Dark Healer - Blood Mage Healer Build

Dark Healer - Blood Mage Healer Build - Dragon Age: Origins (DAO)

By zanuffas
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A Dark Healer Build for Dragon Age: Origins. This build is for those who seek a support mage build that dwells in Blood Magic and controls the blood of not only foes but allies. Play with the life force of allies to sustain your control spells, and before they are dead release a powerful healing spell that will revitalize them for your next sacrifice...

Dark Healer Build

The build has a very interesting premise and playstyle that I wanted to achieve. I mixed here two opposite specializations - one that heals and supports allies, and another that drains their HP to fuel spellcasting.

So you take Blood Mage, which gives you the ability to cast with HP and it becomes another source of spellcasting. Now, where things get drastic is Blood Sacrifice. By consuming allies HP you can restore your HP and further continue casting spells.

Because Blood Sacrifice is very efficient you can drain HP, heal an ally, and still have a big surplus for the next spells. With a few gear picks the combination will become very cost-efficient. So all allies on the field, become your dolls, for further magic.

This does make for a very interesting build where you unleash various control and healing spells, to then sacrifice your ally, to further continue casting. If this sounds interesting let's go!

The build has been played and tested on Nightmare difficulty

Character Creation

If you are into optimizing there are a few things that you can do to optimize your build a bit.

dragon age origins character creation window

Race

There are 2 race options in my opinion:

Attribute Description
Human A little less optimized but can also be a choice for a caster build like this.
Elf The go-to choice for this build as it gets the biggest bonus to Magic.

Class

The choice here is obvious:

Class Description
Mage Get access to spells, Blood Mage and Spirit Healer specialization that will be used to heal and use Blood Magic.

Background

Sadly only one choice is possible here:

Background Description
Magi All mages have to start in Circle Tower, no matter the race choice.

Attributes

For the start of the game, all points should be invested - +5 Magic. You will want the mage spells to be effective, especially on Nightmare difficulty. Moreover, this stat will be crucial in becoming a powerful Dark Healer.

Need help with level-by-level attribute/talent progression? For my supporters on Ko-Fi or Patreon, I offer attribute picks on each level, for optimal progression.

Skills

I would recommend getting Coercion, this will help with some early-game dialogues and quest options.

Skill Description
Coercion 1 level will help in the early game to unlock some additional dialogue options.

Spells

The build is a controller and healer, so we will start with these picks:

Spells Description
Heal One of the core spells of the build that you will use to heal allies, and yourself.
Glyph of Paralysis One of my favorite control spells it does work well alone on bosses. However, together with Glyph of Repulsion, you will be able to create a Paralysis explosion that covers a wide area.

Quest Priority and Locations

Once you have finished Ostagar and Lothering, the world will open up and you can visit multiple areas. Below I will cover some progression recommendations, to obtain a few core items needed.

This is an optional progression. If you want to experience the main quests in different sequences, feel free to do that!

If you do not have Specializations unlocked:

  1. Soldier's Peak - obtain some decent items and purchase Spirit Healer specialization
  2. Other DLCs - Stoner Prisoner, and Return to Ostagar have a few useful items, but they are not crucial and could be delayed for later. Still, this is a great source of XP.
  3. Circle Tower - additional attributes for progression. Mana Clash can be useful for this quest but is not mandatory.
  4. Redcliffe Castle - unlocks Blood Mage Specialization with specific choices.
  5. Your preferred quests

Full Build Setup

In this section, I will go with in-depth explanations of each important selection for attributes, talents, and skills. This will give you a better understanding of what role each decision will have on your overall build. The explanations can also be used to better decide your picks for optimizations.

Attributes

In this section, I would like to review the recommended attributes for Dark Healer Build. You will be required to pick them every level up, so optimizing and not wasting any of them will prove vital for the build.

attributes dark healer build dao

Attribute Description
Magic - Max The main attribute of the build that will determine the effectiveness of the build. This will improve the healing amount, spell success chance, and auto-attack damage.
Constitution - 16 A few-point investment is not a bad choice. Still, if you will be minmaxing no investment here is also an option.
Need help with level-by-level attribute/talent progression? For my supporters on Ko-Fi or Patreon, I offer attribute picks on each level, for optimal progression.

Skills

The goal in my opinion is to get Combat Training and Coercion to a maximum. This will cover all the aspects that the main character would need in my opinion.

Skill Level Description
Coercion 4 Allows to overcome various dialogues, finish quests earlier, or avoid unnecessary combat.
Pickpocket 1 Access to one of the most lucrative quests in the game in terms of gold rewards.
Combat Training  4 Improves mana regeneration, and casting while under attack, mainly we want that +2 regeneration from level 2. Higher levels are a decent addition.
Tactics 2 Unlocks more slots, for the situations when you are controlling another character.

Specializations

The build uses two specializations which both improve the build:

Specialization Description
Spirit Healer The specialization gives +2 magic by default. However, the main addition is healing spells that will help you to support allies.
Blood Mage The most important specialization for this build will allow casting with your Health. The talents will also give options to manipulate blood of the allies and enemies to heal yourself and control large areas of enemies.

So, the main question is which Specialization to go first? A safe bet would be Spirit Healer in my opinion. Early game, you will not have good gear, especially Lifegiver. Moreover, to obtain Blood Sacrifice you will need level 12. Spirit Healer spells can be picked much earlier and we will only need a few spells.

At level 14 have some talent points saved up so you can get everything you need from Blood Mage.

Talents

The build will want a lot of talent, and it depends on your preferences. Here are a few points and options that you might change depending on the party setup.

  • If you are the only mage in the group and have 2 melee combatants, I would make sure to pick Haste and skip something like Mana Drain tree. However, I do recommend not taking Haste, as it will make the build talent allocation much better
  • The build will not have many offensive talents, it is mostly about control and support.
Need help with level-by-level attribute/talent progression? For my supporters on Ko-Fi or Patreon, I offer attribute picks on each level, for optimal progression.

Blood Mage Tree

Spell Description
Blood Magic With Blood Magic's sustained ability, you can activate health point spellcasting at will. This will also allow using the next spells in the tree. When on low HP, remember to deactivate it.
Blood Sacrifice This can be used to restore health. It is very cost-efficient as it consumes 50 HP and restores 100. You will be using this a lot to constantly restore your health. Sadly, healing yourself with normal spells while using Blood Magic is very inefficient.
Blood Wound One of the most powerful spells in the game. It will paralyze multiple enemies and inflict continuous spirit damage. You could say it is almost guaranteed to win, especially if all enemies have blood.

Spirit Healer

Spell Description
Group Heal An excellent spell to have on the hand so that everyone in the group could be healed. It is much stronger than Heal, however, it does come with longer cooldowns.
Revival As you will be using Blood Sacrifice a lot, sometimes your allies will die... No worries, just resurrect them and let them continue where they left off.
Lifeward A decent healing spell, that you can use before an allies die to provide an instant health restoration.
Cleansing Aura A very powerful healing spell that constantly restores health. It does drain mana rapidly. The good thing is that you are using health to cast, so this will not be a problem, especially for the start of combat.

Mage

Spell Description
Arcane Bolt Can be used to inflict fast damage when you need to finish off an enemy. Moreover, this is the first spell you obtain, so not many choices to avoid it. Excellent use for the early game.

Primal Tree

Path of Stone Tree

Spell Description
Rock Armor A decent defensive sustained spell that will improve the survivability of the mage.

Creation Spells

Healing Tree

Spell Description
Heal One of the core healing spells of the build. Very cheap, fast cooldown, and gets an increased healing amount with higher spellpower.
Rejuvenate Progression spell.
Regeneration Another good healing spell that is extremely cost-efficient. Use it when allies are starting to lose HP, to heal the most amount.

Heroism Tree (optional)

I would only recommend these talents if you have two melee combatants in your group. This will require 4 point investment so you will need to decide what spells you skip.
Spell Description
Heroic Offense The main idea is to unlock Haste. It will improve combat movement speed and most importantly attack speed.
Heroic Aura
Heroic Defense
Haste

Glyphs Tree

Spell Description
Glyph of Paralysis A simple yet effective paralysis spell to paralyze enemies like lieutenants or bosses.
Glyph of Warding Progression spell.
Glyph of Repulsion A very powerful spell that can be used in several ways:
  • Cover corridors, so that numbers could not pass.
  • Cast on yourself or an ally, so that enemies would get pushed back
  • Use together with the Glyph of Paralysis to create the Paralysis Explosion combo.

Spirit Spells

Mana Drain Tree

This tree is somewhat optional. I do find it an excellent pick for my play style. However, with the number of control spells - glyphs, Sleep, Crushing Prison, etc. Handling enemy mages should not be a problem. So if you will be needing Haste, I think these talents I will be skipping these.

Spell Description
Mana Drain Progression spells.
Mana Cleanse
Spell Might Improves spellpower, making your spells stronger
Mana Clash A very powerful spell that can instantly destroy enemy casters and demons.

Telekinesis

Spell Description
Mind Blast In case enemies are close to you, popping this spell will stun them and also reset your threat levels. This means that they are more likely to choose another target like the main tank.
Force Field One of the most underrated spells. Using it, you can disable enemies or save allies depending on the situation.
Telekinetic Weapons If you have melee combatants this can be used to enhance their weapon damage.
Crushing Prison Extremely strong control spell that also inflicts continuous spirit damage.

Entropy Spells

Chains of Entropy

Spell Description
Weakness Progression spell, but could be used early in the game to weaken attacking foes.
Paralyze Excellent control spell that can disable a single target.

Mental Contamination tree

One of my favorite talents in the game. You can put to sleep or confuse large numbers of enemies instantly.

Spell Description
Disorient A cheap debuff spell, but will be surpassed by other options.
Horror A powerful control spell, that can also inflict spirit damage on sleeping targets.
Sleep This is an amazing spell that works well against organic enemies that can be put to sleep. Makes many of the encounters easier as you can concentrate on one enemy before moving to another.
Waking Nightmare One of the most beloved spells. Cannot be resisted by sleeping enemies and it creates chaos on the enemy side. They start fighting with each other, get stuns, etc.

Equipment

The gear you use with Dark Healer Build will play a crucial role in combat. There are various combos that you can go with.

Below, you will find the gear that should be used with the build. Generally, the lower the item is in the table the lower its priority and the earlier you can get it. So the top ones are the best picks.

For a build that uses Blood Magic, you will want one item with Improved Blood Magic so that your spells don't drain as much HP. So I recommend looking at these:

Weapons

Item Description
final reason iconFinal Reason Trades blows with Staff of the Magister Lord. This one is much cheaper and can be accessed earlier for this reason.
staff of magister lord iconStaff of the Magister Lord The best staff in terms of overall stat boosts, however, it is quite pricey.
magister's staff iconMagister's Staff I would say these staves are the same. So get the ones that are easier to obtain. Sadly, the spirit damage bonus is not as important and you will not use these spells as much.
Corrupted magisters staff iconCorrupted Magister's Staff
torch of embers icon daoTorch of Embers Gives a spellpower boost which will result in more effective spells. The fire-related bonuses are not so relevant.
harrowmont's staff icon daoHarrowmont's Staff A good stave for Blood mage builds as it gives a slight boost to constitution and magic.
acolytes staff icon daoAcolyte's Staff A very early game staff that boosts magic, and comes with physical damage type.

Helm

Item Description
first enchanters cowl daoFirst Enchanter's Cowl Significantly increases the chance to dodge attacks. This effect stat with other items, can enable you to easily avoid enemy attacks. Still, this is only available very late in the game.
Collective Arming Cowl iconCollective Arming Cowl I think this is a good option for a Blood Mage as the additional Constitution will give a bit bigger casting pool.
the libertarian's cowl iconThe Libertarian’s Cowl Improves mana regeneration and gives a decent boost to defense.

Armor

Item Description
reapers vestments icon daoReaper's Vestments An excellent pick for a blood mage build. It comes with improved armor, a higher chance to avoid attacks, and a larger HP pool. More or less everything that the build needs to improve survivability. Use it if you have  "Improved Blood Magic" from other sources. It is a pricey item, so I would delay its acquisition.
Vestments of the Seer iconVestments of the Seer Gives significant bonuses to willpower and magic, greatly improving the build's damage potential. Another good addition is improved armor to reduce damage.
robes of avernus iconRobes of Avernus Gives the "Improves Blood Magic" effect. I think the robe is a great pick in the early to mid-game, especially if you decide to take Blood Mage specialization at level 7.
tevinter mages robes iconTevinter Mage Robes  Gives mana regeneration and a direct increase in spellpower improving your damage.
First enchanter robes iconFirst Enchanter Robes  Improves core stats of caster - willpower, and magic.
Senior Enchanter's Robes iconSenior Enchanter's Robes Improves core stats of caster - willpower, and magic, albeit with a lower bonus than First Enchanter Robes.
Archon Robes iconArchon Robes Decent robes that you can get early in the game if you do the Circle Tower quest.

Gloves

Unfortunately, there are not many worthwhile gloves.

Item Description
black hand gauntlets icon daoBlack Hand Gauntlets Gives a +10% spirit damage increase. Remember that total elemental damage for a single element cannot go above 30%.
spirit hands icon daoSpirit Hands Gives a +5% spirit damage increase. Remember that total elemental damage for a single element cannot go above 30%.

Boots

Item Description
Fade striders iconFade Striders The only boots giving direct damage improvement for mages.
The lion's Paw iconThe Lion's Paw Improves chances of avoiding enemy attacks, increasing survivability.
imperial weavers daoImperial Weavers Improves the chance to dodge attacks, and works well with other gear giving the same bonus - First Enchanter's Cowl and Reaper's Vestments.
Magus war boots iconMagus War Boots Improves defensive values leading to more chances of avoiding attacks.
Bard's dancing shoes iconBard’s Dancing Shoes Improves defense and also reduces hostility, attracting fewer enemies.

Accessories

Item Description
Sash of forbidden secrets iconSash of Forbidden Secrets This is the best build for Blood Mage build. It does provide significant bonuses to stats but requires one to have finished The Golems of Amgarrak DLC
Andruil's blessing iconAndruil’s Blessing One of the best belts all around. The bonuses to stamina regeneration are great to counteract the sustained abilities like Shimmering Shield, Haste, etc.
Cinch of skillful maneuvering iconCinch of Skillful Maneuvering You will need to finish Witch Hunt DLC to unlock this accessory. The chance to dodge is excellent for survivability improvement.
destructionist's belt icon Destructionist's belt A decent belt that boosts spellpower and mana regeneration.
belt of magister lordsBelt of Magister Lords Gives +3 spellpower.

Amulets

Item Description
lifedrinker iconLifedrinker The only amulet to add pure spellpower. Works on Blood Mage only.
blood-gorged amulet iconBlood–Gorged Amulet  Significantly improves total health pool. Could be used together with Lifegiver to greatly improve the Blood Mage playstyle.
The spellward iconThe Spellward It is one of the best amulets as it increases the mana pool adds a chance to dodge and a significant boost to spell resistance.
Pearl of Anointed iconPearl of the Anointed The +1 to all attributes is a significant boost, especially at the start of the game.
Amulet of War Mage iconAmulet of War Mage Excellent early-game amulet, that improves all of the elemental damage.
Heart of Witherfang iconHeart of Witherfang Provides +1 to magic.

Rings

Item Description
lifegiver iconLifegiver One of the best rings for Blood Mages as it gives a significant boost to the HP pool for Blood Magic.
blood ring iconBlood Ring Provides "Improved Blood Magic" effect allowing to cast spells with less HP used. Moreover, it improves spirit damage.
Key to the city iconKey to the City One of the best rings in the game. It gives +2 to all attributes. It can be obtained in Orzammar
dreamsever daoDreamsever Gives a +10% spirit damage boost, which will help with abilities like Horror and Blood Wound.
the lucky stone iconThe Lucky Stone Gives +1 to all attributes, which in turn will improve the constitution, magic, willpower - everything that the build uses.
spiral band icon daoSpiral Band A weaker version of Dreamsever with a 5% spirit damage boost.
band of fire iconBand of Fire It can be used together with Blood Mage specialization until you get access to the better rings.
ring of study iconRing of Study A great ring at the beginning of the game that you can obtain if you choose Magi origin.

How to use the Build

In this section, I would like to go through some general tips on how to correctly utilize the build.

Main mechanics

In this part, I would like to go through the core mechanics of the build. Using them you can construct your preferred playstyle and utilize everything that the various talent and equipment picks have to offer.

Sustained Talents

The good thing is that this build relies on Blood Magic and HP to cast spells. This means that you can use most of your mana pool for various sustained spells. Still, I would leave at least a third of it untouched for a few reasons:

  • There might be a situation where you will want to deactivate Blood Magic and use heals with mana to regenerate yourself
  • Some of the sustained talents drain MP, so the left pool will be used to leave them active.

Now let's go through the talents that I think are essential, to be always turned on:

  1. Blood Magic - the obvious one, and the core of this build which allows casting with Health points.
  2. Rock Armor - a significant boost to armor to reduce incoming physical damage.
  3. Spell Wisp - improves spellpower which results in stronger spells.
  4. Spell Might - improves healing power and success chance of your spells.

Optional sustained abilities. These can be activated depending on the situation or party composition:

  • The Cleansing Aura - a very strong healing spell, that constantly fuels allies' health. It does drain mana significantly, so I recommend activating it before difficult encounters.
  • Telekinetic Weapons - this is perfect if you have two melee combatants so that they would get a boost to armor penetration.

Effectively Applying Control

So what makes this build powerful is a large array of spells to fully control foes. More or less you can have all the enemies - stunned, sleeping, confused, paralyzed, etc. Just be careful not to consume your HP too fast!

  • Blood Wound - the strongest control spell in your arsenal against targets with blood. It paralyzes them and deals spirit damage.
  • Sleep - can put to sleep enemies in a wide area. This can then be followed up with other spells or take out enemies one by one.
  • Waking Nightmare - has a 100% success chance on sleeping enemies. It stuns foes, makes them attack each other, and creates confusion. I used this spell the most in combat.
  • Horror - is also one of the spells that should be used on enemies with Sleep. Otherwise, its effect just paralyzes the foe.
  • Mind Blast - excellent spell to stun most targets in close range. This will also improve your survivability In case you get overwhelmed.
  • Glyph of Paralysis + Glyph of Repulsion - these spells work very well separately. However, when cast on top of each other they can create a large paralysis explosion. It does have a friendly fire, so try to not touch your allies.
  • Crushing Prison - what makes this powerful is that it has almost no casting animation, so perfect to be used on enemy casters or other powerful creatures.
  • Force Field - this is a very tricky spell, that can be used both offensively and defensively. You can disable a single enemy until others are killed. Or cast it on ally to save yourself.

Using Blood Magic

So one of the core aspects of this build is Blood Magic, and I would like to go deeper into this. So by activating Blood Magic, you can use your Health instead of mana for spellcasting. This does sound very risky but with some practice runs you will have no problems.

  • Your spell cost is reduced by 20% when casting with HP.
  • Blood Sacrifice allows you to take 50 HP of ally and restore your pool by 100. This is extremely cost-efficient as you can restore health, heal the ally, and end up with plenty of free points.
  • Get an Improved Blood Magic effect for further spell cost reduction. Items with this effect are -  Blood Ring, Robes of Avernus, and Sash of Forbidden Secrets.

With all these things in mind, you can easily sustain spells and restore health.

Enemy mages

One of the scariest things in the game is enemy casters. For example, a single Curse of Mortality can deal a devastating blow to one of the party members when they are not able to regain health. To combat them the Dark Healer build offers two spells:

  • Mana Clash - one of the strongest spells against enemy casters and demons. If they have full mana, this will one-shot them.
  • Crushing Prison - has instant activation, and inflicts spirit damage. I recommend using it if Mana Clash fails.

High Dodge chance

To increase the build survivability you can stack Dodge Chance from various items. This is a perfect option to overcome low defense and incoming enemy physical attacks.

So with a 30% dodge chance, you can avoid three out of ten attacks. This does not account for any defense-related avoidance, which would further boost the survivability.

Early Game Combat

The start of the game might be a bit difficult as you will be limited by your spell arsenal. However, with each level, it will be easier and easier. Here are some recommendations for the early game:

  • Use your long-range auto attacks to pull enemies one by one. This will weaken them before the main encounter.
  • Leave some mana ready for healing. So do not use everything on spells, in case you have an "oh shit" moment.
  • The Glyph of Paralysis + Glyph of Repulsion is an excellent early game combo, that can disable rooms of enemies. Then let your allies shred them one by one.
  • Arcane Bolt although not very powerful is a good tool to instantly inflict some spirit damage.
  • Rock Armor is a great early-game survivability boost.

Late Game Combat

During the late game, the build's potential just multiplies. The vast arsenal of spells can be used without stopping:

  • Sleep is an excellent disabler of humanoid enemies. After that, you can follow up with Horror or Waking Nightmare for even more chaos on the battlefield.
  • Mana Clash should be used to instantly destroy enemy casters.
  • Waking Nightmare is an excellent spell to sow confusion and break enemy lines. It works on almost all enemies in the game.
  • Force Field can be used both defensively and offensively. Cast on an ally to save them from grabs or close-to-death hits. Enemy can be removed from combat for a short period.
  • Regeneration should be used early on. If you see an ally having less than 90% health and being under attack - cast it. It takes a while for the effect to be fully utilized. After that, you can follow up with Heal or Group Heal in case it is not enough.
  • Blood Sacrifice should be used the moment you reach one-third or half of your health. Don't save it, and just use it on any ally. After that, you can follow up with instant heal to save them and have your HP pool filled. The build is about this risk-reward playstyle and your allies are there as meat shields.
  • Blood Wound - one of the strongest spells in the game, that can disable rooms of enemies if they have any blood.
  • Revival is there when things go bad, or you accidentally kill an ally with Blood Sacrifice.
  • If you find yourself surrounded first use Mind Blast. After that make sure you still have HP (if not, use Blood Sacrifice) and follow up with Sleep or Blood Wound to instantly disable multiple targets.

Conclusion

Thank you for reading the Dark Healer Build, post for Dragon Age: Origins. If you are looking for a dark-themed setup that uses Blood Magic to control both allies and foes, look no further. The guide should help you to fully utilize all the mechanics to make this interesting build come to life.

Feel free to leave feedback below.

Discussion

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Post author zanuffas avatar zanuffas
Gamestegy Founder. I have been writing game guides and builds for 4 years. I like to push myself to create something wonderful for the readers!