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Spells (5 best/worst)


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#151
Aapheus

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HolyAvenger wrote...

Petrify + Stonefist is even better due to range. Doesn't work on bosses, but is a great magekiller in a mob for example.


Good point.  I'd forgotten about that combo since it's been a while since I played my mage.  (Running three different campaigns right now - elf rogue, human rogue, and dwarf warrior.)

Walking Bomb is an example of why I like this game so much.  It's not necessarily the most effective spell in the game, and can be very dangerous.  (I've had many a party wipe due to this spell going off in an untimely manner.)  But it is so much fun!

Mana Clash is a great spell later on.  I love hitting that and seeing numbers in the 500s appear over enemy spellcasters' heads immediately before they summarily die, die, die!

#152
Dyltron

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Aapheus wrote...

Dyltron wrote...


2. Stonefist. O.K. obviously not one of the worst but it got worse as the game went on. I was enjoying that I could shatter foes, then all of a sudden it becomes useless for much of the game. If you're looking to disable a single  foe who is messing with your party then there many better options in your spellbook (like crushing prison or forcefield).

3. Mana Drain. Totally a waste of time. Where's my mana in return?!

...
 


Stonefist is a great spell to use in combo with cone of cold.  Once the enemy is frozen, hit 'em with stonefist and they shatter.  The nice thing about mana drain is to suck away enemy spellcasters' ability to spam your party.  Yeah, there are more effective spells to use against spellcasters first, but it's not bad having this one in reserve.




Yet so few actually shatter, and that is the problem I found. Also, if i've just frozen 6 enemies with cone, why not hit them with shock next? With shock I deal out maybe 400 damage or more in an instant. With stonefist I might only knock down one enemy, or at best shatter one. I often used one mage to cone, and then two (one being the same one that just used cone) to shock the frozen targets right after. Total, it is about 200 damage multiplied by how ever many enemies you've frozen, so 1200 HP taken, and all in the span of about 3 seconds in real time.

How much mana gets drained from the enemy spellcaster from mana drain? I'll try it again if it is 75% or better. Otherwise I think it is still useless.

#153
Aapheus

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In my experience they shattered about 80% of the time, but then I was only playing on Hard. Chances are much lower on Nightmare.



If I understand this site (http://dragonage.wik...wiki/Mana_Drain) right, the amount of mana drained is equal to your spellpower plus 100, multiplied by .2.

#154
DragonOfWhiteThunder

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Personal picks, based of course on my own experiences.



Best:

1. Cone of Cold. Crowd Control and damage in one spell I can have by Level 2? I'll take that, thank you.

2. Crushing Prison. Slap it on any Lieutenant or Normal rank target and let it (almost) die while you deal with the rest of the fight. Being able to occasionally shatter frozen targets of even Lieutenant rank helps its case too, though the reduced duration hurts.

3. Mana Clash. Highly, highly, highly specialized, and requires the mediocre Mana Drain and Mana Cleanse to get, but is simply amazing when you do get to use it. With full mana, only Boss rank monsters can survive a Mana Clash, and even then you've just crippled their spellcasting. Of course, if you maximize spellpower, even the Bosses won't survive it.

4. Fireball. Area of effect + knockdown + damage over time + instant cast. Need I say more?

5. Force Field. Save the tank who's about to die, or cast an area of effect spell with impunity.



Honorable Mention: Haste. The attack speed acceleration is well worth the penalty to attack, and it even speeds up travel at that! At least one mage in the party should always have this.



Worst:

5. Telekinetic Weapons. Only very, very occasionally have I seen the increased armor penetration do any good, and even then, damage variance could explain the difference in numbers too.

4. Mana Cleanse. There are enough ways to kill enemy mages outright that Mana Cleanse isn't worth it. And if you're using it just to keep a mage pinned while your mage-killer talents cool down, you'll just end up making your Mana Clash that much weaker.

3. Heroic _____. Needs a lot of micro-management to make effective, and isn't that good to begin with. Only really notable as a stepping stone to Haste, though an Arcane Warrior can make decent use of Heroic Offense as a self-buff.

2. Spell Shield. 75% magic immunity is great! Except that it affects friendly spells as well, eats away at your mana (and collapses when you run out), and you ought to be killing enemy mages on sight, not trying to tank their spells.

1. Shapeshifter forms. So much potential, but crippled by the casting time and the mage class itself.



Honorable Mention: Cleansing Aura. I wanted to love that spell. But the mana drain and collapse not mentioned in the spell description as well as the caster being unaffected by it prevents me from really ever using it in battle. Saves on Injury Kits though!

#155
Naitaka

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1. Storm of the Century

2. Glype of Repulsion

3. Force Field

4. Mass Paralysis

5. Virulent Walking Bomb



Well, you can see where this is going can't you? As long as there's a door way I can block off with Glype, most of my party don't even have to fight. Just run Alistair in and taunt, throw up the storm and force field alistair. Block off choke-point with Glype, and paralyze + walking bomb them as they huddle toward the door to try to reach your mage in futility.

#156
Aapheus

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Nice!

#157
Joy Divison

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I know mana clash is good, but how can you accept taking 3 sucky spells you'll never use in a row just to get something that you dont really need?



Fireball, crushing prison, blood wound, stone fist, CoC, glyph of paralysis, etc. all kill mages and prevent them from casting just fine.

#158
ussnorway

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:wizard: The first four allow me to control ANY situation and the fifth one resets all of the above. :wub:

#159
Estyss Eon

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Besttt;

1. Blizzard - Dragon age slapstick comedy WHOOPS LOST MY footing aheh *brushes hair back and gets back up*. Also because it freezes people.
2. Death Syphon - Recharges mana from a piles of corpses around you - and I'm nearly always surrounded by corpses MUAHAHAHA
3. Death magic - Same as syphon only health
4. Crushing prison - Disables some enemies to move and damages them
5. Curse of Mortality - Deals damage as well as disables healing on enemies (good for emisaries :3 DIEEEE.) 

Woooooorst;

1. Tempest - drains everyone's energy (as far as I know :S)
2. Grease - just, wtf? xD
3. Animate dead - Ooh a firework, aaaw it's gone.
4. Spell wisp - SO ANNOYING, ITS LIKE A MAGICAL FLY
5. Heroic ___ - all of them suck.. e___e. Just... bleh. *flings arms around*

Thanks for reading this btw. If you did. ;\\

#160
ussnorway

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Estyss Eon wrote...
Animate dead - Ooh a firework, aaaw it's gone.

:wizard: Having 'Death Syphon' or 'Death magic' going will suck the lifeforce out of the dead body you are trying to raise!

#161
Nocto

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1. The "cone" Magic (flame blast, cone of cold, shock, bloody grasp) have been useful up to now.
2. Telekinetic line.
3. Virulent Walking Bomb
4. Combat Magic/Blood Wound
5. Shapeshifting, but your mage has to be built around it.

Worst.
1. The Creation tree (save the glyphs), not the exactly the worst, but never personally found use for it.
5. Chain Lightning.

Modifié par Nocto, 19 janvier 2011 - 04:26 .