Mana Drain is okay, although the mana gained from it is relatively pitiful unless you're using it in combination with the Vulnerability Hex, in which case its semi-pitiful.
Mana Cleanse is a nice spell to use on mages to prevent them chain massacring your party - at least until you get the epic Mana Clash, at which point it becomes purposeless.
Spell Might is useful in some fights depending on how your mage is specced. Its not much good if you use a lot of sustainables as it'll drain your mana too fast and hurt your regen too much, and its a bit ropey versus bosses because it has something of a tendency to attract unwanted attention onto one of your squishiest party characters and requires a lot of potion drinking...but it gives a nice boost in other circumstances if you have a high starting spellpower and reasonable willpower (and what mage doesn't?).
If I'm in a primarily ranged party and one of the mages can afford to be a selfish damage-dealer then its a nice way of taking down enemies swiftly and it gets used from time to time. Plus, its two spell combinations are very nice things to be able to pull from out of a hat - again, especially if you're a primarily ranged party that needs additional melee support from Animate Dead and/or can afford to create an AoE blast of death with Storm of the Century as most of your team are beyond its range.
I think its a really great branch to pursue in the spirit tree (or, indeed, any tree) but that may be because of my playstyle. If Mana Clash wasn't at the end of it, though, I'd probably be more inclined to throw points elsewhere as a priority though.
Personally, if I wanted to rebalance it, I'd cut its damage by about 30% - 60% to stop it one-shotting and make the AoE effect more similar to Mana Cleanse (although less powerful, so as not to make Cleanse redundant) rather than give the ability to AoE one-shot entire groups of mages or demons.
And I'd make it cost about double the mana to cast, and slap a 3-5 second buildup timer on it, so it would ideally require cc'ing the offending mage first and/or gathering other mobs away from the caster, so Mana Clash becomes a highly useful secondary attack against mages rather than the one-size-fits-all opening move whenever you see a darkspawn emissary.
Modifié par Wozearly, 06 avril 2010 - 12:31 .