Spells (5 best/worst)
#1
Posté 16 novembre 2009 - 04:36
1.consume lyrium
2.cast spells
3.?????
4. kick-ass
now that I've opened with a joke, lets move on to why I'm here; post your top 5 spells and 5 worst spells you've encountered in the game. if you haven't played with a mage, you are probably lying. (for the list order really isn't that important)
* denotes spell from specialization
TOP
1 heal- it heals
2 cone of cold- never used but people say its pretty BA
3 revival*- brings back party members
4 fireball- good way to introduce yourself
5 stone fist- good to knock down a mage at range (spell interupt)
NOT
1 animate dead - I tried it and nothing happened (and why would I test it again?)
2 Virulent Walking Bomb - rarely works well
3 Lightning- use because winter's grasp and drain life is recharging!
4 Heroic Offense - the spell I never get around to casting
5 Walking bomb- you are almost garanteed freindly fire
I would like to rework some of the classes via a mod, but I want some more info as to what spells should get cut/ combined and what should be kept around.
#2
Posté 16 novembre 2009 - 05:33
in no particular order:
best
1 heal - not a lot of fun, but saves a lot of health potions
2 mana clash - kills mages in one hit, what's not to love?
3 virulent walking bomb - needs to be combined with some cc to keep your party safe, but it takes out most groups of normal enemies instantly and seriously hurts tougher enemies.
4 glyph of repulsion - keeps your ranged attackers safe from melee attacks/walking bombs, makes it easy to group up enemy melee attackers
5 cone of cold - aoe, quick recharge, and freezes most anything
worst
1 heroic offense - effects are just not very noticeable because anyone worth casting it on should have a decent attack rating anyway. Nice for arcane warriors, but that's about it.
2 mana drain - the spell itself is fine, but the campaign makes it kind of useless because 1. the first enemy in a group you're going to kill is the mage (if you have mana clash, that's only going to take one spell, and if you have glyph of neutralization they won't have any mana anyway) 2. there aren't very many enemy mages anyway
3 disorient - effects seem fairly unnoticeable to me
4 shape shifting* - long casting time and lose your ability to cast spells. great.
5 mana cleanse - not that this power is actually bad, but there are very few mages and lot of strong anti-mage spells, of which i find this to be one of the weakest. It's in the same boat as mana drain.
Modifié par FRZN, 16 novembre 2009 - 05:40 .
#3
Posté 16 novembre 2009 - 05:45
guru7892 wrote...
a mage basically does this:
1.consume lyrium
2.cast spells
3.?????
4. kick-ass
now that I've opened with a joke, lets move on to why I'm here; post your top 5 spells and 5 worst spells you've encountered in the game. if you haven't played with a mage, you are probably lying. (for the list order really isn't that important)
* denotes spell from specialization
TOP
1 heal- it heals
2 cone of cold- never used but people say its pretty BA
3 revival*- brings back party members
4 fireball- good way to introduce yourself
5 stone fist- good to knock down a mage at range (spell interupt)
NOT
1 animate dead - I tried it and nothing happened (and why would I test it again?)
2 Virulent Walking Bomb - rarely works well
3 Lightning- use because winter's grasp and drain life is recharging!
4 Heroic Offense - the spell I never get around to casting
5 Walking bomb- you are almost garanteed freindly fire
I would like to rework some of the classes via a mod, but I want some more info as to what spells should get cut/ combined and what should be kept around.
TOP
1- Blood magic
2- Storm of the century combo magic ( tempest + might + blizzard) HEAVY damage VERY LARGE area.
3- Spell might + animate dead combo = Mighty Skeleton companion. Very powerful
4- Virulent Walking bomb. Turn enemis into bombs. This is some seriously powerful damage.
5-Lifeward - restore health completely when it goes down.
NOT
well all spells are kind of useful even tho some arent really good but i dont know which one to put here really...i agree with some of those you mentionned.
Modifié par Raisthlin Arckon, 16 novembre 2009 - 05:46 .
#4
Posté 16 novembre 2009 - 06:18
1 - Cone of Cold. Better than probably every other spell combined. Seriously.
2 - Force Field. Used correctly, this spell is pretty much cheating.
3 - Vulnerability Hex. Allows you to use the above much more easily on bosses.
4 - Stonefist/Crushing Prison. Used with CoC, with 2+ mages means 4 guys out of the fight immediately. Crushing prison alone is pretty good too.
5 - Virulent Walking Bomb - Clusters of archers fear this spell. Use on boss to take a huge chunk of life away.
NOT - Much harder to pick since most spells are useful in certain cases, but here goes:
1. Rock Armor - I used this exclusively when I started... then never again. Much rather not take an upkeep penalty, thanks. CoC means you don't get hit anyway.
2 - 5. Shapeshifting Skills. Agree with above.
#5
Posté 16 novembre 2009 - 06:26
2.cone of cold
3.heal(especially because it has no prerequisites)
4,5 is a tie between like 10 other mage spells all of which are really really awesome
the worst are probably the heroic stuff and the shapeshifting stuff because shapeshifting removes your ability to cast spells and wariors and rogues are bad so there's no point buffing them.
#6
Posté 16 novembre 2009 - 06:30
#7
Posté 16 novembre 2009 - 06:35
2. Arcane Shield.
3. Shimmering Shields.
4. Rock Armor
5. Haste
#8
Posté 16 novembre 2009 - 06:46
Top
1. Cone of Cold: Fantastic group CC AND Damage AND combines with non-mages for instant kills.
2. Revival: The only reason to have a Spirit healer IMO and yes, it's a good one.
3. Sleep: Ridiculous range. Very resonable mana cost for probably affecting every enemy on the field.
4. Horror: Irresistible CC? Yes please! Insane damage? Sold!
5. Mind Blast: Cheap 1st tier irresistible group CC. Only this low because of low duration.
Bottom
1. Rock Armor: So many better ways to avoid taking hits completely
2. Dispel Magic/Anti-magic burst: Say again? Your best tank isn't already in your party. *facepalm*
3. Earthquake: See Blizzard. In fact this entire tier should just see the Ice tier.
4. Heal: It's either use a health potion now, or waste a turn casting this spell and probably another turn down the line using a lyrium potion.
5. Drain Life: Same as Heal, except it actually also does decent damage at low level.
Modifié par Sinfulvannila, 16 novembre 2009 - 06:50 .
#9
Posté 16 novembre 2009 - 06:48
Did you have a corpse available to reanimate? It doesn't just create a skeleton from nothing - that would violate the cardinal ruels of magic, which are neatly contained in your codex. And the spell description specifically says it animates a corpse. No corpse = no animated corpse.guru7892 wrote...
1 animate dead - I tried it and nothing happened (and why would I test it again?)
Best low-level DoT I've found.5 Walking bomb- you are almost garanteed freindly fire
#10
Posté 16 novembre 2009 - 08:02
1) force field - easily the strongest ability in the game, locks down a powerful enemy or shields your tank for some serious AOE nuking.
2) virulent walking bomb - seems dissappointing at first, but when you learn to combine it with force field and freezing spells, this is a VERY fun and devastating spell! I run with 2 mages, leliani archer spec, and alistair, most fights involve force field on alistair after a taunt, then a fireball, then throw a viral bomb and have the archer critical strike that target. Can also cast horror on the bomb target to root it in place. To ensure complete destruction, cast regular walking bomb on a different enemy and stun the entire group.
3) Fireball: this is what I use to deal with clusters of ranged or mages. Also a good alternative to viral bomb for force field nuking.
4) heal
5) cone of cold, for the same reasons as previous posters
------------------------------------------------------------------------------
5 least useful:
1) any debuffing spell - these spells are just a waste of mana, and every class has about 3 of them as prereqs for the skills you really want.
2) weapon buff auras - too much upkeep to boost only the tank's weapon, these might be decent if they applied to staff damage and bow damage as well, or if you keep 2+ melee fighters in your party (i can't imagine why...)
3) Waking Nightmare - I feel cheated by the kickass tooltip description. This spell doesn't seem to do anything, even if it lands. Sure, the enemies run around a little bit and sometimes smack each other, but they do such little damage and are too easily aggroed right back onto my squishies or tank. I recommend stopping at the Sleep spell.
4) rejuvenation spells - I never notice enough stamina/mana returning to warrant the use of these spells. Mana is better spent elsewhere, and you should always be controlling every action of your party - no tactics to waste energy.
5) primal AOE spells - unfortunately these awesome visual effects serve little purpose beyond that, as force field + viral bomb can take care of anything. I've never really needed to use any of these massive spell effects - only when I want to have some fun.
Flat out terrible:
- Shapeshifting. this sh*t is awful, absolutely awful. I wish I could take that point out of morrigan's spider form and place it elsewhere. It limits you to two weak abilities and CANCELS any party or self buffs that you have on, including summoned skeletons! Whereas every other skill in the game can somehow provide synergy with another set, or another class. This tree should be scrapped in favor of a Conjuration tree similar to the ranger specialization, or perhaps even a magical turret-based class.
*EDIT:
I somewhat agree with those that think force field cheapens the game experience - I am really considering lessening my reliance on it or swapping in some weak party members to compensate for the ridiculous damage I can pull out. HOWEVER, the extreme difficulty spikes lamented on these forums almost require such overpowered tactics, and I am having a much smoother play experience now than before when I did not realize the power of certain spells. I'd say that at about lvl 8-9, if you build your mage correctly, you will start experiencing the game in as enjoyable a way as possible. No more hair-pulling, intensely frustrating, nearly impossible encounters that cause you to reload dozens of times. I can't even imagine how others are coasting through on hard or nightmare modes, are we talking about the same game here?? I know that my tactical skills have significantly improved, so maybe I will give nightmare a shot in a week or so, but still the learning curve to this game is just brutal. I've remade my character 3 times because I literally became stuck at certain points in the game.
Modifié par Kidshowbusiness, 16 novembre 2009 - 08:15 .
#11
Posté 16 novembre 2009 - 10:52
Sylvius the Mad wrote...
Did you have a corpse available to reanimate? It doesn't just create a skeleton from nothing - that would violate the cardinal ruels of magic, which are neatly contained in your codex. And the spell description specifically says it animates a corpse. No corpse = no animated corpse.guru7892 wrote...
1 animate dead - I tried it and nothing happened (and why would I test it again?)
I could've sworn I had a corpse there, I guess I will risk it again since people seem to think its pretty BA. Maybe it just didn't take or something.
yeah I'm totaly regretting that I didn't play a mage in my first playthrough...
#12
Posté 16 novembre 2009 - 11:01
1: Forcefield. 2: Crushing prison. 3: Cone of cold. 4: Fireball. 5: Group heal.
WORST.
1: Mass paralyze (seemingly good, it has a VERY long cast time. And the duration is pitifull. For a 4th tier spell its horrible)
2: Chain lightning (For a 4th tier spell this also has a VERY long cast time and the damage is worse than a fireball and its DOT + knockdown)
3: Spell wisp. With 20 magic my arcane bolt does 32 damage, at the end of the game with 60ish magic it did 39 damage. The wisp would then add what, 1-2 damage on spells for 30 mana upkeep?
4: Heroic defense. Good at first glance, the resist it adds is like 10-15% only - and the defense is not very good either. For a 3rd tier spell with such short duration it lacks greatly in actual use.
5: Haste. Good at first glance aswell, drains mana so fast you cant even say "lol" before you are oom. Even if you had a wagon with you filled with pure lyrium haste would devour it in seconds. Hell... if you activate haste in the fade i wouldnt be surprised if the entire fade was assimilated.
Modifié par SomeoneStoleMyName, 16 novembre 2009 - 11:06 .
#13
Posté 16 novembre 2009 - 11:03
2. haste
3. blizzard
4. blood wound
1. anything else
2,3,4 - why bother?
Oh right, I guess combat magic IS a spell. I've had it on so long I treat it as a passive.
Modifié par Blindandbloody, 16 novembre 2009 - 11:12 .
#14
Posté 16 novembre 2009 - 11:03
Modifié par SomeoneStoleMyName, 16 novembre 2009 - 11:06 .
#15
Posté 16 novembre 2009 - 11:04
Modifié par SomeoneStoleMyName, 16 novembre 2009 - 11:05 .
#16
Posté 16 novembre 2009 - 11:28
#17
Posté 16 novembre 2009 - 11:54
Forcefield is easily the best. throw it on your tank and then a mages staff or archer can take out any enemy. As long as you don't use an ability other than a basic attack all enemies will stay on your tank. Almost cheating killed flemeth at a low level this way.
blood wound
cone of cold
crushing prison
whatever that swarm spell is kicks A**
worst.
all of the heroic offense/defense line.
disorient
shapeshifting isn't good until you get master shifter and the bear and spider get overwhelm which is sweet.
The swarm is really fast though which allows me to backtrack through dungeons quickly.
#18
Posté 16 novembre 2009 - 11:57
1. Force Field. Makes boss fights ridiculously easy.
2. Crushing Prison. Would of made number one but it only does damage to bosses.
3. Mana Clash. Also would of made number one but the lack of mage/mana users in the game reduce it's effectiveness.
4. Spell Might + Animate Dead. A decent expendable helper to take or deal some extra damage.
5. Glyph of Paralysis + Glyph of Replusion. Very good AoE paralysis effect that last a decent length of time.
Worst:
1. Regeneration. Does give a massive boast to health regeneration, but Heal gives instant health, and the tactics for a healer if you don't tweak them means they waste all their mana casting this instead of "proper" heals.
2. Heroic Defensive/Offensive. Waste of mana and the general lack of numbers on tooltips mean you have no idea how much this helps.
3. Spellward. Just kill that mage, don't waste time and mana trying to reduce the damage they are doing. Dead mage = 0 damge to your party.
4. Mana Cleanse. Useless, too few targets, made completely redundent by Mana Clash. When I have used this the enemy mage is generally casting spells again with 5-6 seconds, just kill them instead of wasting time with this.
5. Mana Drain. Lyrium potions are easy to make and a general lack of targets make this awful. Also made completely redundent by Mana Clash.
I'd also like to make a special mention of the entire top line of Spirit Spells. I mentioned Spellward, but all of those spells are bad. The only one I used more then twice was Dispel Magic and that was to remove Force Field from bosses so I didn't have to wait 10 seconds for it to wear off. Anti Magic burst got used once to dispel my own Tempest spell so I didn't have to wait for it to finish.
Mages are really strong in DA:O but you do have to pick a load of rubbish spells to get to the good stuff. The only line that I'd say was all good was the Mind Blast > Force Field > Telekinetic Weapons > Crushing Prison.
#19
Posté 16 novembre 2009 - 11:22
#20
Posté 16 novembre 2009 - 11:32
But judging by that my list would be:
Best:
1. Blood Wound - Awesome DoT and CC spell. Loved it and used it almost always.
2. Heal - Pretty straightforward. A godsend.
3. Regenerate - Again. A godsend. In combination with Heal it can do wonders.
4. Blizzard - Favourite primal spell I'd say. Lovely skill that does moderate damage and freezes everything.
5. Revive - Tanks falls! We're doomed! No we're not!
Worst:
1. Heroic Offense - The mana cost of casting this is better used elsewhere... just a joke.
2. Earthquake - Again one of the most useless skills I have had my hands on.
3. Rejuvinate - Seeing I can't cast this on myself, I disliked it a lot.
4. Glymph of Warding - In most cases people walked around too much to use it, and the ones that don't are not being attacked.
5. Arcane Bolt - Standard moderate damage spell. Nothing else to it. All primal spells beat this in nuke-potential... but it's understandable as a free spell.
Modifié par Haasth, 16 novembre 2009 - 11:36 .
#21
Posté 16 novembre 2009 - 11:33
1) Mana clash - You know those mages who can give your party a hard time? Well not anymore.
2) Storm of the Century - Stand still Alistair, keep those things close to you. This wont hurt a bit.
3) Fireball - It's a funsplosion.
4) Chain Lightning - Don't panic. You're all going to die.
5) Glyph of Paralysis - Traps are fun.
My bottom spells:
1) Heal - Useless.
2) Group Heal - After much consideration I have decided to promote this to Mostly Useless.
3) Mana Cleanse - I would even put this spell on my hotbar why?
4) Flaming/Glowying/Coldening Weapons - There are so many more useful things that mana could be spent on.
5) Flame Blast - Ugh.
#22
Posté 16 novembre 2009 - 11:40
Best:
1. Cone of Cold. My PC mage is always the first to rush into battle and the reason is this.
2. Mana Clash. Mages no longer trouble you.
3. Crushing Prison, immobilizes the enemy for a good amount of time and also does good damage over time. Good for 'yellow' and above enemies just in case it shatters them.
4. Sleep. Very good area of effect spell to neutralize many enemies at once.
5. Forcefield. Good for last second saves when your melee guy is about to go down or to save them from the jaws of a dragon or an ogre's crushing embrace. To use it otherwise would be a waste of the melee-er's time that could be better spent inflicting some damage.
Worst (in comparison to the above):
1. Firestorm. Not as good as Blizzard. Lacks status effects other than burns. Deals a lot of damage, but once the enemy runs past or through it, it's sort of worthless then. That burns a lot of mana.
2. Chain Lightning. Only used it a few times, but that's only because it takes a lot of mana and doesn't seem to do too much damage compared to other spells.
3. Greater Dispel(?). Don't remember the exact name, but it seems like it just does what Alistair's Templar dispel ability does.
4. Anti-magic shell. I thought it would work well in a combo, but it's duration is rather short to be abused.
5. Flame/Frost Weapons. Nearly worthless for my PC mage since I would use Telekinetic Weapons instead, and they don't work in tandem.
#23
Posté 16 novembre 2009 - 11:48
immeyourenot wrote...
My top spells:
1) Mana clash - You know those mages who can give your party a hard time? Well not anymore.
2) Storm of the Century - Stand still Alistair, keep those things close to you. This wont hurt a bit.
3) Fireball - It's a funsplosion.
4) Chain Lightning - Don't panic. You're all going to die.
5) Glyph of Paralysis - Traps are fun.
My bottom spells:
1) Heal - Useless.
2) Group Heal - After much consideration I have decided to promote this to Mostly Useless.
3) Mana Cleanse - I would even put this spell on my hotbar why?
4) Flaming/Glowying/Coldening Weapons - There are so many more useful things that mana could be spent on.
5) Flame Blast - Ugh.
I'm curious to know why you'd put the heal and group heal spells on the bottom. I found I didn't like them on my main character, but I'm not sure I could design a strategy I felt secure with that didn't involve always having at least one party member who knew those spells.
#24
Posté 16 novembre 2009 - 11:50
#25
Posté 16 novembre 2009 - 11:53
2 Blood Wound
3 Misdirection Hex (Soooooooooo cheap)
4. Virulent bomb (This thing is amazing if timed right has done instant 200 damage
5, Mass Paralysis/Prison
Chain lightning I trained this once then immediately reloaded a save and got something else is this actually a good spell? It did a measely 60-70 damage with ridiculous cast time.





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