Force Mage is one of the specializations available to the mage class in Dragon Age II. The force mage specializes in powers such as telekinesis and using their minds as a weapon.
Background[]
All mage specializations manipulate energy, but Force Mages revel in it. A specialization popular in Kirkwall, they focus only on the raw application of magic, in all its vicious glory—maelstroms that draw opponents, ethereal weight that crush and slow, or great waves that throw enemies about like rag dolls. Targets not to be toyed with are simply slammed into the ground, as though pummeled by a great fist. And in their mastery of such damage, Force Mages can make themselves all but immune to similar attacks, an ability that hints at the true discipline they must maintain. After all, unsubtle doesn't mean unsophisticated—the Force Mage specialization requires uncommon precision to keep such overwhelming power under control.[1]
Spell tree[]
Spells[]
Fist of the Maker |
Activated Size: 6m Activation: 40 Cooldown: 15s Requires: Level 7 |
The mage slams enemies into the ground with incredible power, against which armor is no protection. Physical damage: 2.7x Enemy armor: momentarily 0% Stun chance: 20% vs. normal enemies |
Maker's Hammer Upgrade Requires: Level 13 Requires: 4 points in Force Mage |
Fist of the Maker now pummels enemies across a larger area. Enemies that have been thrown off-balance by a warrior are particularly vulnerable. Size: +4m (total: 10m) Physical damage: 600% vs. STAGGERED targets |
Maker's Fury Upgrade Requires: Level 11 Requires: 3 points in Force Mage |
Fist of the Maker can now be used more frequently. Cooldown: -5s (total: 10s) |
Unshakable |
Passive Requires: Level 8 |
The mage suppresses the physical and elemental force of incoming attacks, becoming nearly immune to knockdown or other effects that interrupt combat. Fortitude: +50 |
Telekinetic Burst |
Activated Size: 6m Activation: 30 Cooldown: 20s Requires: Level 8 |
The mage summons a wave of telekinetic force that hurtles enemies away from the core of the blast. Physical force: 20x |
Telekinetic Blast Upgrade Requires: Level 12 |
Telekinetic Burst now generates a more powerful wave of force. Physical force: +10x (total: 30x) |
Pull of the Abyss |
Activated Size: 10m Activation: 30 Duration: 5s Cooldown: 25s Requires: Level 9 Requires: 2 points in Force Mage |
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl. Physical force: 30x Enemy attack speed: -50% Enemy movement speed: -50% |
Edge of the Abyss Upgrade Requires: Level 13 Requires: 4 points in Force Mage |
Pull of the Abyss now draws in enemies over a larger area. Size: +5m (total: 15m) |
Gravitic Ring |
Activated Size: 12m Activation: 30 Duration: 20s Cooldown: 40s Requires: Level 10 Requires: 2 points in Force Mage |
The mage redirects the gravity in an area to significantly reduce enemies' speed. The closer an enemy is to the center of the spell, the greater the effect. Enemy attack speed and movement speed reduced based on distance from epicenter |
Gravitic Sphere Upgrade Range: 18m Requires: Level 14 Requires: 4 points in Force Mage |
Gravitic Ring now affects a larger area. Size: +6m (total: 18m) |
Notes[]
- Bethany gets this specialization after The Deep Roads Expedition.
- Force Mage talents seem to be unable to move non-humanoid enemies, i.e., enemies with more than two legs. However, the small amount of damage dealt by Fist of the Maker and the movement and attack speed effects of Pull of the Abyss and Gravitic Sphere are still present.
- Force Mage spells incur friendly fire in Nightmare mode.
Trivia[]
- It's the only completely new specialization that doesn't appear already in Dragon Age: Origins.
References[]
- ↑ "Mage Class". Retrieved 05-26-2014.
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