over some tests rising the magic to 70 did give a 5% damage increase - so its quite marginal
In case of spirit damage i did substract the 33%.Targets resistance towards given element - low.
Full elemental
fireball - 407 - kirkwall gang
firestorm - 355 - kirkwall gang
Winters grasp - 750 - qunari
Cone of cold - 486 - qunari
Full Primal Build - skeletons
Chain lightning - 505
Tempest - 121
Stonefist - 505
Full spirit - darkspawn
Spirit Bolt - 693
Horror (with spirit talent bonus +25%) - 160
some physical spells
Crushing prison - 977
Hemorhage - 440
Fist of the maker - 120
Please remember that the numbers are "best case" means that enemy is vulnerable to it . In most cases the damage is halved even if enemy is low resistance (dont rly know how the resist works but i see 250 chain L damage on skeletons often)
-Fire spells are horrbile - apart from fact that a lot of enemies got fire imunity (when i got Voracity in act 2 i been hardly using it coz everything were immune). The damage is just horrible! fireball that did 407 best case did 137 when used on darkspawn that have normal resist against fire!
Cold spells - cold is decent - the damage is ok and it slows /freezes/apply BRITTLE.
-Primal is good - there arent many immunities to electricity (qunari and profans only) and chain /storm dont cause friendly fire. Also chain L got one of best combo damage for mage . Storm is however average - in most cases it does a wooping 600 damage over duration - best served as agro magnet on lose mobs.
-Spirit - spirit bolt is a meh spell - it can do 2x on disorented but this status require a lot of wasted points for rogue. living bomb is great as it does targets HP in damage , just if the area would be bigger ;/ not a dependable spell if you ask me.
Despair never did the listed damage for me. It says 200 dam per second durtion 10s ... ehem it does only least 5s at most and do 1/4th of the damage (if enemy res is low to spirit then it ticks for 1/2 of listed damage)
-Rest - Fist of the maker - doing an auto-atack damage on 15s cooldown ? wow! yea the area is big but its also a big friendly fire area expecialy if you go for the Straggered UP.
Hemorhage - improved yes! a good base damage (4 times the fist of maker one) and also got 9x combo on straggered. You dont need to worry about resistance with it but whatever target got blood or not.
Crushing prison best single target damage among mage spells. Its physical and works on everything.
Now i should mention that a staff attack does around 100 damage., and Varric archers lance do 1200 (no bonuses). Does the damage done by spells still look good?
Yes you can buff your spells by using +% damage items but those bonuses are low and only cover 2 spells of given element.The only items that give good bonus are sold and you cant afford them all. The fixed sets dont have a single +% and focus on +attack that i find useless - you must have realy low magic to find some use in it. And if you have haroic aura the need that high magic anymore. with 70 magic and heroic aura removing 400 worth of attak gear causes the hit chance vs bosses to drop by 1%...
##Now few words about CC spells.
Frozen from frost - good thing , not reliable but due to fact it does decent damage and can proc britle its good.
Petrify + Dessicate - works in most cases and also procs brittle. good thing is brittle can proc even if taget is immune to petrify itself. Sadly the duration is less then half of the said 15s - but its longer then horror.
Entropy - the whole shool is about CC. Horror - decent expecially as you need only 1 point toget it. Curses - work as described just im not sure how long it actually least. Sleep -sometimes works for 2s sometimes for 5 - the area is rather small. Entropy could - this spell is not area targeted what is quite sad, it also doesnt least for more then 4s with stun only working for 2. that all tested on lesser targets that petrify hold for 8s. so expect 50% of that when used on stronger ones.
Glyph of paralysis - this one works qutie well - its duration seems 5-8s - quite longer then that of sleep.
Blood slave - 5s capture and explode but you cant control where and there is delay after enemy turns hostile before he explodes. Doesnt cause elites to explode and lasts like 2s on them.
Telekinetic burst - more reliable to blow your own away then enemy.
Pull fo the abyss - not too bad quite a whole is immune but as it can be combined with following ability its decent
Gravity ring - This is the best spell in whole mage aresenal. The whole point of taking force is this spell +unshakable.
Its capable of slowing targets in its middle to 0 that includes bosses. And due to way it works the duration is always full. It will also effect everything that walks into it afterward allowing to block doors and other choke points
Some abilities like teleportation will allow boss to leave it but its rare. Apart from that they will sit there. Also hawke is free of its effect (companions arnt however but you can try to blow them away from it with telecinetic burst.
Mage protagonist is a disappointment. If Merrill would have creation she would be as good as Hawke even without force magic
Mages on nightmare recived too many hits. CC is 50% of said duration and on elites duration is again halved. (only one spell is uneffected and thus can be considered OP). Spell damage is low and with all resistances flying around you are happy when the damage is full. ITS not D&D rules where you could change your spell arsenal by resting. So you realy need to decide if you want to have some spells to hit enemy even when he is immune to electricity or you want CC. With damage mage spells you must go with CC (even when its this short) , support spells and fill up with spells that cause brittle (cold/petrify) or use straggered.
This doesnt make mages bad actually they are awesome ... as support. With all the hype around mages being all powerfull and needing them to be contained. Hawke support doesnt fit the image for me.
Modifié par Att3r0, 01 avril 2011 - 06:50 .





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