the guided is divided in 5 main parts...
- spells (a description of various spells wih pro and cons and some tips)
- tips (some basic tips, targetting, usefull abilities and such)
- spell interaction (spell combos but also good spell interaction)
- specializations (some analysis and suggestions about various specs)
- builds (this will come later too
--------------------- SPELLS ------------------------
Ok after playing a bit with various spells i tought to put up a small spell guide, of course it is still quite difficult to judge them as my experience is not "intensive" with all the lines and some combos are yet unknown... still this can be usefull for new players to get an idea about various spells and to discuss strategies and combos
Let me also add that i found most schools pretty balanced... almost all lines have pretty good spells that works pretty well in different situations...
MAGE LINE
the basic you learn at the circle, not that good imo, but the bolt come handly in many situations
Magic Bolt
Rating: 3/5
an ok single target spell as a caster you get it for free, usefull to boost a bit your damage... well it comes for free i cant really bash it
Arcane Shield
Rating: 2/5
The defense bonus is not that high, and there are better alternative to it (glyph of warding) imo better to spend the spell slot elsewhere
Staff Focus
Rating: 3/5
staff dmg is not that high but, if you get a staff that turn dmg in elemental dmg you can apply the bonus from gear with +% elemental dmg (thx to Metatrans for pointing that out), such dmg is also modified by hexes, making it possible to get some good numbers out of it, not far from the single target nukes.
Arcane Mastery
Rating: 2/5
spell potence is good... but not for a lv4 spell and not after you got 2 situational skills... also the boost is not that big
PRIMAL
elemental spells... yup, this is the "nuker school" with fire and lighting as the most dmg oriented, ice is more "utility" and earth a more defensive line.
- FIRE LINE -
the most dmg oriented line, not my fav but it get the job done
Flame Blast
Rating: 3/5
Basic dmg spell, effective vs small groups of mobs, with a bit of practice is not hard to position and put enemies on fire, the dmg dot is ok even if nothing exceptional this makes the spell a bit of a waste vs single enemies but ok vs groups, it lack the utiity of cold cone but on counter is a lv1 spell and is pretty cheap too
Flaming Weapons
Rating: 3/5
Fire dmg to weapons? why not... if you are going for the fire this spell is cheap to mantain and provide more dmg for the group... later on, depending by the build and other
Fireball
Rating: 4/5
here the big nuke for fire, good dmg + knockback is a nice combo for one spell, the area of effect is also good but sometimes it can be problematic to use... work the best vs archers and enemies inside rooms, if you plan to use it near the frontline pay a lot of attention to your tank position and "behaviour" (tank running to the far mob when you are castin fireball is bad)... of course dont target a charging enemy directly with it or you will risk to hit your own party, instead always target the ground... this is generally valid for all the friendly or foe aoe spells
Inferno
Rating: 3/5
the highest damage area spell, the damage is nice but... as all area spell you need something to keep ehemies in place to be effective... a good choice if you want to focus on these kind of spells, even if not a spell to justify the purchase of fire line
EARTH LINE
a more defensive oriented line, the first 2 spells are quite good, making it a good line to dabble in, for mages that chose to specialize in it petrify will be a good spell that will serve them well
Rock Armor
Rating: 4/5
a "first level" spell that offers good protection against incoming dmg... use it with Arcane Warrior or a tunic with good armour rating and your char will be noticeably harder to kill... cheap, first level, good protection... good spell to have!
Stonefist
Rating: 3/5
not among my fav spells, usefull vs small guys but not that good vs bigger ones... what makes this spell actually good is the ability to shatter frozen or stoned enemies... a saving throw is required (so it will work mostly on s"white" guys) but still it makes for a pretty usefull combo.
Earthquake
Rating: 1/5
personally i did not find this spell that usefull, many enemies are immune to knockdown and this spell have not much else to offer, there are waaay better crow control spells around
Petrify
Rating: 3/5
this spell is pretty good, stone the enemy and set up for a shatter, the duration is good, the recharge is good too... its only big "drawback" is that is a 4th level spell, still it can be worth to invest in it if you are alredy going to get Stonefist.
- ICE LINE -
this is my fav primal line, the dmg is not as good as fire or shock but... the added CC is invaluable, i suggest to specialize in it as the best spells (Cone of Cold and Blizzard) are the last 2 ones
Winter's Grasp
Rating: 4/5
imo the best single target spell, it is instand and can freeze and for short time, pretty good to interrupt enemy casters, it is also a level 1 spell making it a good choice for the mages looking for single target dmg spells
Frost Weapons
Rating: 3/5
as for fire... added frost dmg for the party... why not... a decent addition for the ice line
Cone of Cold
Rating: 5/5
the dmg is not that good but the freeze effect is pretty nice, my fav cone spell and can save your butt in close combat... also an ideal setup for shatter, not much else to add
Blizzard
Rating: 5/5
this spell is just awesome... really... is the less damaging aoe spell but the freeze is gold, imo one of the best spells in the game and as all aoe dots doesnt even require a clear line of sight... the great thing of Blizzard is that it permit to setup extremely nasty aoe "combos" as, due to freeze and slow, it will keep most enemies in the area, permitting to other area spells to do their work... a room full of enemies? blizzard+inferno/tempest/death cloud and you can play pazaak while they die.
- LIGHTNING LINE -
not a bad line, tempest is a good chice for a secondary aoe dot spell, the first 2 spells are quite ordinary "damage dealers" and the forth is mostly a matter of taste
Lightning
Rating: 2/5
single target spell, not bad damage but imo inferior to winter grasp, works ok for lv 1 but nothing to speak about
Shock
Rating: 2/5
imo the worst cone... not that is bad by itself but fire cone is lv1 and ice cone have the nice CC factor that makes it kinda superior... still a decent close range aoe damage dealers as the fire one.
Tempest
Rating: 4/5
the dmg is good for a level 3 spell, a bit less that inferno (lv 4) and on par with Death Cloud and for half the mana of these spells... a good complement to blizzard
Chain Lightning
Rating: 2/5
dont like this spell that much, the base dmg is quite low, to be effective it need many enemies pretty close and even there the dmg is far from exceptional, on top of that it have a casting time making it a slow and weak spell, the only positive thing is that it is group friendly but overall is a weak and situational spell
CREATION
heals heals heals! and more! this school have some very good lines: heal is a must have at least at 1 (possibly at 3) and glyph offers some flexible and tactical tools. the other lines imo are so and so, they have some good spells but not as solid as the first two
- HEAL LINE -
ok this is a must have, personally i suggest up to healing 3 as Regeneration is a pretty good spell but even mass Rejuvenation can have its uses
Heal
Rating: 5/5
the most usefull spell in game... lv1... heal... lv1... heal... get it asap with all your casters
Rejuvenate
Rating: 2/5
this spell is not bad but personally i will prefer to spend mana for other stuff, can be good to replentish a bit fellow mage but potions works as well and whitout using your precious mana
Regeneration
Rating: 4/5
good lv3 spells, a must have for your healer, use it when your tank start to get dmg, dont await to see him half dead... Regeneration+Heal makes an happy tank
Mass Rejuvenation
Rating: 3/5
this spell seem to work on the caster too... meaning you basically get your mana back
- HEROIC LINE -
i have minor experience with this line as i dont like much the small buffs you need to keep up, so feel free to bash my judgning and comment
Heroic Offense
Rating: 1/5
i'm biased i know... but generally my companions seem to have not many troubles to hit enemies, there are a few guys with high defense but imo is a bit of a waste to invest into it for such mobs, not to say that melee classes alredy have spells to boost their offensive rating
Heroic Aura
Rating: 2/5
boost of distance defence, it can be ok vs archers but generally for ranged enemies there are better options (read CC or aoe dmg)
Heroic Defense
Rating: 2/5
defense in always good and this spell boost it and elemental resistance, can be a decent situational spell to put on your tank but again generally i prefer to prevent enemies to fire than to reduce the damage they do to a single target
Haste
Rating: 4/5
this is a good spell, sad it is at the end of a line that doesnt offer that much (well imo) it also have an high endurance and cost, even if it doesnt seem to drain mana during combat
- GLYPH LINE -
a pretty good line for strategic casters all 4 spells are quite usefull and provide good crowd control tools, expecially in small areas
Glyph of Paralysis
Rating: 4/5
a good spell... is fast and can be used for the aoe paralysis explosion combo (with Glyph of repulsions) best used near doorways or "on top" of big mobs. beware that the combo have a big area of radius
Glyph of Warding
Rating: 3/5
even if the area is not that big (and generally i try to spread my group) the defense bonus is pretty high and can be a pretty usefull spell to help your "back line" or if you find your group in the hearth of the battle
Glyph of Repulsion
Rating: 4/5
veeeery good spells, expecially if used near doorways or other narrow passages, it have many nice applications and works well to keep melee mobs out of your squishies, is also the ideal start for the paralysis explosion combo (just beware friendly fire
Glyph of Neutralization
Rating: 3/5
a good spells vs casters and pretty effective at what it does, personally i prefer other options vs them but if you are alredy getting Glyph of Repulion i see no reason why you shoul not get this too (well untill you are specializing in Spirit line
- SUMMON(?) LINE -
a kinda strange line, not a big fan of it but Spellbloom is a nice spell and other ones could have their use
Spell Wisp
Rating: 2/5
bonus to spell potency for some sustained cost... is not bad, but generally i will spend slots in other things, expecially in the early game, still it can be ok to dabble in it when you got your first CC/Healing spells
Grease
Rating: 2/5
slow on small area, not that impressed by it, it can be good for the "ignite combo" but as a stand alone CC it is quite weak
Spellbloom
Rating: 3/5
this is an interesting spell, the mana regeneration seem pretty high and the area of effect is quite large, it can also be used to sustain the health regen aura of spirit healer (with other stuff). sadly is a 3rd level spells... is its effect worth 3 spell slots?... your call
Stinging Swarm
Rating: 1/5
the only damage spell of creation school and... is quite bad... the cost is ok, the damage is ok and eventually can jump on another enemy... still there are better choice to do dmg, if you are alredy going for Spellbloom and have not other damage spells it will be eventually ok to get Stinging Swarm but personally i will save the slot for something else
- SPIRIT -
A good and balanced school that offers a bit of everything, it have some good CC, some good (but tricky) damage spells, a summon spell, good anti caster tools... the anti magic line is imo a bit weak, but the other 3 lines offer some solid spells to specialize or dabble in
ANTI MAGIC LINE
i have not played much with this line, just some fast tests, so feel free to add, i didnt like this line that much, probably only the first 2 spells are kinda worth, but they have pro and cons, personally i will skip this line althogather, expecially as its sister (the mana line) is pretty good to deal with enemy casters
Spell Shield
Rating: 2/5
Even if i rated it a bit low this is an interesting spell... 75% to "absorb" an enemy spell spending mana can be pretty good for a squishy caster... yes a caster whit no mana is an useless one... but a dead caster is even more useless
Dispel Magic
Rating: 2/5
this spell is very situational, there are not many casters ingame, and generally they tend to cast direct damage spells, Dispel Magic can come handly if your tank get a Curse of Mortality but in these (rare) situations you can use magic field too... not to say that generally is better to put enemy mages out of combat fast, rather than to await they start happy casting on you
Anti Magic Ward
Rating: 1/5
to protect a group member (probably the tank) vs enemy spells seem a good thing... sad part that this ward protect him even on friendly spells, imo a faste of mana and spell slot
Anti-Magic Burst
Rating: 1/5
another meh spell imo... not that is bad by itself, but if you permit to an enemy caster to cast a blizzard on you, you are doing something wrong, enemy also seem to like death clouds over blizzards and generally you can just walk away from it before it does some real damage
MANA LINE
enemy casters are probably the most dangerous enemies, it is important to disable them fast and this line delivers!, is it true that you can get good results with less specific CC spells but still it can be worth to spend some spells slots here
Mana Drain
Rating: 2/5
have not much experience with it (so as usuall feel free to bash me
Mana Cleanse
Rating: 3/5
level 2 spell with some good use vs casters, casters are nasty and is always a good thing to put them out of the combat fast and this spell delivers... also the mana "sacrifice" is quite low... so... why not to use? true that there are better ways to deal with casters but at lv2 this offer a pretty decent option
Spell Might
Rating: 3/5
we always like magic potency and this spell offer a decent bonus, it also permit to create undead mages that is a good thing, 3rd level is probably a bit high, but the combo and the fact that this imo is a nice line makes it worth
Mana Clash
Rating: 4/5
probably the best anty caster spell, the damage is good, the enemy is out of mana and is aoe too... i tested it a bit and really liked it, good for the difficult fights with multiple wizzies
- DEAD LINE -
An overall good line, good for both dabbling (1st and 2nd spell are quite good) and specialize, probably it requires some finess and is not a "flashy" line but have some solid and versatile spells
Walking Bomb
Rating: 3/5
this spell is extremely interesting, it does a decent dot and the enemy explode when he dies, the overall damage is very good for a 1st level spell, the problem is that it need some practice and control to use it well, the risk in fact is to put it on an incoming mob and to have it explode in the middle of your party (bad thing)... generally better to be used in conjunction with some CC (blizzard, paralysis) or vs archers
Death Syphon
Rating: 4/5
pretty good lv2 spell to keep your mana up in big battles with lot of enemies, expecially at the beginning where potions are not many and you are not yet a blood mage (uops
Virulent Walking Bomb
Rating: 3/5
a buffed version of Walking Bomb... more damage, chance to infect... the danger for your group is "buffed" too of course, use with caution
Animate Dead
Rating: 5/5
As a circle mage i always asked myself... why is blood magic so forbidden but seem to be ok to put a daemon inside a dead body? mah misteries of the circle
(credit to Ferelden Templar for the pet restriction info)
- FORCE LINE -
one of the best line in the game, powerfull and flexible, good CC, added damage, panic buttons, with 2 of the best spells ingame
Mind Blast
Rating: 3/5
an ok 1st level spell, pbaoe stun, it doesnt last long but handly to buy you some time, sure you are not dabbling into this line for this spell but it can come handly
Force Field
Rating: 5/5
one of the best spells ingame, this spell is extremely versatile and can be used bot defensively and offensively, is an instant spell, making a fantastic panic button!. Your tank is low on health? he is about to die?... Force Field him and heal him, a char got hit by curse of mortality and is getting owned by dark spwans? again Force Field!... you spot an enemy mage and your other CC are down or have not much time before he finish his chain lighting? again Force Field...
It also does a combo with Crushing Prison, making a big radius paralysis explosion, atm is bugged as you cant target one of your comrade with Crushing Prison, but still can come handly in some situations
Telekinetic Weapons
Rating: 3/5
again some added dmg vs big armor, not bad, expecially as this spell is in a very good spell line
Crushing Prison
Rating: 5/5
another very good spell is instant as Force Field but enemies are still vulnerable to your attacks making it a veeeeery good anti caster tool. of course it can also be used on normal mobs or for the combos, the only his drawback is the saving thrown as it doesnt seem to land as well as some other CC tools... still one of the best around
ENTROPHY
probably my fav school, it focus heavilly on CC and debuff, it doesnt seem to offer much for the offensive mage, but the first 2 hexes are worth dabbling in even for the most fiery primal nuker, all lines are pretty good with versatile spells and some good combos, death line is probably the less powerfull one, but it have death cloud that is a good aoe dot and can be used for some huge nukes with the combo
- WEAKNESS LINE -
this line is very good for CC... paralysis is a powerfull tool and makes it worth even to dabble into to deal with powerfull enemies
Weakness
Rating: 2/5
small debuff on a single opponent, nothing that dramatic, mana is better spent elsewhere
Paralysis
Rating: 4/5
level 2 spell and a pretty good one, is not as powerfull as Crushing Prison of course, and is not an instant spell (meaning that the "projectile" will need some time to hit the target) but it can come pretty handly in every part of the game and against many enemies... from the grunt to the ogres or nasty casters
Miasma
Rating: 4/5
a pretty decent sustained pb aoe debuff, not that cheap but can come handly in many situations and for the more chaotic battles, expecially when you have not much CC going on
Mass Paralysis
Rating: 4/5
another powerfull spell, the area of effect is pretty decent but sadly this spell have a small casting time, it can be worth to set it up with a sleep spell (that have no casting time), cept of that this is one of the best CC spells in the game
- HEXES -
looking at it it could seem that this line is not that good... well this is an extremely powerfull line if used well with many nice tool to boost both your melee and magical damage not to say to gimp the fools that try to oppose you (muahahaha)
Vulnerability Hex
Rating 4/5
this is the kind of spell that generally is overlooked... dont do that, this thing is a beast if used well... is level 1, is instant and you will see that your nukes will do a lot more damage than usual... of course is better to use it on strong enemies and not on grunts... it also do combo with life and mana drain, not the most powerfull combo around, but always a nice to have. I see no reasons to skips this spell, as it will greatly boost the damage of all your spells (well untill if you are an healboth in a group of wars
it also seem that Vuln Hex lowers enemy mental defence something that can come handly while combining spells on a boss or setting up some cc (thx to Discord)
Affliction Hex
Rating 4/5
as above, fantastic spell for level 2, it also seem to stack with Vulnerability Hex for quite massive damage, it is still instant and aoe, meaning that it works well with various aoe dots
Misdirection Hex
Rating 4/5
this debuff is pretty handly vs strong enemies: it is instant and it will be quite problematic for them to hit you (tanking a reaver with a caster anyone?) and the duration is pretty decent too... the only problem is that, as other hexes, it seem to draw a lot of aggro, so be ready as your tank will have to taunt the mob back on him
Death Hex
Rating 4/5
another good Hex, the damage will go up a lot using it, but again the mob will not like you (tank be ready
- NIGHTMARE LINE -
Another fantastic line, full of good CC abilities and a pretty good combo
Disorient
Rating: 1/5
never found this spell that usefull, the effect seem not consistant as is also single target
Horror
Rating: 5/5
a veeery good CC ability, the enemy is "immobilized" by fear making it safe to hit. It also works on everything and seem quite difficult to resist, making it a good choice for all the game. The combo is also very good, doing pretty good damage and with the horror effect stacked for few seconds when sleep break. the only drawback is that it is not an instant hit spell and that the duration is not that long... still pretty awesome for a lv2 spell
Sleep
Rating: 5/5
this spell can be a bit tricky to use, as you have to pay attention to not hit accidentaly a sleeping mob to awake it, still this is one of the best CC skill in the game, the area of effect is pretty huge, it is not instant hit but have not any casting time as most aoe spells meaning that it can be used to set up aoe dots (sleep+blizzard+other aoe spell)... it also set up the sleep+horror combo that is a very good one. It only big drawback is that it doesnt work on all the enemies... but when it does...
Waking Nightmare
Rating: 4/5
another very good spell in a fantastic line... the spell is an aoe confusion that works on everything, it have not any casting time, even if is not an instant it, and it seem that is a difficult spell to resist. The big drawback is that is kinda chaotic as mobs act randomly... they can stand still, flee away, hit each other or a random guy of your party (that maybe was near him or hit him). if you like to have control on the battlefield with a designated tank this spell can be tricky to use but with a bit of practice it works pretty well. Generally the best thing is to use on ranged mobs or small groups of mobs and let them kill themselves. also if you pay attention and focus your fire it will work well even with your "front line" preventing a lot of damage. It is unresistable if used after sleep, even if personally i dont advice to go for this combo... generally i let sleep expire and then, eventually, use Waking Nightmare
- DEATH LINE -
probably not the best line in entropy but have some interesting spells, the line is pretty balanced, most spells are solid but quite specific in their purpose and in the situations they come handly making them... they can be pretty good with some templates/strategies or be quite useless (even if the death cloud combo is extremely good)
Drain Life
Rating: 3/5
an ok spell for 1st level, can work as a small self heal to save the heal spell for your comrades, decent in combo with Vuln or Affliction hexes. not an awesome spell but it can come handly even if probably, alone, is not worth to dabble in the line
Death Magic
Rating: 3/5
a good spell, even if a bit situational, probably it will work the best with arcane warriors, but sure it can come handly for all the situation when you are in the hearth of the fight
Curse of Mortality
Rating: 2/5
this is a very specialized spell, it is pretty good in what it does but is extremely situational... in fact grunts doesnt heal themselves (at least at normal) using potions and enemies casters are always your priority in combat, making it difficult for them to stay around to heal thing, not to say that the good enemy tanks are quite few... this kinda restrict the use of this spells on a few powerfull mobs that are difficult to mez, have lot of hps and tend to heal themselves... in these situations this spell do its job pretty well, but in the end there are not that many mobs like these.
Death Cloud
Rating: 5/5
ok this is not the best aoe dot spell... it is less damaging than Inferno, it costs more than Tempest and is not as awsome as blizzard... still this spell do its job as a reliable aoe dot and can be used to do an awesome combo...Death Hex + Death Cloud can be fired in 2s and it does a crapload of damage on a single target, it should also be possible to put an hex on a mob alredy inside a death cloud and "activate" the combo resulting in a big nuke... you are not satisfied with the damage? you have just to stack other hexes on the mob and see him go bye bye. Hexes+Death Cloud = mob ownage
ok thats all for the main Schools of magic now lets look briefly at the specializations
SHAPESHIFTER
argh, this specialization is sooo bad, most of the time is a wast of time, stay away from it all the forms are quite weak and you give up all your casting ability for them, not worth at all.. ok if you want to be a shapeshifter for the "cool factor" is a thing... but this is one of the few lines that i find quite useless
Spider Form
Rating: 1/5
the basic form, it have web for some CC, the poison do some ok damage but really... it is not worth the tradeoff... horror, paralysis, glyph of paralysis will work as well as the web
Bear Form
Rating: 1/5
is slow, it does low damage, low armor... stay away
Swarm Form
Rating: 2/5
this form is the only one with some merit, it does a decent pb aoe dmg, the problem is that the defence and armor are too slow and, as when you get hit you lose mana, there is no way to heal you... doing aoe damage will give you lot of aggro so you will be not able to stay in the form for much time and then you are out of mana... (have not tried to use it in conjunction with a force field but.... is it even worth trying that?)
Master Shapeshifter
Rating: 1/5
if various forms where better maybe this skill will be not so useless
ARCANE WARRIOR
what is not the shapeshifet is the arcane warrior... a versatile specialization that permit a lot of flexibility... you can go from the "sturdy caster" to a frontline warrior that dish out some good melee damage... this line is good for both the dabbler who want to get some extra defense and the mage that always read of the heroic wardens who slayed archdeamons with theirs sword
Combat Magic
Rating: 5/5
this skill is the defininf one of the arcane warrior and many others expand its capabilities... is it important to note that you dont need to activate the (very expensive) buff to be able to wear an armor... you can pretty much take just this skill, forget about the buff and go around with a decent armor rating and just "minor" fatigue (well just the one of the armor
Aura Of Potency
passive skill to boost your war stats, it works only when Combat Magic is active
Shimmering Shield
Rating: 3/5
another buff that boost your armor... this one could be used even not in conjunction with combat magic... the problem is that it drain mana during combat, the boost itself is pretty good but you need to compensate for the drain with other means
Shround of the fade
another passive skill, if you plan to be a frontline warrior no reason to skip it as it gives some nice boosts
- SPIRIT HEALER -
this is a very good specialization both for bonuses and skills but surprisingly the best spells are the first 2 ones making it a line more suited to dabble than to specialize in. Just the first spell is pretty good and by itself is worth the specialization, the other ones depend more by your taste
Group Heal
Rating: 5/5
fantastic heal, a must have on 1 of not 2 group members, as the healing is comparable to standard heal it can replace it if it is not up, this skills works extremely well with in conjunction with blood magic
Awaken
Rating: 4/5
a solid skill even if not necessary... a lot will depend on your group... if you have just 1 mage then better to have this one, if you have 2 mages with some heals then probably you will not use it that much as you are going to win or die regardless of it
Ward of Life
Rating: 3/5
not a bad spell but with Group Heal, Heal and Regeneration you should be alredy ok for most healing, maybe is a single caster group it can be handly if you really want to save potions, but probably better to spend your spell slots elsewhere
Aura of Purification
Rating: 2/5
this spell have the potential to be a fantastic one... its problem is the upkeep in fact it drain a lot of mana during combat, is it possible to sustain it with other spells eventually, but that require some management and a build tought to take advantage of this spell
- BLOOD MAGIC -
this is a very nice specialization, extremely powerfull with its ability to use health rather than healing, is it true, you can use potions or the skill from the DLC but blood magic is the fast easy and powerfull way, that have some pretty good spells too... it works extremely well with spirit healers... draining your comrades health to heal yourself and them healing them immediatly with a group heal. Note that if you decide to take this specialization you are kinda forced to get the first 2 spells, even if all of them are so good that spell slots are well spent in them and to activate the last 3 spells you need to have blood magic active
Blood Magic
Rating: 5/5
The core of this specialization, you use health rather than mana to cast, note that while Blood Magic is active you basically cant be healed by normal mean... this mean you cant use blood magic extrensively when you get it but have to await to get the second spell
Blood Sacrifice
Rating: 5/5
it is just needed to heal yourself and replentish your health pool while using blood magic, it works only on friendly units, not on enemies. It doesnt work on charmed mobs (thx to Trefecka for pointing that out)
Bleeding Wound
Rating: 5/5
this is a very nice aoe spell, the area is not as huge as blizzard or inferno but it doesnt require casting, it does some decent damage and mez you ropponents... think it as a sort of aoe version of Crushing Prison! it doesnt last as the prison but still is imo one of the best spells in game
Blood Control
Rating: 5/5
the big ogre is coming to stomp you what you do?... you take control of him and send him to stomp his friends!, pretty good spell, the duration and recast are good and it works well as a CC skill, it doesnt work on everything and is hard to land on bigger mobs, but still it doest its job very well...
Modifié par Zilod, 26 novembre 2009 - 07:34 .





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