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OMG I got pwned!!! Nerf Mages


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#1
nOObonian

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Kidding about the title.  But seriously, the mages are way overpowered.  So overpowered I feel like writing a nerf mages thread despite DAO not being a MMORPG. 
 
For my first play through my party consists of 2 warriors, 1 Rogue, and 1 mage, currently all around level 13. I started off working together, having the melee specialists focus on frozen mobs. But, I have since discovered that I can take on an entire room of foes with only my mage. 
  
IMHO the most important ability in this game is to stun or otherwise immobilize the enemy.  This ultimately allows you to change an 8 on 4 combat situation into two (almost) separate 4 on 4 situations, which is a HUGE difference. Many characters can stun/immobilize one or two mobs individually through traps, shield, pummel strike, etc…, but a mage has multiple ways to stun/immobilize entire groups.  Cone of cold and mind blast alone could stun/immobilize an entire army. 
 
( I am sure most of you know this, but for the small few that don’t)
I first started by having my stealthed rogue scout ahead and pull the mobs, doing my best to group them up. Just as the mobs reach the group, I use cone of cold to freeze them. When frozen, they are susceptible to critical hits, which can cause a shattering effect.  I spec the warriors and rogue to do crits. 2-handed Warriors have at least two crit abilities, (the area swing and the crit swing), rogues have a talent to automatically do crits on anyone stunned/immobile, and even the mage can get stone fist which has a chance to shatter.  If the mobs thaw, I have the mage pop up to the front line, mindblast and then pop back out. By the time the mobs come out of that, the cone of cold should be up again. The hardest part is not freezing your own people, which with pausing isn't that hard to avoid.
 
Yellow mobs can still be easy, hex them first, then winters grasp, lightning, life drain (all in about 2 seconds of action time).  The yellow mob is dead or close enough that they may as well be a white mob. An orange mob and a few yellows are still challenging, I generally just try to stun lock with Cone of cold and mind blast.
 
After a bit of playing this way, I started figuring out that a lone single mage can solo 90% of the rooms (wide open fields with archers won't work) by just mind blasting, Cone of cold, fire ball, and repeat. Maybe mix in a little running or other stuff for fun. It was tough at first, but after some practice I was shocked at what could be done.
 
I’ve recently started training stealth for the mage so she can get in a room and start with a better strategic location. It’s fun to fireball them to get them stacked in a closer pack for cone of cold.  A mage with tier stealth 4 (stealth while in the middle of combat) would be unstoppable. (A thought just occurred to me here, what if I got Stealth 1 or Stealth 2 for my entire group. That would freakin’rock).
 
 
I don’t know why the hell I wrote this ( I just hate work)….I think I am going to try my second playthrough with four mages. Hmmm…are there 4 mages? There is your main character, the blood mage from the soldier’s peak (will he join your group?), the bloodmage from Redcliff, Morrigan (though she is a major pain in the ****), and the healer from the mage tower.  That sounds like fun.
 
I might even try 4 rogues…don’t think that would work though, no healing.  Hmmm…something to think about though.
 
 

Modifié par nOObonian, 09 novembre 2009 - 04:32 .


#2
Ethreallol

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Try arcane warrior. That **** is overpowered.

#3
thegreymeister

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I don't know if 4 mages is possible, but I agree with what you said. The stun/cone/mb combos are what kept my party alive before we got the healer. I could have spec'd Morrigan that way but she does best as a controller anyway. Although fireball is really useful too sometimes, I'd just rather not have the AI casting it :)

#4
nOObonian

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thegreymeister wrote...
fireball is really useful too sometimes, I'd just rather not have the AI casting it :)


Yea I took fireball out of the tactic, I still cringe when I hear that sound. That is by far the best effect in any game I have played. The sound coming in, the whoosh of it going off, the knockdown, being set on fire, and if you listen carefully you can hear people screaming...like "lamentation of the women."

Also took some of the crit attacks out of the warrior's (to save them for the frozen mobs). 

#5
Stalky24

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Arcane Warrior for the win!

Its one-man-army!

With shields active, fast mana regen and healing spells, its preety much unkillable.

I remember soloing couple of bosses just with my AW.

#6
danien.grey

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Mages are fun and powerful, but there are a few encounters in the game where the enemies have high resistances, so it's best to have a balanced party.



By the way, if you like the fireball animation, by chance you wouldn't happen to have seen Storm of the Century yet, have you?

#7
Cursek

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Damn, I'm a big melee fanatic but that all sounds pretty fun!



When it comes to mobs being mages however, I have little problem with them, being I use Allister and I'm also a templar, so we dmg mana, remove magic defenses,have Smite, and so forth.



Mages are especially lolweaksauce when you start getting Templar exclusive gear, when combined with certain other pieces, make magic less threatening than henchmen mobs.

#8
Rythuria

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I'm actually waiting for the spell combo Paralysis Explosion to get toned down, since its basically a 20second stun for everything hit by it and I've yet to see it actually be resisted (Saved my bacon numerous times throughout the Broodmother fight.)

#9
FFTARoxorz05

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If Shale is as badass as the golem form, I don't see how a mage can top him.

#10
nOObonian

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I almost hate to ask, but what is the combo "Paralysis Explosion". A mind blast and then fireball? Is the result just 20 sec explosion. I knew about the Grease/fireball, but haven't gotten around to trying that out (no need to). But I bet that would rock as well.

#11
XavierGrimwand

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nOObonian wrote...

I almost hate to ask, but what is the combo "Paralysis Explosion". A mind blast and then fireball? Is the result just 20 sec explosion. I knew about the Grease/fireball, but haven't gotten around to trying that out (no need to). But I bet that would rock as well.


It's Glyph of Paralysis + Glyph of Repulsion.

BOOM!  :)

Modifié par XavierGrimwand, 09 novembre 2009 - 06:07 .


#12
Rythuria

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Only suggestion I have for it is to use Repulsion first then Paralysis since there's a chance Paralysis could go off before you get a chance to throw Repulsion on top of it for the combo.



Oh and don't be standing near it when it goes off.

#13
kaispan

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Oh and don't be standing near it when it goes off.


^

found that out the hard way

XD

#14
MightySword

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nOObonian wrote...

I knew about the Grease/fireball, but haven't gotten around to trying that out (no need to). But I bet that would rock as well.



Actually it's quite fun against a group of archer, since they don't move. They'll just stand on the burning oil shooting as your roasting them.

#15
kab

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Grease Fire does almost no damage but looks cool. Paralysis Explosion is awesome, a sizable area of effect and it lasts a long time. Storm of the Century is cool, but in my opinion just takes too long to cast all the spells required and is too situational -- it would be better in a 3 Mage party where each has one of the components. Shockwave is primarily useful for getting a tank out of Force Field and finishing off low health mobs around him, though I don't normally use this as instead I leave him in Force Field and let Virulent Walking Bomb decimate everything around him. Nightmare is good against a single target, for example one you just used Walking Bomb on in the middle of a group. Cast sleep to give time for your tank to get out of the way then finish it off with Horror and let it kill everything around it when it explodes. Shattering is technically a combo but not really, obviously also a very effective way of getting rid of a single target quickly, or several if you load up on Mages with Stonefist and Crushing Prison.



Mages really are overpowered. There's so many different ways to combine spells, not just for a "combo" but synergy in general. Way too much AoE stun/damage and Force Field is downright ridiculous, send tank in, get aggro (Taunt is usually enough), Force Field, take a nap, come back and AoE everything down instantly.



I think the difficulty needs changed:



Very Easy (for the people who, somehow, some way, manage to die on Easy)

Easy

Normal

Hard

Nightmare

Mage



Nightmare is just too easy with a Mage. It doesn't even have to be a specific "I WIN" build, there's at least half a dozen ways to make it "I WIN". So far on Nightmare I've had maybe twice that a party member was incapacitated. I could have AFK'd Revenant and if I setup the tactics specifically for the fight I could even AFK Sloth.

#16
WildAce

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imho its a single player game, and there shouldnt be nerfs... if your finding things to easy then you can just spec your self to make it harder for you if you want more of a challenge. dont take so many crowd control abilitys for example.



you have the choice already to make your self more or less powerful as you see fit.