There are some really clueless posts in this thread.
Heroic Offense is 10 + (0.1 * SP) to Attack and is very inexpensive. Set it as a tactic and it improves melee DPS hit chance by at least 10%. This is not trivial, especially in the early game. Heroic Defense is 10 + (0.2 * SP) to Defense and 10 + (0.1 * SP) to all resistances. Again, not trivial, especially early on. But the real winner is Heroic Aura, which gives a flat +30 Missile Deflection and is a godsend versus groups of archers. All 3 are prerequisites for Haste, which is the best buff in the game, giving a whopping 25% bonus to melee and 20% ranged attack speed and also increasing run speed! Anyone who thinks Haste is a bad buff is simply nuts. Unless your group has 3 mages, it's awesome.
Flaming/Frost/Telekinetic Weapons are mana-efficient DPS for melee-heavy groups, though admittedly expensive to maintain if you leave them on all the time. Biggest problem with them is that you run into too many resistant enemies (e.g. all undead are immune to cold damage). They are still worthwhile spells, though not as good as the Heroic Offense line.
All of the Hexes are insanely powerful when used correctly. Misdirection Hex trivializes many, many boss encounters, and Affliction Hex + any AOE efficiently annihilates groups.
Regeneration will save you many, many health and lyrium potions. It is the most mana-efficient heal in the game.
AOE spells are less useful than any of the above. Fireball's damage is so low that if you can kill things with it, they weren't a threat anyway. Static AOEs require very precise placement that usually isn't possible, and don't do a huge amount of damage anyway unless you combo them. Haste on a rogue + 2 warriors will do more DPS than any single AOE, for less mana.
The only spells I would call legitimately "bad" are the Shapeshifting spells (well, OK, they're decent in Lothering but after that they suck) and two of the three prereqs to Mana Clash. Mana Clash itself, however, is so OP that it's probably worth three points. Group Heal is not very good, since group-wide damage is almost always preventable with good positioning, but it can be useful to have another heal to rotate CDs.
Modifié par stillnotking, 10 janvier 2010 - 02:45 .