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List of especially underpowered and overpowered spells/spell combos?


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#1
1483749283

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What spells do you find least and most useful? Some of the most disappointing for me were (reference point is Hard difficulty):

1) Sleep. Not 100% effective, even when upgraded.
2) Death cloud. Much nerfed compared to DAO. Damage is tiny and not 100% effective; duration is low.
3) Death syphon. There are enough random dropped potions (At least in hard).
4) Dispel magic. High DPS mages could be taken out quickly at the beginning of fights.
5) Telekentic burst. Rarely works.

Some of the most useful:
1) Upgraded mindblast. Not available in DAO, low cooldown, works better than Telekenetic burst.
2) Walking bomb. Quickly finishes off hordes.
3) Chain lightning works much better than in DAO, high damage against Tremor.
4) Petrify/dessicate works on things like demons when it shouldn't. Highly effective with archer's lance.
5) Gravitic ring. Shuts them down for a long time.

Any other unique and surprising spell strategies anyone care to share?

Modifié par Pausanias, 02 mai 2011 - 05:09 .


#2
mr_afk

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telekinetic burst can be used to unstealth assassins. I think that dispel magic can work on some of the mob leaders (with that spinning aura) and on some demons - not sure how useful it is though. and yeah I agree about the sleep/death cloud. I suppose they could be used in a similar way to gravitic ring but they're a lot weaker and less reliable.

Okay, my personal favs would have to be:
1. Pull of the abyss->Fenris with Claymore->Paralysing Haemorrhage and Chain Reaction 
2. Pull of the abyss->Gravitic Ring->Ranged Party Members deal unreturned damage
3. Rock Armour is great for becoming more durable
4. Haven't tested this out yet but my plan for a disorient party setup involves
Pull of the abyss->Gravitic Ring+Overpowering Fog->Walking Bomb, Spirit Strike, Golem's Fist
Or maybe just Pull of the abyss->Overpowering Fog->Assault/Scatter from Aveline

Modifié par mr_afk, 02 mai 2011 - 06:21 .


#3
ezrafetch

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As primarily a mage player...

Guuuuuud spells
1. Vitality - Singlehandedly the best passive in the game for any class, bar none.  Also, I'm a Spirit Healer to the grave (but Spirit Healers are pretty invincible in DA2, so dying/going to the grave is a non-issue).
2. Firestorm - The best spell in an Elementalist's arsenal.  You can destroy an entire mob in one cast...so delicious.
3. Petrify - Best lockdown in the game.  Sets up Brittle CCCs like an absolute champ.
4. Pull of the Abyss - Mostly because it is absolutely hilarious to pull an entire field into 1 square meter of space.
5. Walking Bomb - Yes.

Poop spells
1. Dispel Magic - Too narrow to use, especially given the lack of debuffs/magic requiring such a spell.
2. Death Syphon - You either have Anders or you're handling the healing.  So there's no need for this.
3. Sleep - Nerfed from DA:O to DA:2.
4. Blood Slave - I'm pretty sure the upgrade is bugged, and it's just not worth it anymore.
5. Glyph of Repulsion - Extremely small range and the wider field of battle make this useless.

Delicious combos
1. Pull of the Abyss + Gravitic Ring + NUKEEEEEEEEE (i.e. Firestorm) - All you need to lock dudes down.
2. Cone of Cold / Winter's Grasp / Petrify + Archer's Lance / Bursting Arrow / Mighty Blow - 6k on an easy to set up Brittle?  YES PLEASE.
3. Glyph of Paralysis + Walking Bomb - Yes.
4. Sunder / Cleave / Shield Bash + Chain Lightning - The bread and butter of pretty much everything.
5. Taunt / Goad / Armistice + Me getting owned - And then I don't get owned because the threat is off of me.

#4
Andraste_Reborn

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I tend not to use Walking Bomb because I play on Nightmare. Maybe I should try it in combination with Gravitic Ring next time ...

Anyway, I think my favourite CCC so far is Petrify + Assassinate. Nothing quite so satisfying for me as taking out enemy mages (or better yet, assassins) with one hit. My Hawke and Anders high-fived a lot during that run.

#5
SuicidalBaby

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Andrastee wrote...

I tend not to use Walking Bomb because I play on Nightmare. Maybe I should try it in combination with Gravitic Ring next time ...

Anyway, I think my favourite CCC so far is Petrify + Assassinate. Nothing quite so satisfying for me as taking out enemy mages (or better yet, assassins) with one hit. My Hawke and Anders high-fived a lot during that run.

glyph of paralysis > grav for use of WB, both work, para just works better

ps: telekinetic burst owns upgraded mind blast, 1 point that prerequisites a necessary skill pick up, ranged = safer, rogue disrupter

Blood Slave upgrade works, it just doesnt display the tooltip in the first half

Modifié par SuicidialBaby, 02 mai 2011 - 01:40 .


#6
Guest_m14567_*

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I agree that sleep and entropic cloud (even when upgraded) seem a little weak. Misdirection/Shackling hex doesn't seem very good to me either. I will now patiently wait for the internet to prove me wrong on this.

Gravitic ring can allow for many encounters to become pretty much trivial. The cold spells seem a little too good to me too, at least in comparison to many other spells. Cold spells do good damage, some CC (either slow or freeze) and if you get brittle then sets up CCC and if nothing else +50% crit damage, that's pretty hard to compete with.

I'd say for some spells (and other non-spell talents), at least on higher difficulty, there is no hope since it seems to me maximizing damage >>> everything else. Why cast dispel magic when you can obliterate instead?

Looking forward to videos from the upcoming nightmare domination: defender warrior thread...

#7
1483749283

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Does upgraded telekenetic burst work on Shades? I know upgraded mindblast does but not the regular burst.
I agree that Misdirection is MEH-worthy. Its duration should be much longer. In general, the entire entropy school suffers from the lack of a mastery talent and the lack of opportunity for CCC. However, terror and torment are definitely worthwhile.

#8
Darqion

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I love gravitic ring but it seems like i cant actually attack stuff thats stuck in the dead center

Anyway i'm so far quite disappointed with the Disorient ccc effect but i`ll admit i havent fully tested it yet.

#9
tonnactus

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Number one of all underpowered spells is fireball.

#10
SuicidalBaby

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you spend 2 points on Mind Blast because of shades?

#11
1483749283

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And don't forget the extremely short cooldown for mind blast, like half of telekenetic burst. I actually had them both, but I rarely wound up using (unupgraded) TB because it rarely works for me on hard. Certainly doesn't do anything to visible rogues for me. They just brush it off, laugh, and proceed to one-shot Varric.

Besides, I did feel like I was fighting shades like half of the game, didn't you? They were everywhere. I got so sick of them.

Didn't know it could un-stealth the rogues when they actually stealth---will have to check that out. Are you sure that unupgraded TB can unstealth rogues?

Modifié par Pausanias, 02 mai 2011 - 08:18 .


#12
Darqion

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Yes Tb can knock rogues out of stealth... but from my testing it doesn't always work. But all these force mechanics are not something im to familiar with myself

If you want a rogue out of stealth just use pull instead... or firestorm :P

#13
SuicidalBaby

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if you allow the rogue to finish his immune phase while stealthing, 2-2.5 seconds after going invisible, then cast you will knock him from stealth.

be aware: magic and base weapon damage affect the force of a given spell

example of how force is affected by weapon base


example of tburst


read this thread:
http://social.biowar...8/index/7228864

Modifié par SuicidialBaby, 02 mai 2011 - 08:51 .


#14
Apathy1989

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Based on my nightmare playthroughs...

Terrible spells:
1) Death cloud. Does next to nothing. Very underwelming for an end of tree spell.
2) Sleep. Rarely works, nor lasts long.
3) Blood Slave. Does not last long enough to be useful. Explosion does not work on elites.
4) Makers fist. Damage is practically nothing unless target is staggered.
5) Arcane shield. Large mana reserve for minor benefit. Does not help teammates and stacks with heroic aurea.

Great skills:
1) Haste. Practically manditory skill.
2) Heroic Aura. Very nice set of bonuses.
3) Horror. Disables an enemy and can do nice damage.
4) Petrify. Very good for locking down an assassins who just won't stop disappearing.
5) Rock Armour. Another manditory skill.

Delicious combos
1) Stagger + Chain Lightening. Probably the most overused spell in the game for CCC.
2) Pull + Grav + Firestorm. Just make sure no friends nearby.
3) Glyph of Paralysis + Walking Bomb
4) Petrify + Instant followup of Archers Lance

#15
SuicidalBaby

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Fist of the Maker is great cc, that stun is far greater than 20%
not to mention proven to break rogue stealth

#16
Darchon_

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Underwhelming:
1. Fireball
2. Glyph of Repulsion
3. Death Syphon
4. Arcane Shield
5. Anything in the Entropy tree beyond Death Hex and Horror

Amazing:
1. Gravitic Ring  (The BEST mage spell)
2. Pull of the Abyss (Possibly second best mage spell)
3. Paralyzing Hemorrhage
4. Heroic/Valiant Aura
5. Haste

Killer Combos:
1. Anything Brittle + Assassinate (add in mark of death and death hex for extra goodness)
2. Stagger + Paralyzing Hemorrhage  (exploding enemies!)
3. Pull of the Abyss>Glyph of Binding>Overpowering Fog>Virulent Walking Bomb
4. Gravitic Ring>Haste (you can get so very much free damage this way)
5. Gravitic Ring+Anything basically

Weak Combos:
Disorient+anything but Walking Bomb. Brittle>Stagger>Disorient.

#17
1483749283

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Thank you---this is highly useful.

Apathy1989 wrote...

Based on my nightmare playthroughs...

Terrible spells:
1) Death cloud. Does next to nothing. Very underwelming for an end of tree spell.
2) Sleep. Rarely works, nor lasts long.
3) Blood Slave. Does not last long enough to be useful. Explosion does not work on elites.
4) Makers fist. Damage is practically nothing unless target is staggered.
5) Arcane shield. Large mana reserve for minor benefit. Does not help teammates and stacks with heroic aurea.

Great skills:
1) Haste. Practically manditory skill.
2) Heroic Aura. Very nice set of bonuses.
3) Horror. Disables an enemy and can do nice damage.
4) Petrify. Very good for locking down an assassins who just won't stop disappearing.
5) Rock Armour. Another manditory skill.

Delicious combos
1) Stagger + Chain Lightening. Probably the most overused spell in the game for CCC.
2) Pull + Grav + Firestorm. Just make sure no friends nearby.
3) Glyph of Paralysis + Walking Bomb
4) Petrify + Instant followup of Archers Lance



#18
Amioran

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Pausanias wrote...

What spells do you find least and most useful? Some of the most disappointing for me were (reference point is Hard difficulty):

1) Sleep. Not 100% effective, even when upgraded.
2) Death cloud. Much nerfed compared to DAO. Damage is tiny and not 100% effective; duration is low.
3) Death syphon. There are enough random dropped potions (At least in hard).


Solution if you have a PC for these three spells (among others)? Download Better Mages or Better Combat in dragonagenexus.

Modifié par Amioran, 03 mai 2011 - 06:34 .


#19
Darqion

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random mods like that could very well imbalance the game though, since mages are actually quite strong already :P

#20
Amioran

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There's a vanilla version of the mod that just changes some of the spells to work better. Nothing else is altered.

#21
Andraste_Reborn

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I'm thinking of playing a Blood Mage in my next run - is the general consensus that Blood Slave is a waste of points?

#22
Lumikki

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Good and bad spells are so much related players playing style as mage. Example I don't use rock armor, because I don't need protection as redusing damage done by enemy hits. I need protection as preventing enemies ability to hit my mage.

Good basic spells:

1. Haste
2. Heal
3. Chain Lightning

I think dispel magic is useless, there isn't enough mages in game to it be worth of taking. I don't think there is actually any overpowered spells. Most closests are haste and mages staff.

Modifié par Lumikki, 04 mai 2011 - 12:16 .


#23
element eater

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tonnactus wrote...

Number one of all underpowered spells is fireball.

thats pretty much what i thought spells like sleep are also a massive dissapointment 

#24
Sussurus

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Walking bomb: both OP and UP.. OP due to its effects, UP due to its duration and two upgrades.
I prefered the less damage but fully functioning and longer duration effects.

Shield upgraded, and heroic aura I can no longer have a party without this combo, especially with a rogue PC.

Entropy spells basically under powered in the extreme.
Lesser effects than DA:O, far less duration, too many upgrades, very low duration, very small AoE on those with them.
Far to long cooldowns in relation to cold spells that damage and hamper foes.
Good in a super boss battle by itself, but a rogue with sabotage maxed out can do most of this or better, cheeaper and more often; and a primal, elemental mage can do the rest again better imo.

Fireball, mild back up, but excellent to stop Assassins in stealth if you get lucky.

Modifié par Sussurus, 04 mai 2011 - 12:08 .


#25
Jack-Nader

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Walking bomb is definitely overpowered when used correctly. I will post a video in a day or so where I use it as the core damage dealing spell for my party setup. It should raise some eyebrows.