szsleepy wrote...
And Adepts from ME2? Now that is how I wish mages were handled in DA2.
...you mean you want every enemy to be immune to crowd control and debuff spells until they're under 50% health? Seriously?
Its obvious that the reason why you think mages are gimp is because you're only paying attention to damage.
The sheer power of a mage lies in crowd control, debuffs, and CCC potential. Infact, the base damage of spells is only a small piece of what makes up most spells.
Winter Grasp has an immense debuff built in.
Tempest has huge disruptive potential.
Chain Lightning's base damage is secondary to its disruption and CCC potential.
Fist of Stone can knock an enemy closing in on a squishy far across the room, or atleast disrupt them for a couple seconds.
Even Fireball is amazing for its mini-CC capabilities. (Only problem with Fireball is it takes too much micromanaging in Nightmare.)
The only true damage spell a mage has is Spirit Bolt and Walking Bomb... and guess what? Spirit damage will always ignore 50% of an enemy's resistance.
Even spells used primarily for CC can have additional damage tacked on - Horror and Crushing Prison.
Then we've got game-changing active support spells like Haste, Glyph of Paralysis, Hex of Torment, Misdirection Hex, and Barrier.
We've got uber party buffs like Heroic Aura and Elemental Weapons.
And finally we have a spell that no mage should be without - Rock Armor.
Here's a tip for people who think mages are gimp:
Stop pumping your magic attribute to extreme levels. Willpower and Constitution(even if you aren't a blood mage) are far more important.