So, are the Creation glyph type spells any good? I'm about to use the respec mod to redo Wynne's spells, because I found that Earth spells as crowd control are rather weak. So I'm think of using ice spells because those are pretty powerful, but should I also consider the Glyph spells as well?
But before I reset her spells... How are you suppsed to use Earthquake as a method of crowd control? I mean, it knocks down my damage dealers and tanks who try to get near the enemy. So what's the whole point? It knocks them around a bit. Is it for keeping enemy reinforcements occupied while you are off fighting something else? Or is it really for use with ranged attacks, like bows?
As a matter of fact, are the Earth spells in general any good at all? Stonefist is good, but are the other spells useful? Ice spells look far more powerful to me.
Creation Glyph Spells and Earthquake?
Débuté par
Meteo63
, nov. 19 2009 01:25
#1
Posté 19 novembre 2009 - 01:25
#2
Posté 19 novembre 2009 - 01:27
stone armor is good for arcane warrior or just some extra toughness.. stonefist cracks frozen opponents.. haven't played around with petrify, but yeah.. earthquake just gets em all mad at your healer (bad) and doesn't knock em down much at all, very disapointing.
#3
Posté 19 novembre 2009 - 01:29
Earthquake is good when combined with Ice and Petrification abilities. The idea is to freeze/petrify enemies, then hit them with an Earthquake for shattering them into pieces.
#4
Posté 19 novembre 2009 - 01:31
I thought shattering only happens with critical hits or stonefist. Does Earthquake actually shatter enemies who are frozen..? Anyway, looks like the idea is that stone fist and stone armor are pretty good, but earthquake lacks in usefulness and that petrify while expensive is useful.
Alright, but how about glyphs?
Alright, but how about glyphs?
#5
Posté 19 novembre 2009 - 01:41
The Glyph of Paralysis can be used as a trap and you can have several of them (although it has quite a long cooldown time) so you can use this if you need somewhere safe to retreat to.
The Glyph of Warding makes anyone within it harder to hit with ranged weapons so I'm sure you can see the potential uses for protecting you own archers or mages.
The Glyph of Repulsion causes any enemy who fails to resist to suddenly fly away from the glyph so it's great for keeping melee attackers away from vulnerable characters or if you need to stop someone from taking melee damage briefly so you can heal them.
The Glyph of Negation if they fail their resistance check is a mage killer, all magical buffs/debuffs instantly dispelled and all mana drained leaving them totally vulnerable to archers/warriors... Conversely however it also grants complete spell immunity to anyone under its effects so you can use it upon your warriors if an enemy mage is giving them trouble.
The Glyph of Warding makes anyone within it harder to hit with ranged weapons so I'm sure you can see the potential uses for protecting you own archers or mages.
The Glyph of Repulsion causes any enemy who fails to resist to suddenly fly away from the glyph so it's great for keeping melee attackers away from vulnerable characters or if you need to stop someone from taking melee damage briefly so you can heal them.
The Glyph of Negation if they fail their resistance check is a mage killer, all magical buffs/debuffs instantly dispelled and all mana drained leaving them totally vulnerable to archers/warriors... Conversely however it also grants complete spell immunity to anyone under its effects so you can use it upon your warriors if an enemy mage is giving them trouble.
#6
Posté 19 novembre 2009 - 01:47
I found glyph spells to be extremely useful, well at least 2 of them. The repulsion and neutralization one. Put up repulsion glyph on Wynne and Morrigan and no melee will hurt them. Put up neutralization glyph on top of the hostile mage and he becomes a joke.
#7
Posté 20 novembre 2009 - 08:33
What I am wondering is what impact spellpower has on the glyphs. Will my repulsion be more effective with higher spellpower?
Also I find only the first 3 glyphs useful. Neutralization sounds nice and all. However, I much perfer mana clash. When you go into that tree you also get spell might. Another highly useful spell.
Repulsion -- you can seal off a choke point and release an ae spell.
Warding -- my mage actually survived a melee encounter with a revenant with the warding up. It still hurt, lots. Also archers turn into a joke with that spell up.
Also I find only the first 3 glyphs useful. Neutralization sounds nice and all. However, I much perfer mana clash. When you go into that tree you also get spell might. Another highly useful spell.
Repulsion -- you can seal off a choke point and release an ae spell.
Warding -- my mage actually survived a melee encounter with a revenant with the warding up. It still hurt, lots. Also archers turn into a joke with that spell up.





Retour en haut






