Aller au contenu

Photo

Mage spell basics


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
flem1

flem1
  • Members
  • 1 300 messages
(I asked this on the old Bio Boards, but thought I might get some more responses here.  Pardon the cross-post if you've already seen it.)

So what spells do you think are "basic" enough to be worthwhile or essential investments even without going any further down the tree?

Or do you think nothing is worth taking unless you're going to get the whole line?

I'd say Winter's Grasp (damage *and* disabling), Heal, Spell Shield, and Rock Armor are obvious candidates. Not sure I'll always take all of them, but probably at least two no matter what the build.

#2
Arttis

Arttis
  • Members
  • 4 098 messages
I heard somewhere jack of all trades mages wont work well so getting the high rank spells will be a very good thing. I think you can afford some low ranking spells without taking the highest rank ,but gotta still get those high ranking spells.

#3
Darthnemesis2

Darthnemesis2
  • Members
  • 3 919 messages
I liked a lot of the entropy spells I saw (can't remember any specifics at this time though).

#4
NewYears1978

NewYears1978
  • Members
  • 894 messages
If I have to choose just one..I'd probably lean towards primal..assuming the jack of all trades thing is true (that it doesn't work)


#5
Ealan

Ealan
  • Members
  • 2 messages
This raises the question whether or not it is OK to take one or two spells that you won't use to get a spell further down the line?

#6
Zejoph

Zejoph
  • Members
  • 43 messages
There are certainly somethings that are viable options even without the whole line. Stonefist, for example, is freaking awesome. Earthquake, however, isn't that spectacular. So only going in two points on the Earth line makes sense.



I can't really think of any lines where you need to get every spell to make it worthwhile.

#7
Pauluspope

Pauluspope
  • Members
  • 3 messages
I can't get the animate dead to work. Any thoughts?


#8
DoomBlackDragon

DoomBlackDragon
  • Members
  • 133 messages
Did not really matter what you made. Mages where good at killing you allies if you when dps. Best to go CC. Glad I found mods that made mages more useful then just a cc buffer/healer.

#9
Habelo

Habelo
  • Members
  • 459 messages
Well that "viruelent walking bomb" and "mana clash" is two very powerful spells. OP if you compare with the rest. Both are in the spirit tree.

#10
Grace1957

Grace1957
  • Members
  • 530 messages
I love the walking bomb.

#11
Deadly Bytes

Deadly Bytes
  • Members
  • 58 messages
Yeah the Bomb spell is one of my favorite, I love putting that on a big group, And just spamming CC/DoT moves on them until they go boom.

#12
Habelo

Habelo
  • Members
  • 459 messages
The fact that it have a chain reaction makes it a spell that you can hax some with. Atleast alittle- and i endorse any sign of spell based on skill.

#13
Thunderchief0

Thunderchief0
  • Members
  • 53 messages
I was looking forward to fireball but now I don't think I will use it in most situations. Cone spells are nice though as you can direct exactly who gets hit even by targeting in between your allies. Friendly fire seems to rule out most of the spells on the menu though.



It would be good if you can choose any difficulty but have option. Friendly Fire: On/Off

#14
Habelo

Habelo
  • Members
  • 459 messages
fireball can be very usuable. And yes, FF should be an option imo :P

Use fireball as a starter, or on ranged attackers.