Graunt wrote...
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.
The extra damage to a single target simply is not woth the trade off. Another warrior or rogue would add more dps and better crowd control.
I don't think NM is locked, at least I hope not. Hard does not have friendly fire. I'm starting out on NM, and my first character will be a mage. I always play mages first. My next two will likely be a two-handed warriors and dual wield rogue. Bow rogues are a power-house in this game.
In the demo I played:
Mage (elementalist)
Mage (Arcane)
Two-handed warrior
dual wield rogue
bow rogue
Haven't gotten to sword and board yet.
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
Desiccated enemies are still harder to kill than normal. Dessicate is an upgrate to petrify and just moves part of the damage protection petrify gives, I think. In any event, it can only be cast once every 45 seconds.
3. Petrify
Requires: Level 4
Requires: Stonefist
The mage entombs an enemy in stone, leaving the foe temporarily unable to move. However, the target becomes more resistant to damage for the duration of the spell.
Paralyze chance: 100% vs. any enemy
Enemy damage resistance: +50%
Duration: 15s
Cost: 30 mana
Cooldown: 45s
Type: Activated ability
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
Ok, this lets the mage increase damage on an enemy once every 30sec. I dare say an extra warrior or rogue would do more damage than the mage is increasing the damage by.
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
I think this spell will affect your own party on NM, so useless. Oh, the aoe is 1 point every 4 seconds. You'd die of old age before it killed anything.
Modifié par Grumpy Old Wizard, 28 février 2011 - 06:55 .