I might just make a rogue since I haven't played one yet, but last time I played FOREVER ago you basically had an easier time for each mage brought into the party. Basically 3 mages and a tank was all you needed since that meant healing to get past traps and there was never anything crazy good in locked chests anyway. Obviously I'm less inclined to break the game in twain since I've beat it already (and my saves were about 3 computers ago), but I'm just wondering from a strategic standpoint if not being able to infinitely chain cone of cold and such means mages aren't strictly better than other dps classes.
(Obviously I brought Liliana a ton of the time anyway, but I had mods to undo Bard and give her a useful "subclass" anyway)
Have the patches made mages not the auto-pick class?
Débuté par
FFTARoxorz05
, févr. 19 2011 01:22
#1
Posté 19 février 2011 - 01:22
#2
Posté 19 février 2011 - 02:30
To be honest, mages in my personal opinion are the best and strongest class in the game. Solo nightmare run, especially easy in Awakening.
Blood Magic is all you need, and no need for a second specialization. Thanks to spells like fireball, blood wound, cone of cold, and the glyph line mages can easily control the battlefield killing enemies long before they reach the mage. Try to not rely on heal magic, I recommend drain life spell instead. It does spirit damage to the enemy, and heals you, adding equipment that further increases spirit damage makes that spell and others like walking bomb a lot more effective.
Blood Magic is all you need, and no need for a second specialization. Thanks to spells like fireball, blood wound, cone of cold, and the glyph line mages can easily control the battlefield killing enemies long before they reach the mage. Try to not rely on heal magic, I recommend drain life spell instead. It does spirit damage to the enemy, and heals you, adding equipment that further increases spirit damage makes that spell and others like walking bomb a lot more effective.
#3
Posté 19 février 2011 - 05:15
I agree, mages are the or one of the most powerful classes available. Very versatile, you can deal massive damage, control the enemies, heal your companions, you can even go tank with the right spells. I enjoy it very much. You don't need the Blood Magic spec, just pop a pot of mana, you will get too much of them anyway.
Take the Spirit Healer spec and you won't even need any health pots or a second mage (which would make the game too easy anyway) in your party.
All important spells in Origins I would target over all: Heal, Group Heal, Force Field, Glyph of Paralysis and Repulsion, Mana Clash, Death Hex, Fireball, Cone of Cold, Waking Nightmare. Edit: and Revival.
Awakening in general is so easy it is not funny anymore. But the new specializations are very cool, Battlemage and Keeper combination is pretty bada**. As a mage I did tank the Harvester on Nitemare that way.
Well, this is just my opinion and I bet there are other a lot of people out there who know better or have made other experiences. You could continue your Rogue too, is very fun to play and personally I enjoy it almost as much as playing mage.
Take the Spirit Healer spec and you won't even need any health pots or a second mage (which would make the game too easy anyway) in your party.
All important spells in Origins I would target over all: Heal, Group Heal, Force Field, Glyph of Paralysis and Repulsion, Mana Clash, Death Hex, Fireball, Cone of Cold, Waking Nightmare. Edit: and Revival.
Awakening in general is so easy it is not funny anymore. But the new specializations are very cool, Battlemage and Keeper combination is pretty bada**. As a mage I did tank the Harvester on Nitemare that way.
Well, this is just my opinion and I bet there are other a lot of people out there who know better or have made other experiences. You could continue your Rogue too, is very fun to play and personally I enjoy it almost as much as playing mage.
Modifié par antigravitycat, 19 février 2011 - 05:16 .
#4
Posté 20 février 2011 - 01:48
I would think the prison spell would be in the most important, since I basically just needed that, cone of cold, fireball, and the various healing ones. I saw the cone of cold cooldown got lengthened though, so Revenants might be able to do something since I can't just chain freeze them now.
#5
Posté 20 février 2011 - 05:58
FFTARoxorz05 wrote...
I would think the prison spell would be in the most important, since I basically just needed that, cone of cold, fireball, and the various healing ones. I saw the cone of cold cooldown got lengthened though, so Revenants might be able to do something since I can't just chain freeze them now.
If you have crushing prison then you have force field. You can always use that on a revenant and take out other enemies while it's out of combat or if it's the only thing you are facing, have your tank use taunt and then force field him to make the revenant attack him without doing any damage.
#6
Posté 20 février 2011 - 05:43
@FFTARoxorz05: Sorry, of course I meant Crushing Prison too, I forgot to list it. Forcefield and Crushing Prison are both extraordinary useful, not to say overpowered.
Edit: In late game I find myself using Cone of Cold less and less. Nonetheless, very powerful too, especially but not only in early game.
Edit: In late game I find myself using Cone of Cold less and less. Nonetheless, very powerful too, especially but not only in early game.
Modifié par antigravitycat, 20 février 2011 - 05:46 .





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