AndreaDraco wrote:Have you played the Golems of Amgarrack DLC? It's by far the most difficult DLC BioWare released for Dragon Age and it requires almost a flawless tactic, because you'll be pitched against some of the most powerful mob ever seen in the entire game, dragons included. I'll be curious to know how this tactic fare against these challenges, because, by the look of it, it seems pretty good, even if it's very different from mine, but, without a fully dedicated healer/buffer, I still can't understand how did you guys managed buffs and debuffs.
No, we haven't played that DLC. I didn't even know it existed until now. I doubt we'll get it anytime soon (if at all). Maia's currently playing
Mass Effect 2 and I'm still slugging it out in DA:A.
As for our strategy... I'm not sure how to explain it in any more detail. I don't think you'll understand simply because you believe in a very different playing style.
AndreaDraco wrote:I mean, if you go only with one mage, you want it to be a damaging powerhouse, or maybe a master of control, and with a maximum of 20-24 spells attainable in the original campaign, how do you make room for talents like the anti-magic spells, or the glyphs, or the hexes or even the Heroic buffs?
You see Mages as "highly specialized" in that you need one for this and one for that, etc. By now it's obvious that Maia and I don't agree (or at least have found it unnecessary).
As we've already explained, Maia and I had very similar setups in our parties: one Warrior, one melee Rogue, one archery Rogue and one Mage.
The main difference being that she played a Rogue and I play a Mage, so our experiences involving party leadership are a bit different.
You get to play every character in your party (there are simply some actions the computer shouldn't control, like Cone of Cold or Fireball) so we've both had somewhat similar party control experiences in DA:O and presumably DA:A (the latter of which Maia has already finished and I'm now playing).
As a Mage, I've found no need of a second Mage. I'm not a dedicated this or that, either. I have sustainable spells, buff/debuff, crowd control and damage. Obviously I don't have enough spell slots to fit in every spell, but I know what I like and find the most useful.
I'll admit that at this point I do have Heal and Group Heal slotted, but that's
ONLY because my other non-slotted spells are either too situational or just plain stupid. Blizzard, for instance, is a very powerful spell (I've used it a few times in the past) but it's also extremely situational and Curse of Mortality, a spell that's just about useless, is something I took early on mistakenly believing that it might be good.
Yeah, I could respec, but I have so many spells now, it really doesn't matter.
Honestly, I've been trying to figure out which spells to
REPLACE Heal and Group Heal with right now. So far I
haven't used either spell in DA:A and I've already picked up Justice and Sigrun.
AndreaDraco wrote:Maybe it's because I'm in love - always have been - with mages, but I can't think to take with me only one mage and make him a jack-of-all-trades. Two heavily specialized mages are better

Before DA:O, I hated Mages. Then again, I'd mostly played D&D games. Despite how much I disliked NWN, I did try it out for a while. I also played through BG2, which I actually enjoyed, despite it being D&D.
I think I got fed up with the whole "memorize a spell" thing. I much prefer DA's spell casting system.
AndreaDraco wrote:For example, when battling a Revenant surrounded by skeletons, the tank locks the Revenant, the healer buffs him (with Heroic Defense and Heroic Aura) and then starts the usual healing chain on him (Heal, Rejuvenation, Group Heal when needed), the rogue and the mage dispose of the skeletons and then start dealing damage to the Revenant.
I don't have
ANYTHING in the Enhancement line of spells (i.e. no Heroic Defense, etc). I've never needed them. My teammates do fine on their own -- all of whom have their own sustainable buffs or debuffs -- without me intervening on their behalf.
AndreaDraco wrote:The Anti-Magic spells are very useful when battling other mages, of course, and especially if you don't already have Mana Clash. The Glyphs are priceless to set up traps (I distinctly remember one battle in the Elven Ruins where the glyphs literally saved my party) and the hexes are incredibly powerful against highly resistant foes, like the aformentioned Revenant.
I've never taken
ANY spell in the Glyph line. Hexes, sure, but Glyphs? Nope.
Now Anti-Magic spells... that's a whole different ballgame. I make frequent use of Mana Clash. In fact, that's one of my favorite spells, especially since I've come across so many enemy Mages (particularly in DA:A) in the game.
I've been able to kill
ALMOST ANY enemy with one shot when using Mana Clash.
