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UNDERpowered spells?


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3 réponses à ce sujet

#1
DodgeMoreLightning

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We know the spells that are so strong they seem to be broken, some are get out of jail free cards, some lock the entire opposing force down, some just pop enemies like zits. The common thread is that you can ignore swaths of game mechanics and stats if you just learn how to use these spells. We know them well.

What about the underperformers? I'd be much more interested in getting a mod that made the underperforming spells worth the talent point spent even in comparison to spells that aren't instant wins like Paralyze and Fireball.

What spells do you guys think just aren't worth a damn compared to everything else that's there? What spells do you guys think would be okay if it weren't placed where it was in the tree?


My least favorites:

Arcane Shield: the bonus to defense isn't quite enough. You'll still be hit, and you'll still be hit hard unless you're an Arcane Warrior, or you disable the enemies. In both cases, you don't need this.

Arcane Mastery. You'll barely notice the difference. Why bother?

Flaming Weapons/Frost Weapons: Great if you have a Dual Wielder, not so hot otherwise. Should deal damage relative to attack speed as well. Slower weapon types should get a larger damage bonus.

Earthquake: The Knockdown effect is weak compared to everything else you could do. If they stayed down as long as they do when Fireball hits, it might be worth it.

Rejuvenate: I cast it, but often times I don't notice it. I took it off of my bar, and didn't miss it.

Glyph of Warding: Since the whole "let the enemies actually attack you" strategy is significantly weaker than the "let's lock them down so we don't even care what our stats are besides spellpower" strategy, the radius should probably be larger to make it worth the trouble, seeing as how the glyph doesn't go with you.

Glyph of Neutralization: The effect is outstanding, right up until the point the enemy caster steps out of the glyph and starts casting a second later somehow. You were better off with Glyph of Paralysis.

Grease: Even the spellcombo with this sucks. Just an all around waste of point.

Spellbloom: Regen is minor. Strictly worse than Mass Rejuv, and I was tempted to put that spell on this list because it's not that great either. Doesn't affect fatigue.

Stinging Swarm: Does solid damage, but no secondary effect or area effect at the tier 4 level makes it inferior to almost everything else.

Anything Shapeshifter: Lol.

Cleansing Aura: Drains mana a little too fast to be useful, especially considering the radius of the effect is not large.

#2
Matthew Young CT

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I find Glyph of Warding alright. Mostly use it on my tank who's surrounded by critters. It's not awesome or anything, but it's handy enough. Not every spell has to be fantastic, just useful. I'd say it is that.



Rejuvenate spells are nice IMO. Put them on all your mages and spam them. They pay for themselves, so the only real downside is casting time. Which is of course pretty minimal. Good for stamina regen, basically.



Problem with Cleansing Aura is the mass heal. Normally you just want to heal the tank. Still, it cures injuries!



5 spellpower for a talent point...hmm...probably needs a bit more. Though I'd prefer the bit more was in the form of some flavour. Rather bland, even if the number is bumped.



Earthquake doesn't deserve to be on a "worst of" list. Can never have too many disabling spells!



Otherwise agree.

#3
Vaylor66

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Most of those spells are ok. I do have problems with anything that recharges mana/stamina though. When mp pots are so effective and cheap, why are spellbloom and the rejuvinate spells so bad. Shapeshift and earthquake are both terrible as well. But the rest of the spells listed are fine. Maybe adjust mana costs on some of the t4 spells though.

Modifié par Vaylor66, 30 novembre 2009 - 06:38 .


#4
Arijharn

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Personally, I think Rejuvinate would be a lot more useful if you could cast it on yourself but instead increase it's cd.



As an aside, I think the class abilities of Templar's, specifically Righteous Strike and Holy Smite should be not so pathetic. Righteous Strike is underwhelming in its mana drain and Holy Smite doesn't really seem to do anything other than knock targets down (with pitiable damage) for a huge cost of stamina.