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Best spells for dealing with multiple opponents


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#1
johnnywas

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that about sums it up

I suppose the answer might be a wide area spell (but which one) or perhaps you have a cunning ruse which works.

  

#2
TJPags

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For me, depends on 2 things:



One, what level are you playing? If on easy or normal, I tend to things like blizzard, tempest, etc., since the damage your party may take is minimal.



On hard or nightmare, I prefer sleep and such, which don't harm my party.



Fireball, especially cast into a confined area, is also a good one, so long as your party is out of blast range.

#3
Guest_Acharnae_*

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Yep it depends also on the positioning of your enemies. Are they far away?
Far far away? walking bomb on the centre enemy then grease, fireball, inferno. (tempest, or some of the mana destroying spells if there's a mage)
Just away? reposition your mage(s) in front of your group, allow them to come closer then just start blasting cone of cold (having a stonefist ready), shock, flame blast etc
Close so they can hit you? mind blast (and start walking away), chainlighting.
Mages are indeed formidable in tackling large groups of enemies (or individual ones too :wizard: )

Modifié par Acharnae, 09 octobre 2010 - 03:21 .


#4
killpillz09

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I find that, at doorways, mages can be used to call enemies with blizzard/tempest/inferno, and they can then cast a GoR (glyph of repulsion) at the doorway, or cast the GoPC (glyph of paralysis combo) before blizzard/tempest/inferno, maximising damage.



Before that I'd have my two melee char's on either side of the doorway, with a stealthed leliana (or any other rogue that has maxed out stealth & bard skills)) infront of the door to open it.



leliana then would move backwards so enemies can get in or just get in before CS (captivating song) hits them, the mage and two melee char's can then go to town on them.



Useful spells for a mage to use to deal with multiple enemies?

-Glyph of Repulsion (with GoP)

-Glyph of Paralysis (with GoR)

-Cone of Cold (useful when they are lined up or to freeze powerful foes)

-Force Field (for enemy mages)

-Crushing Prison (instead of Force Field)

-Blizzard (knocks them down and slows their movements too! combine with tempest after activating spell might for the best effects (they get knocked down, slowed then tempest is casted and they start to get heavy damage))

-Tempest (see above)

-Inferno (like when you cast SOTC (Spell Might + Blizzard + Tempest, make sure Spell Might is active first) but weaker, starts a fire DoT against them.

-Sleep (CC obviously)

-Mass Paralysis (CC again)

-Waking Nightmare (^^^^)

-Horror (cast on a foe affected by sleep)

-Hexes (death hex and misdirection hex is especially useful)

-Mind Blast



and quite a lot more, though please note, spells are best used in a 'combo' that might not be a combo with special effects, but they might be a combo which will allow continued damage/cc, a mages strongest point is the ability to control their enemies through crowd controlling abilities and to pile on heavy damage, their weakest point is how much they can take, so always keep CC up on archers and mages with spells like Waking Nightmare and sleep, and use CoC to CC the melee guys when they run after you, with Mind Blast to stop them when they get near. A battle will be easy if you can control it, such a battle could be in some mines:



Picture this, you're in a tunnel in some mines, with a large opening up ahead with a lot of enemies, they include:

-A Mage

-A handful of Warriors

-A Couple Archers



You have quite a few spells at hand including:

-Blizzard Line

-Inferno Line

-Mind Blast

-Force Field Line

-Glyphs Line

-Hex Line

-Curse of Mortality Line



What you can do, is to position yourself at a bend just before the short run to the exit (so it's like a S shaped tunnel), Cast blizzard into the room, this will slow them down before they get to you, if you have spell might/tempest, activate spell might, cast blizzard then tempest after GoR at the entrance to the Cavern. If you don't have Spell Might/tempest, cast blizzard then GoR, and GoP when the enemies are right next to your GoR. Use CoC to freeze any enemies that pass the Physical resistance check, cast misdirection hex on the strongest melee foe before it reaches you, death hex on the mage and curse of mortality on the same melee foe. This should start up some damage, use Inferno on the foes caught in your GoR/GoP combo trap, and sleep on them when they get out of your combo trap to keep inferno on them. Force Field should be saved for when that mage starts attacking you, and waking nightmare for the archers. If it starts getting hard move back down the tunnel lines, using fireball and the spell before it to kill off the melee guys, and CoC if they get close, but remember: Fire spells undo what Ice/Cold Spells do (frozen enemies unfreeze)



That battle would be easy with Lyrium Potions, Mana regeneration gear and gear that boosts cold/fire damage, 30-50 Will and 70-100 Mag and your Mage will never be able to be touched again from all of it's spells, you'd need a 1920x1080 res to be able to fit them all onto one quickbar!



Honestly, most spells are useful for dealing with multiple enemies, stinging swarm hurts them all, so does death cloud, inferno, tempest and blizzard if they are ranged attackers (and therefore, far away from you), there are several close-ranged spells and the hexes can push enemy elemental res down, hit rating down AND deal some damage, so piling them up on hard enemies will help you a lot. This is also why people avoid mages, they require tons of micro-management to become a solo, force-to-be-reckoned with, though some micro-management will make mages powerful.



And i've probably made this FAR to large with explanations! If the op doesn't need the explanations, I can take it off of this post.


#5
Jamess225

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One spell to rule them all and in the darkness bind them(or something like that)..



High spellpower(wisp,spellmight,A.mastery) + Bloodwound...can't get better than that...



Also hand of winter...uber..party friendly spell with which Anders did around 250-300 dmg and also freezes...that was around 215 or so spellpower.

#6
killpillz09

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@ James, there was more to that first line, One spell to find them all, and in the darkness bind them, One spell to rule them all or something like that.

Ahh, here's the quote - One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them

so you'd be saying, One Spell to rule them all, One Spell to find them,
One Spell to bring them all and in the darkness bind them,

And Bloodwound is uber without Wisp, Spell might and Arcane Mastery, with most spells becoming uber with high spellpower/magic.

Oh yeah, I thought the OP was talking more within the Origins campaigns spell confines (or however you spell it)

Modifié par killpillz09, 09 octobre 2010 - 05:08 .


#7
Jamess225

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Hmm, maybe he did mean Origins, but as it is posted under Awakening section I brought the Hand of Winter to the table as well. But yeah, if he is referring just to the Origins then even more power to Blood Wound:)

Edit: Just to mention a few more things...

My judgement on spells is based mostly on efficiency and time needed to execute it.   So I often disregard combo's as I find that with a proper party, you only need things like Blood Wound or even Mind Blast to essentially pause the game for a few moments while your party butchers the enemies...

That's why my mages are always heavy on support and CC, meaning a lot of sustainables, extreme spellpower to make every CC work all the time, if not all the time, then most of the time... So I use every Spellpower buff there is and opt for max magic and a companion that gets magic bonus as his approval goes up...you won't belive how satisfying it is to disable everything from high dragons to an Architect, Baronness or whatnot in just one or two casts at most.

Modifié par Jamess225, 09 octobre 2010 - 05:19 .


#8
johnnywas

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Thanks



I was thinking of the fade (circle of mages) or if the other party members have been killed. How does one Mage deal with multiple opponents



I see the advantage of tempest but don't these spells uses up a lot of mana and have a long cooldown. not sure how to boost mana (increase will power)



also like the idea of nightmare on archers. that will interupt them



finally cold cone to slow them down



I suppose legging it is an option. often splits up the attackers (better described as backing down the tunnel :) )

#9
Sylriel

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Agree with James, Blood Wound FTW! My personal favorite and is always in my spell list when I play a mage.



It's like having a AoE Crushing Prison. It has no friendly fire. It makes your enemies twitch! What's not to like?



Spell Might on. Plop down Blood Wound on top of a large party crowd around your tank holding aggro. Watch the dance show! :D

#10
Mccoyn1990

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My favorite 3 spell combo's against humans and Darkspawn are:
1) Eathquake, Then Grease, Then Fireball.
2) Death Cloud, Then Blood Wound, Then Inferno
3) Grease, Then Fireball, Then Stinging Swarm.

Adding Spell might if you have alot of Mana(50+) Helps a Great deal too

These 3 Combo can kill most major Mobs

Modifié par Mccoyn1990, 09 octobre 2010 - 07:53 .


#11
Liliandra Nadiar

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If your party is down, it mostly makes things even easier for a mage, you no longer have to worry about hurting your pets...er.. companions. Blood Wound is awesome for locking down larger numbers from approaching/attacking while you reposition. Glyph of Repulsion or the Paralysis Explosion combo if you don't have/want the Blood Mage specialization. After that's in place, Death Cloud (vulnerability/Affliction Hex before to boost it's damage) or, if you really want overkill, Spell Might+Blizzard+Tempest for Storm of the Century. I've been abusing the heck out of that combo. Any mage/demon/magic using mob, lay a Mana Clash on it and 9 times out of 10, it goes away.



The main thing is you have to keep yourself upright long enough to use two or three spells. Unless they're nothing but mages, no single spell will wipe out a full group.

#12
lameduckie

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If my mage is alone, I like to throw any kind of damage spell to weaken one enemy, then walking bomb on it, and then force field myself.

#13
Kernel Cinders

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Sometimes the most efficient way to deal with multiples is to not use AoE spells at all and have everyone tanking while burning down the most dangerous target(s) first then dealing with the trash.



Can't always do it that way, but if I can that's what I usually do.

#14
killpillz09

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@Kernel, generally i'd have my mage weakening off enemies with various spells and having him walking into the fight to cast CoC on any enemies in a row, generally casting AoE spells at the foes far away enough to not hit my party, so when the melee enemies are dead, the ranged should be fairly damaged, and it's a simple matter of putting my party on hold to wait till the AoE is down.

#15
termokanden

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If you cycle through the right spells, you can keep whole groups controlled for a long time. Fireball, Blood Wound, Cone of Cold, all great spells. The Glyphs are a great help too.

An old favorite is Glyph of Repulsion in a doorway and heavy AoE. If something manages to get through, just put a Glyph of Paralysis on top of the Repulsion, and they're stunned by the combo. Follow up with more AoE and things are usually dead at this point.

I also found it fun to just go all out AoE on a group of enemies then Force Field my mage. Now the rest of the party can attack without getting hurt because the mage has so much threat.

Modifié par termokanden, 11 octobre 2010 - 10:51 .


#16
Liliandra Nadiar

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I've lately been growing very fond of Blood wound and/or Blizzard+Affliction hex+Death cloud to wipe out groups. First two spells too keep them in there, the hex to increase the damage and the cloud to actually do most of the work killing them. Down side is you can't really cast it on the fly without getting you/your party hit.

#17
gnomon7

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I have a short drill I use for most encounters.

1. Charge mob with entire party, controlling mage.

2. upon contact, Mind Blast.

3. Cone of Cold on 2-4 stunned targets.

4.Crushing prison to shatter, followed by winter's grasp on rogue's target.

At that point, I'll switch to another party member while Morrigan/Anders recharges.

There is very little this setup cannot handle.

#18
mokponobi

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Storm of the century > all



for mass destruction, it doesn't get any better than SOTC. Cast it sit back and watch everything die, for good measure, drop a glyph of repulsion at the choke point if there is one so no one gets to you. Those that make it out are almost dead and any damage spell will finish them off. Good times