Spells (5 best/worst)
#51
Posté 18 novembre 2009 - 03:20
I'm too low level to have used 10 different spells, but I will say that I don't feel like I have really mastered the mage class. I'm mostly out of mana and casting auto wand, while I wait for enough mana to cast anything else. I think I will reroll tonight and pick different starting spells.
#52
Posté 18 novembre 2009 - 03:24
1) Paralyze - useful through the entire game.
2) Death Hex - for a melee party this is as much cheating as Force Field is for a Mage-centric party.
3) Sleep - best AoE CC
4) Death Cloud - Death Hex + Death Cloud + Vulnerability Hex. Nuff said.
5) Lifeward - a lifesaver. Literally.
Worst
1) The Frost and Flame weapon enchants - waste a talent point and a quarter of my mages mana for what a Rune can do for no upkeep? No thanks.
2) Crushing Prison - yeah I said it.
3) The entire Heal line - smart CC and pots can easily replace Heal and the others are too weak to make a difference.
4) The entire Heroic line - again too weak to make a real difference.
5) The Spell Shield line - not enough powerful enemy mages in the game to warrant it.
#53
Posté 18 novembre 2009 - 11:26
Siven80 wrote...
How do everyone find Drain life later on?
Early levels its does great dmg and heals well yet im finding later on it barely tickles enemy.
Try throwing a Vulnerability hex on them first.
#54
Posté 18 novembre 2009 - 11:44
2. Shimmering shield
3. Cone
4 Combat magic(upgraded)
5. Fireball
I'll have to load the game up and see worst spells. I don't like doing "worst" spells cause often it's just eye of the beholder. Nah. I looked. Too hard to say. You can't pick a valid "worst" spell list.
Modifié par vhatever, 19 novembre 2009 - 12:15 .
#55
Posté 19 novembre 2009 - 01:15
#56
Posté 19 novembre 2009 - 01:18
vizering wrote...
I don't understand how some think force field is so broken when Bg2 had crazier spells.
Because in BG2 your enemies had the same amount of, if not more than, the crazy spells/abilities that your character's could get and there were more difficult enemies with immunities or high resistance to magic, and they were more common than they are in DA:O.
#57
Posté 19 novembre 2009 - 01:39
1. Cone of Cold - the first skill to rush with any mage and useful against everything, even cold immunes and the archdemon on nightmare
2. Force Field - more imbalanced than CoC if you use it right, but it's a bit more situational and you don't ALWAYS cast it every time its up
3. Crushing Prison - amazing on it own, but it just happens to combo with force field to make it even better
4. Fireball - one of, if not the best, way to initiate every battle
5. Combat Magic - because wearing blood dragon armor @ lvl 7 is fair.
Honorable mentions to Miasma, Blood Wound, and Time Stop.... errrrrrr....
Modifié par Love-Buzz, 19 novembre 2009 - 01:40 .
#58
Posté 19 novembre 2009 - 02:29
-walking bomb and virulent. Both of them are powerful, and see ennemy exploding is an absolute fun for me.
-cone of cold
-crushing prison
-mana clash (350-450 damage on a mage at lvl10 is absolute power)
-walking nightmare + sleep, so funny
worst :
-chain lightning and his 20damage to first target
-frost-fire weapon buff
-skinshifter spells, they are just useless, don't change your skin, and start nuking morrigan
-spell shield line, just useless, but great animation
-heroic line
Modifié par daguest, 19 novembre 2009 - 02:30 .
#59
Posté 19 novembre 2009 - 02:47
1.)Cone of Cold - great CC I love it so.
2.)Mass Paralysis - It worth specing towards it.
3.)Sleep - Range is great and modestly long effect.
4.)Dispel - Handy, short cooldown very useful
Bonus.)Vessel of Spirit -Free AOE stun free mana and the duration before the stun makes it a handy effect imo
Worst
1.)Shapeshifting - I really wanted to like you, but you are terrible, maybe they will rework it to be worthwhile.
2.)Any debuff spell in the entropy line - short durations and they seem to get resisted on all the mobs you want to use them on.
3.)Spell Bloom - Chug a Pot this is not worth talent points
4.)Aura Spell - Not worth the mana and short duration
5.)Weapon Buff Spells - Socketed weapons have no mana cost hurray.
#60
Posté 19 novembre 2009 - 03:03
1. Mass paralyze
2. Group Heal
3. winters grasp
4. Staff specialization
5. Spell wisp
Worst
1. shape shifting
2. Rock Armor
3. grease
4. earthquake
5. Frost weapons
#61
Posté 19 novembre 2009 - 03:39
1. Force Field - as mentioned an many previous posts its just so damn versatile. Toss it onto a tank and you don't have to worry about heals, use it as a CC, or even toss it onto a party member who's dieing from a curse of mortality. Must have in any mage's spellbook imo.
2. Cone of Cold - AOE CC that does damage and sets up the infamous shatter combo. Capable of even freezing cold immune mobs, with 2 mages you can quite easily keep anything constantly frozen.
3. Storm of the Century/Mana Clash - Nothing burns down crowds (and your own party) faster than a storm of the century....don't think there are many (if any) lightning immune mobs out there. Combine with force field for super overpowering hax killing power....something that most players think is far too OP (and I do agree) making many fights completely trivial. Mana clash is super situational (which is why its tied for 3rd rather than 2nd or 1st) but it completely eliminates the biggest threat in enemy mobs - mages. Magic hurts. Nuff said. Another point is that alot of demons also have mana...so you can be surprised by what mana clash can actually damage
4. Paralysis explosion - Essentially a faster mass paralysis capable of friendly firing, I find that if your careful (or combine with blood wound) the FF capability is easily avoided. Can also just use the individual spells seperately, giving it a far greater flexibility (imo) than virtually all the other AOE CC spells.
5. Combat Magic/Blood Wound - My pick for combat magic is due to the fact that it allows mages to wear armor. For a small fatigue penalty, mages could jack up their survivability considerably....but if your careful mages shouldn't be hit anyways and they have enough life to survive a couple hits usually so YMMV. Blood wound just slaughters organic mobs...combnation of CC+DOT makes it just plain awesome.
Worst:
1. Shapeshifting - Virtually every other spell I could see a use for....but the shapeshifting spells? Long cast time + meh performance < Lyrium potion.
2. Mana cleanse - While an AOE spell to remove enemy caster mana is nice, its completely overshadowed by its hotter sibling Mana clash. Mana clash not only removes ALL the enemy mana, but also deals damage. If mana clash wasn't AOE, Mana cleanse would be a helluva lot more useful.
3. Weakness/Disorient - Great in theory, useless in application. Just isn't strong enough to make a difference.
4. Chain Lightning - Long cast time + no scaling with spell power makes chain lightning the (most most likely) worst 4th tier spell available. While (in theory) chain lightning is capable of dealing a TON of damage if theres a large crowd, there are more efficient and flexibile manners of AOE damage out there.
5. Rejuvenate/Mass rejuvenation - Another spell that sounds great in theory, it seems in reality that the regeneration provided just doesn't make a large difference. Mana could probably be better spent elsewhere.
Heal: Not sure where I stand exactly with this spell....awesome in theory but as someone already said in higher difficulty levels you really wanna control mobs with CC anyways and you find so many health poultices anyways that healing via spells isn't really necessary. With this in mind, I'm tempted to toss Heal in my 5 worst...but seems there are enough "crap" spells anyway
#62
Posté 19 novembre 2009 - 04:16
1. Force field/Crushing Prison - If you've used them, its self explanatory. Removes a mob of choice from the battle for a lengthy duration.
2. Petrify - Similar to force field except the person inside can be harmed and possibly shattered. The nice thing about this is that it works on the majority of boss mobs.
3. Misdirection Hex - Turns some of the most difficult boss/elite encounters into a cake walk
4. Blood Wound - Crowd control and decent damage in one spell. Get your char up to +40% spirit damage, tack on affliction hex and it becomes an even more lovely spell.
5. Virulent Walking Bomb - A hard spell to use properly if you want to avoid killing your own party members. If used right with CC spells however, it wipes out mobs at an astonishing rate.
Worst Spells:
1. Shapeshifting: Pointless with the Arcane Warrior specialization
2. Grease + Fire combo: Abysmal damage while losing grease's CC effect
3. Chain Lightning: When paired with the right equipment, it does great damage. The long cast time, mana cost, and cool down rate however is horrible. You are better off with fireball.
4. Mana Clash Line: Enemy mages constitute about maybe 1/20th of all the enemies you face in the game. The only use for these spells is to make gaxkang as harmless as a kitten.
5. Spellwisp: Better off taking that mana upkeep cost and throwing out a single lightning bolt/winter's grasp. Does more damage than the extra spell bonus would give you for the duration of your mana pool.
Modifié par Foamybrian, 19 novembre 2009 - 04:18 .
#63
Posté 19 novembre 2009 - 04:27
- Cone of Cold (have to aim it just right to avoid party members, but definitely worth the freezing effect.)
- Sleep (excellent CC)
- Fireball (for the knockdown effect)
- Heal (emergency healing when a party member might otherwise die while waiting for a couple of seconds to use a poultice.)
- Horror (single target, but it's rarely resisted even by bosses in my experience.)
Grease gets an honorable mention for the times when my mage was soloing in the Fade. It gave me a few extra seconds to follow with an AoE or two that I otherwise might not have had time to cast.
My least favorites:
- Weapon buffs (high upkeep, low benefit)
- Spell wisp (again, high upkeep, low benefit)
- Walking Nightmare (Might just be my bad luck, but it seems like the mobs that don't resist still just end up attacking my party members.)
- Disorient
Modifié par Cirellion_Malevar, 19 novembre 2009 - 04:29 .
#64
Posté 19 novembre 2009 - 04:43
Best:
1) Force Field, you can pick this spell up really early. It's great on a tank, I probably couldn't have beat those Revenants in the forest at level 8 without it. It's also handy for immobilizing a lieutenant, boss or mage while you mop up their followers (but it doesn't last as long on bosses as it does on friendlies). Reminds me of O's Resisiliant Sphere in D&D. It should probably be a tier 4 spell.
2) Combat Magic. Even if you don't plan on melee, with mages in full plate, who needs a tank?
2) Crushing Prison. One shot kill against a white enemy (e.g. that mage standing in the back), crushing prison+staff hits will kill most yellow casters as well. Unfortunately it doesn't work well against bosses.
3) Stonefist. It's great for shattering a frozen or petrified enemy, and it can be used as an interrupt. Recharge is a little slow but it's not bad.
4) Telekinetic Weapons. It actually makes warriors and rogues useful, watch as their damage output doubles or tripples. You can also cast it with no mana left, so if you run out it's a great ability to put up and save that lyrium potion for another fight.
5) Sleep. Great spell against a group of enemies. Works well and fairly cheap too.
Worst:
I've been playing on nightmare so I don't know if this makes a difference.
1) Earthquake. It's too easily resisted, however it seems to work flawlessly on my party members. It just seems like a waste.
2) Weakness, it just seems to be resisted too often against the enemies you want it to work against.
3) Heal, it's not so much a useless spell as much as it is one that scales badly. It's not bad at level 1, but it barely heals as much damage as a single hit. It's better to use a poultice or force field the injured party member.
4) Shapeshifting abilities. Not much else to say that hasn't been said
5) Frost Weapons/Flaming Weapons. Telekinetic is better.
#65
Posté 19 novembre 2009 - 04:53
1. Blood Wound( gd crowd control + damage,sadly only for those creatures with blood only)
2.Cone of cold (same as above, but can apply to almost all enemy ,yet less area)
3.Mana Clashes(my personal favourite, one-shot kill for mages/lesser demon, it can over 750+ damage 1 shot on an enemy mage(eg,the slaver of telvinter at denerim,Graxkang(this one is tough for me before i got this spekll.....), awesome!!!
4.Storm of the Century( enormous damage output, watch out for yourself )
5.Stonefist( good for interupt / kd , cheap cast)
#66
Posté 19 novembre 2009 - 05:11
1. Blood Wound truly. Nothing need be said.
2. Crushing Prison. Lights out for anything provided it doesn't get resisted.
3. Stinging Swarm. Scales well with spell power, I've seen it bounce through 5 targets.
4. Fireball. Does insane damage with + Fire damage items.
5. Inferno. Again Insane damage with + fire damage items.
Least fav
1. Spellbloom or whatever that says increases mana regeneration for everyone in an area. Doesn't do crap and doesn't last long.
2. Chain Lightning, I started a new mage after getting this spell. It's horrible. If the recast time wasn't so long it might be good.
3. Earthquake. Yeah only seems to hit my team
4. Shapeshifting, never use have no reason to...ever
5. Ice weapons, pales in comparison to the fire version.
I don't know why people are ragging on Flaming weapons, Its probably my 6th favorite spell. I use Allister as dual wield, and Leliana dual wielding. With + fire damage items every hit they do gets them +20 damage in fire. I'm sorry but runes will never do this.
Modifié par jbann311, 19 novembre 2009 - 05:12 .
#67
Posté 19 novembre 2009 - 05:26
I'd never try to claim it's in the top 5, and it quite possibly isn't worth the 4 slots... but I still find myself shapeshifting in one out of every three or so fights (on Hard).
My top 5 good ones:
1. Cone of Cold (haven't gotten it yet, but the one enemy mage I've fought who had it kicked my rear with it)
2. Stonefist (knockdown almost anything, and shatter things that are petrified)
3. Petrification (with stonefist, instant death)
4. Heal (sure, it's not much health, but when your tank is stunned or knocked down and needs to get health back RIGHT NOW, it works - and nothing else does)
5. Crushing prison (cheap... so, so cheap)
Worst:
1. Rock armor (why?)
2. Mana drain (if it drained a decent amount of mana, that'd be different)
3. Heroic everything (did that spell do anything? I couldn't tell)
4. Flame blast (I could do more damage by poking them with a stick)
5. Drain life (Self-only Heal spell that also does minimal damage? No thanks)
#68
Posté 19 novembre 2009 - 06:00
With Animate Dead you need a corpse near by to summon the pet.
The cool thing is the pet will summon with gear similar to the mob you summoned him off of (it seems this way at least... it might be random). This ranges from Archer, to S/S, Dual weild, to 2her, etc with nice abilities.
#69
Posté 19 novembre 2009 - 08:20
petrify
cone of cold
group heal
stone fist
don't have a worst list yet, still experimenting....haven't tried any spells from spirit or entropy lines yet except the health drain that morr comes with
Modifié par Mr_Joey, 19 novembre 2009 - 08:39 .
#70
Posté 19 novembre 2009 - 08:27
I have sucess using it in a spell chain of fireball (knocks em on their can), earthquake (keeps em on their can), and then firestorm. nothing in the aoe area survives this. Every now and then 1 or 2 escape with resists, but mostly seems to work for me.
#71
Posté 19 novembre 2009 - 02:50
they sound good but i find i rather spend the points on other spells.
#72
Posté 19 novembre 2009 - 03:21
1. Force Field
Hands down the most powerful single spell in the entire game, able to make nearly any encounter trivial even on Nightmare, including High Dragons.
2. Paralysis Explosion
A very good spell combination, large AoE Paralyze without the channeling of Mass Paralysis, plus the runes are useful on their own as well. Plus it leads up to Rune of Neutralization which is underrated.
3. Cone of Cold
Good, but overrated. Gets resisted a lot on Nightmare, requires you be at close range, damage isn't that great. Still the combination of damage, a disable and Shatter makes it a must have.
4. Virulent Walking Bomb
Very powerful in the right hands, capable of doing more damage than almost anything else if setup correctly and without having to channel.
5. Glyph of Neutralization
Massively underrated. From what I've seen on the forums I get the impression people don't really understand how to use this.
Worst
1. Grease Fire
People love this, though if they realized how little damage it actually did they wouldn't. It looks cool but it's useless, worse than useless as the slow on Grease is better than the (lack of) damage you get by setting it on fire. On top of that it interferes with Shatter.
2. Spell Wisp
Completely inconsequential, a waste of both a spell pick and the mana it drains.
3. Drain Life
Doesn't do enough to be worthwhile.
4. Arcane Mastery
Yeah, thanks for making me take an entire line for a 1% increase in damage.
5. Shapeshifting
All forms. I'm sure someone likes them but unless you want to gimp yourself just so you can channel into a Bear it's not very useful.
#73
Posté 19 novembre 2009 - 03:22
Siven80 wrote...
Does anyone pick the mage tree spells? Arcane shield, staff focus, arcane mastery?
they sound good but i find i rather spend the points on other spells.
No. Arcane Shield is only good if you intend on actually having some use for Defense, in which case you're either an Arcane Warrior or you're a terrible Mage. Staff Focus is about a 30% increase to staff damage but why would you autoattack anyway so who cares. Arcane Mastery is just plain trash, it's enough spellpower to give you a whopping 1-2% increase in damage.
#74
Posté 19 novembre 2009 - 03:46
2. Mass paralyze, especially on multiple mages, can juggle them and keep every mob stunned for the entire duration of very big fights.
You can easily solo most of the game if you use only those 2 spells.
3 mage parties that all know mass paralyze, waking nightmare, and inferno is pretty much a laugh fest and goes way beyond trivializing the game.
Worst spell, hands down, rejuvination. Completely and utterly worthless, and not worth the points to train or spec.
#75
Posté 19 novembre 2009 - 05:02
kab wrote...
Siven80 wrote...
Does anyone pick the mage tree spells? Arcane shield, staff focus, arcane mastery?
they sound good but i find i rather spend the points on other spells.
No. Arcane Shield is only good if you intend on actually having some use for Defense, in which case you're either an Arcane Warrior or you're a terrible Mage. Staff Focus is about a 30% increase to staff damage but why would you autoattack anyway so who cares. Arcane Mastery is just plain trash, it's enough spellpower to give you a whopping 1-2% increase in damage.
I don't agree.
- Staff Focus is great, since it boosts the only spammable instant attack and doesn't require any mana. Which is very helpful in a lot of situations. Not the best ability out there, but definitely worth it once you have aquired your favorite spells.
- Arcane Mastery rises your main attribute as a mage, adding damage, rising your chance to overcome enemy spell resist and adding to healing. Plus it is passive. One of the best choices there are. Wondering, how anyone can consider rising his main attribute "plain trash"...





Retour en haut






