Schyzm wrote...
you're just thinking about dragon age in a way the game wasn't designed. mages don't have specific roles they go off and specialize in. you don't have to say "well I'm a support mage so I have to take spells that are crappier but sound kinda like support spells." you need to unweird your thinking. I'm wondering if you've played the game any other way than the weird way you think the game exists in. because doubling up on what you consider the good spells vastly increases the rate at which you can use them. think 1 forcefield is good? try 3. the game does not work based on the thinking "well I already have forcefield so no point getting it again." or "gee I already have a mage that does damage, better make this mage support."
As I said, there are only two spells in the game that is a must have for every mage... Cone of Cold, and Force Field. Those are the exceptions, not the rule, and quite frankly should be nerfed because of how powerful they are if you stack them.
Everything else? Situational, and you certainly don't need more than 1 of it (or if you do, its not worth the talent points to get to it).
I mean, you don't need anymore AoE when you can execute with two mages Blizzard + earthquake --> Tempest to kill the trash off. Heck, you don't even need Spell Might to turn it into Storm, as that alone is enough to kill them.
You don't need more mass CC if you already have paralysis explosion combo on one mage, and blood wound on the other. Sure it would be nice to have another one, but worth the 3/4 talent points to get it? Not really.
Extra mass rejuv would be nice, but worth it to spend 4 talent points just to get mass rejuv? Not worth it when that could've been spent on the dispel magic line or something else that you're missing.
Heal? As I said before, its not optimal in higher difficulties to have multiple mages do heals, when you only need one dedicated healer.
So sure, you can double up damage if you wanted to for your healer mage, but still note you have to sacrifice SOMETHING. And that something can save you from being wiped, while the doubling up the damage only makes you win faster a battle you've already won.
And for the record, wizard/cleric DOES NOT HAVE TO BE ON ONE MAGE, which you think I'm saying. You can have Wynne go Spirit + heal line to cover healing, while another mage can cover the buffs via Haste + Dispel Magic line, while both gets a mix of the offensive spells. Does not change the fact that having more than one iteration of a spell is either not effective and/or not worth the talent points to get to it, or the fact that in the end, if you total up the 'wizard' and 'cleric' spells together, you would still have 1 'wizard' and 1 'cleric' worth of spells between your two mages despite being them not being a 'true' wizard or cleric.
I'll show you an example of two different 2 mage party builds later, if you'd like. But now, I must take leave for a good few hours.