Sir Ollie said:
Ok, I'm playing the PC version and I wanted to know for my third playthrough.
What class of mage should I go?. I'm thinking of Arcane warrior any advice?
First, willpower and magic (with magic as the most important) are your best friends. This goes without saying for any mage, obviously, but for an arcane warrior this is doubly true. You need the willpower pool to keep the sustained abilities going and the magic stat plays stand-in for strength when it comes to armor and weapons. What's more, sustained abilities become all the more important and high magic makes them significantly more powerful.
When it comes to talents, you'll find you face a tough choice. Even with every tome of arcane technique and making it to the level cap (level 25 for those that don't know), you won't actually be able to be a top tier damage dealer with spells and be effective in melee. My best advice is to pick either ice or fire from the primal school and take that line to the maximum. Fire offers the better pure offensive capability with fireball and inferno, while ice is a little more defensive in nature with cone of cold, blizzard and winter's grasp. The only other primal talent worth choosing is Rock Armor, which can provide an immense armor boost by end game.
It is likely also worth maxing out the mage school eventually, though anything after Arcane shield is really optional. The staff focus is only of questionable worth if you spend most of your time in the thick of the fight, but Arcane Mastery offers a signifant boost to spellpower that may prove worth the price by itself.
It should go without saying that the arcane warrior tree is worth maxing out if you plan on actually being in the thick of battle. If you simply aim to have a more durable caster, only the first talent is useful as it allows you to use your magic skill in place of strength for all applicable checks.
In order of usefulness of my remaining favorite talents:
Mind Blast - you're going to be in the thick of things, so having an AOE stun can certainly help turn the tide.
Haste - Dramatically increases the rate of attack of the party at the cost of a small (almost insignificant) attack penalty.
Heal - it's probable that you're actual healer is going to be tied up doing something else when you need health in a hurry. Besides, it never hurts to have a heal ready in a clutch.
Death Magic - This talent allows you to steal mana every time something dies around you. Once you have all the sustained effects running, this becomes even more important as you won't have much of a pool to play with for any other abilities.
Spell Wisp - offers a small increase to spellpower and has a very low cost to keep it going. This spell's usefulness is compounded as you pile on the sustained spells.
Mass Paralysis - This spell can never be underestimated and entire battles can turn when this is used. Plus, getting this spell gives you:
Miasma - This talent reduces enemy attack and defense and can also slow any enemy in a radius around the mage.
It should go without saying that there is one sword that OUGHT to be sought out as quickly as possible. During the Arl of Redcliff questline, you will come across an Arcane Warrior only weapon called Spellweaver. Simply put, there is no better weapon for an Arcane Warrior - just look at the bonuses it gives (+5 magic, +1.0 combat mana regen, 10% chance to ignore hostile magic, multiple enchantment slots). I have never tried dual wielding with an arcane warrior, instead favoring the use of a smallish shield. I have never found a shield that seemed suitable for my purposes. As a note, shields that restore stamina (or grant additional stamina) actually give the same bonus to magic, and as such these are probably your best bet (it's what I went with). There is no armor set that actually makes perfect sense for an arcane warrior. Reaver's Vestments, a very expensive mage robe, give significant protection from weapons (12 defense I thinK) along with a lot of useful stat boosts. By end game an arcane warrior using this and some select pieces of gear can get a defense in the 30 - 40 range (depending on other armor choices) all while having very little fatigue penalty. That said, this robe is probably best given to your healer in the event THEY draw the enemie's attention. Evon the Great's Mail is probably the best bet in general for armor (+1 combat health regen, +6 armor, +10% chance to dodge attacks, +1 combat mana regen, +10 missile defense).
The last thing to cover is the second specialization. If you want to actually be in the thick of fighting, Blood Mage makes the most sense as it gives some crowd control and additional healing options. Sprit Healer makes sense only if you view your arcane warrior as a super durable regular mage, in which case you could play a hybrid dps/healer and forgoe all those sustained effects and whatnot. Shapeshifter doesn't make much sense as you sacrifice all your talents in exchange for melee dps and durability, which you already had plus some if properly built.
The downside to an arcane warrior is your character is difficult to use early on. If you take a lot of damage spells early, you won't have the talents left to capitalize on your melee prowess, but ignoring such spells means you're oflimited utility until you can start filling out the arcane warrior tree.