Grumpy Old Wizard wrote...
I think the rogues and warriors can DPS and crowd control better than the more squishy mage. A mage is simply not needed in the party. The heal spell has a very long cooldown. Better to do more dps and kill your enemies quickeer than to depend on the little healing the mage can provide.
Like I said in another thread, the reason the healing spell is on such a long cooldown compared to Origins is because healing made true "tanks" irrelevant. There was no need when you could just have higher damage builds, that sure they lost a little more health, but you could quickly heal it back up and healing was "free" after the fights ended anyway. In this game they seem to want to be shoving tanks down our throats and saying "THIS IS HOW WE WANT YOU TO PLAY, SO YOU WILL PLAY THIS WAY!".
Aveline took so much less damage compared to everyone else. Now once you give her all of the survivability and threat abilities, theoretically she will be the only one taking any physical damage, thus the healing spell becomes "important" to a single character.
Don't forget what Brittle does though. Not only are the targets not doing any damage (since you have to freeze them anyway to get Brittle), but it makes the damage of the other classes skyrocket. So just think of it like the Diablo 2 Necromancer Amplify Damage spell (not exactly the same I know, but a similar outcome). Mages will be far from useless, and I dare you to play your first run on Hard (since I think Nightmare is locked at the start?) without one. I'm sure it will be doable, but it won't be nearly as easy.
Also...
4. Desiccate
Requires: Level 8
Requires: Petrify
Points required in Primal: 3
Petrify now leaves the foe more exposed, decreasing protection from attacks and turning most enemies BRITTLE.
Enemy damage resistance: -30%BRITTLE chance: 100% vs. normal enemies
Type: Upgrade
1. Hex of Torment
Requires: Level 4
The mage curses the enemy, increasing damage from all sources for a short time.
Enemy damage resistance: -25%Duration: 15s
Cost: 20 mana
Cooldown: 30s
Type: Activated ability
10. Death Cloud
Requires: Level 12
Requires: Entropic Cloud
Points required in Entropy: 6
The cloud now inherits lesser forms of the upgrades to spells in this school, regardless of whether the mage has learned them.
Spirit damage: 1 every 4s
Enemy attack speed: -50%
Enemy movement speed: -50%
Enemy damage resistance: -25%Paralyze chance: 100% vs. sleeping targets
Type: Upgrade
Physical attacks only? I know that's not what you were really looking for though, and more of a passive that worked for all of your spells.
Modifié par Graunt, 28 février 2011 - 06:17 .