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Anti-Magic Ward


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#1
Stabby McGoodstab

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Well I decided to give this spell a shot and I can say that I'm a little perplexed. Among the admittedly small tests I performed, it doesn't seem to live up to its name or description. For what it's worth, my warden is the mage in these tests and I'm playing the PC version.

The spell does not block a Paralysis Explosion. It does not matter if I cast Anti-Magic Ward on my myself or a party member, it is never blocked.

It does not block the damage from a Walking Bomb explosion.

It does not block a Force Field spell. The "Spell Immunity" message appears, but my mage or the party member is still affected.

It does manage to block Dispel Magic and Glyph of Neutralization, which seems backwards. If anything, those two spells should be able to remove the Anti-Magic Ward.

Has anyone else noticed similar issues with this spell, or is it just me? I do have a couple mods installed, but none of them affect spells to my knowledge.

Modifié par Stabby McGoodstab, 07 avril 2010 - 09:40 .


#2
UpiH

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At least that's good to know. Comes in handy if you fight in the unofficial provings or the Arcane Warrior in the Frostback Mountain Elven Temple ruins.

#3
TBastian

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You can't (mental/physical/spell) resist your own/allied spells. It's one of the cardinal rules of DA:O spellcasting. Anti-magic Ward would probably defend against hostile Paralysis spells, although I wouldn't be surprised if it didn't.

Walking Bomb's explosion is physical damage, same for the Virulent version.

I think I've been able to Dispel Anti-Magic Ward in the past. Perhaps you confused it with Spell Shield? Spell Shield has the same animation.

Anti-magic ward is a powerful but situational spell. It's a useful spell for support mages since it helps keep them on their feet (especially against enemy mages with Crushing Prison/Fireball/Chain Lightning). Nukers can also benefit from casting Anti-magic ward on the tank and then bombarding the area with Fireball+cone spells. DPSers will find it useful against things which spam spells like Weakness.

Modifié par TBastian, 08 avril 2010 - 01:43 .


#4
Stabby McGoodstab

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TBastian wrote...

You can't (mental/physical/spell) resist your own/allied spells. It's one of the cardinal rules of DA:O spellcasting. Anti-magic Ward would probably defend against hostile Paralysis spells, although I wouldn't be surprised if it didn't.

Walking Bomb's explosion is physical damage, same for the Virulent version.


The spell description disagrees:

The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.


TBastian wrote...I think I've been able to Dispel Anti-Magic Ward in the past. Perhaps you confused it with Spell Shield? Spell Shield has the same animation.


Not confused. I cast Anti-Magic Ward on Alistair and Dispel Magic failed, so did Glyph of Neutralization. Spell Shield only affects the caster.

I did more tests and you can see my results here: http://social.biowar...9/index/2132815

The spell is very inconsistent.

Modifié par Stabby McGoodstab, 08 avril 2010 - 02:09 .


#5
TBastian

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More than half the spells also would also contradict their descriptions if you play in easy/normal mode. Certain rules simply take precedence, like the easy/normal rules and the you-can't-resist-your-own-spells rule. Of course, there are exceptions to every rule.

Neutralization doesn't drain stamina, have you tried it on a mage?

There are certain effects in the game that do not count as "spell effects", despite being the result of spells (and vice versa). There have been rare but consistent reports that Paralysis is one such effect, known to bypass even spell resistance. Walking Bomb's physical damage explosion is another.

So Anti-magic Ward apparently only works well against primal spells.

Modifié par TBastian, 08 avril 2010 - 03:45 .


#6
beancounter501

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In my tests it does work fairly well. Like in the OP said it will not stop Paralysis Explosion or Walking Bomb/VWB. But it does stop everything else. Never tried forcefield.



I value it mostly for the tank to run in, taunt and then drop big AOE spells right on top of him. It will stop Glyph of Neutralization.



Dispel Magic will get rid of Paralysis Explosion. So you can cast PE right on top of your party as long as your mage is clear and has dispel magic.

#7
Stabby McGoodstab

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beancounter501 wrote...

Dispel Magic will get rid of Paralysis Explosion. So you can cast PE right on top of your party as long as your mage is clear and has dispel magic.


True, but my original idea was to protect my mage with Anti-Magic Ward and then using Paralysis Explosion at my feet. I could then use Dispel Magic or Anti-Magic Burst (depending on their positioning of course) to free my party members.

#8
beancounter501

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I had that same idea. To bad it does not work.

#9
Wumpletumkin

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The common thread seems to be that AMW does not block paralysis/freezing type effects. For example, when I cast AMW and then Force Field on myself the spell effect manifests and my mage cannot move, but he can still take damage (making this perhaps the worst combo to cast on friendly characters). Also, AMW will not block Cone of Cold (as mentioned above) Paralysis, or the immobilizing effect of Crushing Prison (though the protected character won't take any damage from CP).


#10
juho123

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Why do you even want to negate those spells with it when glyph of neutralization drains 100 % of the target's mana?

#11
old book

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Glyph of Neutralization never seems to stop spellcasters for me; I cast it, they just keep casting. I like Mana Clash or Crushing Prison to take out spellcasters. They almost always work, and they work on more than just Mages.

#12
WhiteVeils

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<edited due to insanity>

Modifié par WhiteVeils, 12 mai 2010 - 04:54 .