once you decide your game style and gear/equip type you can start picking up or purchasing if you haven't already.

Role in your PartyEdit

  • Supporter - not necessarily a healer but may have a healing ability, you buff your self and your party
  • Defender - AOE spells and armor/shield spells are very useful
  • Debilitator - hexes, dispel and other penalty spells
  • Damager - a nuker mostly straight up damage spells
  • Healer - full time or part time a few healing spells and/or support spells for you self and party
  • Custom and Hybrids - a clean slate for the ambitious

One or more Mages in your PartyEdit

Setting up your party the more mages the better, custom spec'ing to created and optimal party. To get the idea have a Defender/Damager mage and a Healer/Supporter mage or Debilitator/Damage mage and Damager/Healer mage in your party, are just some suggestions. Having your Arcane Warrior team up with a another Arcane Warrior can work out well.

Second SpecializationEdit

Battle mage icon
Battlemage - Awakening only, Sustained damaging abilities and Hand of Winter, seem like the greater threat and damage missing for a nuking or tank mage. I believe this combination was to be intentional, since 'Arcane Warrior' could be lightly considered a 'Battlemage' even before this was a specialization.
Classico bloodmage
Blood Mage, Those with mana troubles some use Blood Magic to work out that problem. Not recommended for tanking since Blood Magic healing debuff, taking damage and casting can deplete your health fast. However, balancing by activating and deactivating Blood Magic, if up for the complexity can work.
Classico Keeper
Keeper - Awakening only, This is a good balanced specialization with crowd control, shield and health regeneration for an Tank, Debilitator or Supporter/Healer.
Icon shapeshifter
Shapeshifter, As a AW Defender, can use Shapeshifting for armor but not for attack since Combat Magic cannot be active while in shapeshift form. One strategy is for when mana is depleted and threat is high taking Bear Shape and let your damagers finish the job, while you take it.
Classico spirithealer
Spirit Healer, As second or back up healer for party support or one you may want to Solo. If you have high fatigue you may want to heal sparingly, and in the event of having your main healer die, you can turn off you Combat Magic and focus healing or just top everyone off and/or revive your healer.

EndgameEdit

Probably the most overpowered class Specialization in the game; fully geared and comfortable with your game play, spells and party, feels like you're cheating.

Gearing and EquippingEdit

Arcane Warrior Heavy Armor Edit

Equipping Heavy Armor or Massive Armor ideally for tanking and off tanking play styles, equip items or sets that have - Fatigue% like:

Sets

Massive armor red
Cailan's armor setCailan's armor set
Item set
Varies (Tier 5-7)

Armor: 23.40
Fatigue: 36.00%
+4 armor
+10 mental resistance
+15% critical/backstab damage
+15 physical resistance
20% chance to dodge attacks
Set: -25% fatigue
Set: +5 health regeneration in combat
Ico armor massive
Effort armor setEffort armor set

Silverite (Tier 6)

Armor: 27.31
Fatigue: 37.50%
+2 Constitiution
+15% to healing effects received
+1 strength
+1 armor
Set: -10% fatigue
for a tanking/offhealing self set.
Ico armor massive
Juggernaut armor setJuggernaut armor set

Silverite (Tier 6)

Armor: 27.31
Fatigue: 37.50%
+20% fire resistance
+20% cold resistance
+20% electricity resistance
+20% nature resistance
+20% spirit resistance
+1 armor
+10 mental resistance
Set: +3 strength
Set: +3 constitution
for the ultimate resistance set.
Warden-armour
Warden Commander armor setWarden Commander armor set

Varies (Tier 2-7)
Requires: 24 strength

Armor: 13.80
Fatigue: 28.35
+1 armor
+0.5/+1 stamina regeneration in combat
+15% critical/backstab damage
+10 physical resistance
+50 stamina
+10% fire resistance
Set: -12% fatigue
Set: +2 constitution
Ico armor massive
Wade's Superior Dragonbone Plate armor setWade's Superior Dragonbone Plate armor set

Dragonbone (Tier 7)

Armor: 28.76
Fatigue: 35.10%
+70% fire resistance
+2/+4 stamina regeneration in combat
+25 stamina
Set: -15% fatigue
Set: +5 defense
Ico armor heavy
Wade's Superior Heavy Dragonscale armor setWade's Superior Heavy Dragonscale armor set

Dragonbone (Tier 7)

Armor: 21.26
Fatigue: 23.40%
+70% fire resistance
+2/+4 stamina regeneration in combat
+25 stamina
Set: -20% fatigue
Set: +5 defense
Note: Not all item sets have helms, here is some helm choice in that case.

Helms

Bergen's Honor
Bergen's HonorBergen's Honor
Massive helmet
Dragonbone (Tier 7)
Requires: 42 strength

Armor: 3.75
Fatigue: 3.90%
+2 armor
+6 attack
+25 physical resistance
Ico helm massive
CorruptionCorruption
Massive helmet
Dragonbone (Tier 7)
Requires: 42 strength

Armor: 3.75
Fatigue: 3.90%
+5 dexterity
+1 armor
+75% spirit resistance
Ico helm heavy
Executioner's HelmExecutioner's Helm
Heavy helmet
Varies (Tier 1-7)
Requires: 18 strength

Armor: 1.25
Fatigue: 2.25%
+25 stamina
Helm of honnleath
Helm of HonnleathHelm of Honnleath
Heavy helmet
Grey Iron (Tier 2)
Requires: 20 strength

Armor: 1.50
Fatigue: 2.36%
+2 to all attributes
+3 armor
Deephelm module
Helm of the DeepHelm of the Deep
Heavy helmet
Steel (Tier 3)
Requires: 22 strength

Armor: 1.75
Fatigue: 2.48%
+2 constitution
+10 mental resistance
+10 physical resistance
Ico helm massive
Rock-KnockerRock-Knocker
Massive helmet
Red Steel (Tier 5)
Requires: 36 strength

Armor: 2.70
Fatigue: 3.60%
+25 physical resistance

Arcane Warrior Light Armor Edit

Equipping Clothing and/or Light Armor/Medium Armor dodge/resistance gear, Weapons, accessories and equipping Hale/Dweomer Runes, creating more melee caster or fatigue managing caster for play styles. Ranging stats +30% - 72% Spell Resistance, +16% - 36% Chance to Dodge Attacks, gearing and rune enchanting several slight varieties to personal preference. Some examples:

Gear

Ico boots light
Imperial WeaversImperial Weavers
Light boots
Varies (Tier 1-7)

Armor: 0.75
Fatigue: 0.5%
+10% chance to dodge attacks
or
Lion's Paw
Lion's PawLion's Paw
Light boots
Leather (Tier 3)

Armor: 1.25
Fatigue: 0.52%
+1 armor
+10% chance to dodge attacks
+10% Chance to avoid missile attacks
Ico armor robe
Reaper's VestmentsReaper's Vestments
Clothing
Reaper was an apostate mage who evaded the templars for many years before being captured. Part villain, part folk hero, it is said he led a charmed life avoiding dangers that would have killed lesser men.

+6 constitution
+20% fire resistance
+16% spell resistance
+10% chance to dodge attacks
+12 armor
Ico gloves med
Ancient Elven GlovesAncient Elven Gloves
Medium gloves
Veridium (Tier 4)
Requires: 22 strength

Armor: 1.20
Fatigue: 1.44%
+2 armor
+4% spell resistance
Ico helm cloth
First Enchanter's CowlFirst Enchanter's Cowl
Cloth helmet
This has an odd smell... like sulfur and gravy.

+4% spell resistance
+10% chance to dodge attacks
Ico amulet
The SpellwardThe Spellward
Amulet
Templars assigned to hunt the most dangerous apostates and blood mages treasured this amulet above all else. The circumstances through which it left Chantry control are better left unconsidered.

+5 willpower
+8 health regeneration while exploring
+30% spell resistance
+10% chance to dodge attacks
+6 defense against missiles
Ico belt
Andruil's BlessingAndruil's Blessing
Belt
Belts of this type, crafted by ancient elven keepers, were given to a clan's honored allies. Although the fine engravings are faded from age and use, the enchantments remain strong to this day.

+2 to all attributes
+20% nature resistance
+1/+2 mana regeneration in combat
+1/+2 stamina regeneration in combat
+10 physical resistance
Plt ico key
Key to the CityKey to the City
Ring
Key to the city of Orzammar: A traditional diplomatic boon, granted by the Assembly, in acknowledgement of the bearer's understanding of the complex dwarven social weave.

+2 to all attributes
+4% spell resistance
+10% to healing effects received
and/or
Ico ring
LifegiverLifegiver
Ring
The dark arts of a powerful blood mage forged this ring. Despite its unsavory origin, the ring's power has made it a favorite of many nobles and heroes over the centuries. Some say its abilities come at a price, but if true, that price is not apparent.

+10 constitution
+3/+6 health regeneration in combat
+10 health regeneration while exploring
+3 armor
+20% to healing effects received

Arcane Warrior Weapons Edit

As for Melee Weapons Spellweaver is the best and only class specific item for Arcane Warriors though there are other weapons to tide you over till you get it or you stick to your staff until better weapons become available to you and of course if you want to be still use staves you can easily do so as well, and choose according to your spell build (ie. cold spells use +X% cold damage spells). Choices of melee weapons: Sword and Board (being the most popular choice), Dual Wield (best daggers are 26-30 dexterity till able to equip) and Two Handers (being the least popular choice). Some examples:

Main Hand/Two Hand Offhands
Ico longsword
SpellweaverSpellweaver
Longsword
Silverite (Tier 6)
Requires: 27 strength/magic

Damage: 10.50
Critical chance: 3.00%
Armor penetration: 3.50
Strength modifier: 1.00
Rune slot Rune slot
+5 magic
+1 or +2 mana regeneration in combat
+10% spell resistance
+3 electricity damage
, 2 rune slots
Starfang
Starfang (longsword)Starfang (longsword)
Longsword
Starmetal (Tier 8 [Informal])
Requires: 31 strength

Damage: 11.90
Critical chance: 3.40%
Armor penetration: 4.20
Strength modifier: 1.00
Rune slot Rune slot Rune slot
+3 dexterity
+3 damage
+2.5 armor penetration
, 3 rune slots
Starfang
Duncan's SwordDuncan's Sword
Longsword
Varies (Tier 5-7)
Requires: 25-31 strength

Damage: 11.20
Critical chance: 3.20%
Armor penetration: 4.00
Strength modifier: 1.00
+3 willpower
+3 cunning
+2/+4 stamina regeneration in combat
+4 damage vs. darkspawn
, 2-3 rune slots
Ico greatsword
AgelessAgeless
Greatsword
Silverite (Tier 6)
Requires: 34 strength

Damage: 16.50
Critical chance: 2.25%
Armor penetration: 5.25
Strength modifier: 1.10
Weakens nearby darkspawn
Messy kills
Increases hostility and intimidation
+0.25 pcIcon pc or +0.5 ps3Icon ps3xbox360Icon xbox360stamina regeneration in combat
+4 damage vs. darkspawn
, 2 rune slots
Starfang
Starfang (greatsword)Starfang (greatsword)
Greatsword
Starmetal (Tier 8 [Informal])
Requires: 38 strength

Damage: 18.70 (PC) / 17.00 (Console)
Critical chance: 2.55%
Armor penetration: 6.30
Strength modifier: 1.10
Rune slot Rune slot Rune slot
+3 strength
+2.5 armor penetration
+8 attack
, 3 rune slots
Ico shield kitewood
Havard's AegisHavard's Aegis
Kite shield
Yew (Tier 3)
Requires: 22 strength

Fatigue: 3.36%
Strength modifier: 1.00
+4 spell resistance
Chance to avoid missile attacks
Ico dagger
The Rose's ThornThe Rose's Thorn
Dagger
Dragonbone (Tier 7)
Requires: 30 dexterity

Damage: 6.40
Critical chance: 4.80%
Armor penetration: 8.00
Strength modifier: 0.85
Rune slot Rune slot Rune slot
+2 dexterity
+1/+2 health regeneration in combat
+3 damage
+5% melee critical chance
+30% critical/backstab damage
, 3 rune slots
Ico Dead Thaig Shanker
Dead Thaig ShankerDead Thaig Shanker
Dagger
Silverite (Tier 6)
Requires: 26 dexterity

Damage: 6.00
Critical chance: 4.50%
Armor penetration: 7.00
Strength modifier: 0.85
Rune slot Rune slot
+5 cunning
+0.5 armor penetration
+6 attack
Interrupts spellcasting
, 2 rune slots
Ico Dead Thaig Shanker
Duncan's DaggerDuncan's Dagger
Dagger
Varies (Tier 5-7)
Requires: 24-30 dexterity

Damage: 5.60-6.40
Critical chance: 4.20%-4.80%
Armor penetration: 6.40-8.00
Strength modifier: 0.85
+4 dexterity
+10% critical/backstab damage
+10 damage vs. dragons
, 2-3 rune slots
Note: Considering the balancing of mana reserve and high fatigue, when using melee weapons you might want to try having one point in Poison-Making, for crowd control: draining mana/stamina, chance on stunning and/or a penalty to movement speed on top of extra damage with no strain on your mana pool for your Arcane Warrior.

ContributionsEdit

Main Contributions as Clean ups or Additions.

Clean upsEdit

Created Tables Clean ups

AdditionsEdit

Added Articles Templates Templates cont.
Tre ico locket
LocketLocket
Gift
An antique cameo depicting a beautiful woman with jewels in her hair. The cameo is set in the front of a filigreed gold locket.

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