What spells are good? At the moment i use mainly the first bolt you get as a mage, flame weapons, fireball, the fire cone thing and heal, i got a couple of skill points unused.
There are a ton of spells and i guess spell combinations too, which ones are any good?
Good spells?
Débuté par
Tockix
, nov. 30 2009 11:05
#1
Posté 30 novembre 2009 - 11:05
#2
Posté 30 novembre 2009 - 11:09
cone of cold... practically cheating.
force field... freeze a boss totally as you kill minions.
crushing prison... bye-bye enemy caster.
death hex + death cloud = entropic death; INSANE damage
to name a few.
force field... freeze a boss totally as you kill minions.
crushing prison... bye-bye enemy caster.
death hex + death cloud = entropic death; INSANE damage
to name a few.
#3
Posté 30 novembre 2009 - 11:10
Thanks, perhaps ill try some of those.
#4
Posté 30 novembre 2009 - 12:21
My first play through I played as a mage, with morrigan around.
I took the fire and earth spells and made her take lightning (relatively pointless actually) and ice.
Flame weapons,
Telekinetic Weapons,
Fireball,
Flame Storm,
Cone of Cold,
Blizzard,
Mind Blast,
Force Field,
Crushing Prison,
Paralyze,
Miasma,
Mass Paralyze,
Heal,
Rejuvenate (with a tactic "when ally > 50% mana/energy, cast rejvenate"),
Regenerate (well armored tank and regen basically makes you unstoppable),
Mass Rejuvenate,
Glyph of Paralysis and
Spell Wisp.
That's my spells list of choice.
One of the funnier things to do is mass paralysis/fireball then throw down a blizzard and firestorm.
(I had them on different mages so I could cast them both almost at the exact same time). Spectacular when you see enemies before they react to you. I usually snuck up to a corner of a building near them and began casting while "hidden". Especially effective in buildings or cities.
When out in the open, simply send in your tank to draw enemies around him/her then force field them (makes them immune to damage for a while), and then drop a blizzard and firestorm on them and back your mages off. Anything that gets out of the storm will be more than half dead and easy pickings for your characters.
I took the fire and earth spells and made her take lightning (relatively pointless actually) and ice.
Flame weapons,
Telekinetic Weapons,
Fireball,
Flame Storm,
Cone of Cold,
Blizzard,
Mind Blast,
Force Field,
Crushing Prison,
Paralyze,
Miasma,
Mass Paralyze,
Heal,
Rejuvenate (with a tactic "when ally > 50% mana/energy, cast rejvenate"),
Regenerate (well armored tank and regen basically makes you unstoppable),
Mass Rejuvenate,
Glyph of Paralysis and
Spell Wisp.
That's my spells list of choice.
One of the funnier things to do is mass paralysis/fireball then throw down a blizzard and firestorm.
(I had them on different mages so I could cast them both almost at the exact same time). Spectacular when you see enemies before they react to you. I usually snuck up to a corner of a building near them and began casting while "hidden". Especially effective in buildings or cities.
When out in the open, simply send in your tank to draw enemies around him/her then force field them (makes them immune to damage for a while), and then drop a blizzard and firestorm on them and back your mages off. Anything that gets out of the storm will be more than half dead and easy pickings for your characters.
#5
Posté 30 novembre 2009 - 12:36
I think the best spells in the game are:
Force Field (completely remove one enemy from the battlefield) or crushing prison, which is an improved version of this spell, but uses twice the mana.
Cone of Cold
Heal (only takes one point to learn and it's great utility to be able to cast an occasional heal with your damage dealer)
Mana Clash (kill enemy spellcasters with a single hit, try it with vulberability hex)
Force Field (completely remove one enemy from the battlefield) or crushing prison, which is an improved version of this spell, but uses twice the mana.
Cone of Cold
Heal (only takes one point to learn and it's great utility to be able to cast an occasional heal with your damage dealer)
Mana Clash (kill enemy spellcasters with a single hit, try it with vulberability hex)
#6
Posté 30 novembre 2009 - 12:45
Cone of Cold. That is sooooo overpowered.
#7
Posté 30 novembre 2009 - 01:02
Im a preety high leveled mage and I gotta say most the spells you really need are the ice spells, havent tryed out the enhtropic/necroish spells, but mix it up and see what works for you best.
#8
Posté 30 novembre 2009 - 01:03
Glyph of Repulse + Glyph of Paralysis
You shouldn't have party members close it ... it is also not that overpowered and very useful against archers if you use the Dexterity Fix or any other Archery buffing mods.
Vulnerability Hex + Walking Bomb + Winter Grasp
Maybe against an enemy in a group that you have hit with the spell above
Spell Might + Blizzard + Tempest
In combination with the first combination. Couldn't use it till now, but will try it very soon.
You shouldn't have party members close it ... it is also not that overpowered and very useful against archers if you use the Dexterity Fix or any other Archery buffing mods.
Vulnerability Hex + Walking Bomb + Winter Grasp
Maybe against an enemy in a group that you have hit with the spell above
Spell Might + Blizzard + Tempest
In combination with the first combination. Couldn't use it till now, but will try it very soon.
#9
Posté 30 novembre 2009 - 01:12
Force Field, either saves one enemy for later, or makes your tank invulnerable (and unable to do anything, mind you) while the mobs will still keep beating him up instead of turning on the other characters.
Cone of Cold, can freeze even cold-resistant enemies in place, including high level bosses. Having two mages cast this will let you keep an entire group of enemies permanently frozen as you slowly kill them with other attacks. Also if your tank is force-fielded you won't damage him with this spell so you can easily freeze anyone attacking your invulnerable tank for good measure.
As a matter of fact, the spell combos are not as good as these two individual spells used appropriately. Quite a lot of spells or combos will do more damage, but none will offer as much control over a battle at such low mana cost than these two.
Cone of Cold, can freeze even cold-resistant enemies in place, including high level bosses. Having two mages cast this will let you keep an entire group of enemies permanently frozen as you slowly kill them with other attacks. Also if your tank is force-fielded you won't damage him with this spell so you can easily freeze anyone attacking your invulnerable tank for good measure.
As a matter of fact, the spell combos are not as good as these two individual spells used appropriately. Quite a lot of spells or combos will do more damage, but none will offer as much control over a battle at such low mana cost than these two.
#10
Posté 30 novembre 2009 - 01:36
Thanks. Another thing, how much points should you give into the mana ability?
#11
Posté 30 novembre 2009 - 01:38
On my second playthrough with my rogue I made Morrigan a debuffer/cold damage dealer works really well with my three melee chars. After getting most of them I will get the earth spells.
Petrify, Paralyze and Frozen = mobs that do no damage and die quickly (because they shatter).
Petrify, Paralyze and Frozen = mobs that do no damage and die quickly (because they shatter).
#12
Posté 30 novembre 2009 - 01:52
Alphakiller wrote...
cone of cold... practically cheating.
force field... freeze a boss totally as you kill minions.
crushing prison... bye-bye enemy caster.
death hex + death cloud = entropic death; INSANE damage
to name a few.
This. Add Virulent Walking Bomb to use with Cone of Cold. Explosion causes up to 150 + 1.5*SP Physical damage to enemies in 5 yards. For comparison Fireball is 60 + 0.6*SP Fire damage (half as DoT). Over a considerably larger area, but as long as you use LoS and draw the enemy near in a pack, the small AoE of VWB/WB is sufficient.
Force Field is like cheating if using on a tank which has aggro, then AoE everything around him.
Blood Wound is also extremely overpowered (AoE, same damage as Fireball but with a 10 sec paralyzation. Insane!).
Shimmering Shield is silly powerful as well (75% resistance to all, +15 armor, but with a spellcasting penalty).
Storm of the Century is likewise massively overpowered. Targets take 30 + .300*SP Electricity damage every 2 seconds. 30 second duration.
Misdirection Hex is very powerful vs. melee bosses. Basically makes the target miss when a normal hit would have otherwis occurred. VERY handy vs. Revenants and Ogres etc!
Cleansing Aura is a very solid spell. Automatically heal everyone in vicinity every 5 secs for almost as much as the single target Heal spell? Yes please!
Below is a detailed list over spells. Really worthwhile reading if planning a mage. Opinions are subjective, but numbers rarely lie.
http://social.biowar.../index/217944/1
Modifié par Seraphael, 30 novembre 2009 - 02:46 .
#13
Guest_Anzurok_*
Posté 30 novembre 2009 - 08:07
Guest_Anzurok_*
In my own experience...
Fireball for archers or casters. It only has a 10 second cooldown.
Sleep and Waking Nightmare are very good crowd contol spells. Turn a whole group retarded.
Misdirection Hex alternated with Cone of Cold is how I take out Revenants. Freeze 'em, when that wears off, use MH and they won't be able to land a hit. When that wears off, Cone of Cold 'em again.
Forcefield is good to take an Orange out of the fight while you clear out the trashy adds. Or to put on someone who has aggro and is about to die, to save their life.
Crushing Prison does not work on big bosses. The animation is there and they take damage over time, but they are not immobilized. Waste of mana on a Revenant. But great on enemy spellcasters.
The whole glyph line is useful. The last one can be thrown on an enemy mage to complete drain his mana, turning him into a wand auto-attacker. Or you can throw it on your melee (if they're not running around like little retards) to make them immune to magic. Just don't step in it yourself or you'll be chugging potions. And don't use it on blood mage bosses. One in particular resorts to using Blood Wound on the party if you do. Instant death for everyone.
I can't say I was impressed with Earthquake, Blizzard, Inferno or Tempest. *shrug*
Fireball for archers or casters. It only has a 10 second cooldown.
Sleep and Waking Nightmare are very good crowd contol spells. Turn a whole group retarded.
Misdirection Hex alternated with Cone of Cold is how I take out Revenants. Freeze 'em, when that wears off, use MH and they won't be able to land a hit. When that wears off, Cone of Cold 'em again.
Forcefield is good to take an Orange out of the fight while you clear out the trashy adds. Or to put on someone who has aggro and is about to die, to save their life.
Crushing Prison does not work on big bosses. The animation is there and they take damage over time, but they are not immobilized. Waste of mana on a Revenant. But great on enemy spellcasters.
The whole glyph line is useful. The last one can be thrown on an enemy mage to complete drain his mana, turning him into a wand auto-attacker. Or you can throw it on your melee (if they're not running around like little retards) to make them immune to magic. Just don't step in it yourself or you'll be chugging potions. And don't use it on blood mage bosses. One in particular resorts to using Blood Wound on the party if you do. Instant death for everyone.
I can't say I was impressed with Earthquake, Blizzard, Inferno or Tempest. *shrug*
#14
Posté 30 novembre 2009 - 08:19
basic Heal is very useful even for mages that aren't dedicated healers. gives alot of flexibility if a party member needs a save and can't use a health poultice for some reason (on cooldown or they're stunned or whatever).
Cone of Cold is the best spell in the game. totally overpowered.
Force Field is great and has some exploitative tricks you can do to fool the AI into behaving VERY stupidly (Taunt with a tank and then Force Field him for example).
Mind Blast is a life saver. alot of people don't know this because it doesn't say in the tooltip, but the spell has a chance to reset aggro so a mob will stop hitting your mage when it comes out of the stun.
Winter's Grasp is the best single target damage spell.
Fireball is a great spell. my favorite direct damage spell in the game.
the big "storm" type AoE's like Inferno, Blizzard, Tempest, and Death Cloud are actually not as good as you'd imagine. they need some pretty extensive set up and planning to use properly. potentially very effective but tricky to do it right.
the whole Disorient->Horror->Sleep->Waking Nightmare line is good. Sleep in particular is a real gem.
Cone of Cold is the best spell in the game. totally overpowered.
Force Field is great and has some exploitative tricks you can do to fool the AI into behaving VERY stupidly (Taunt with a tank and then Force Field him for example).
Mind Blast is a life saver. alot of people don't know this because it doesn't say in the tooltip, but the spell has a chance to reset aggro so a mob will stop hitting your mage when it comes out of the stun.
Winter's Grasp is the best single target damage spell.
Fireball is a great spell. my favorite direct damage spell in the game.
the big "storm" type AoE's like Inferno, Blizzard, Tempest, and Death Cloud are actually not as good as you'd imagine. they need some pretty extensive set up and planning to use properly. potentially very effective but tricky to do it right.
the whole Disorient->Horror->Sleep->Waking Nightmare line is good. Sleep in particular is a real gem.
#15
Posté 01 décembre 2009 - 02:01
i just start a mage and so far walking bomb or whatever is called is very a cool spell to have make a whole new meaning of killing an ennemy or maybe utterly annihilate them when they explode.. and i agree with sleep got it on morrigan on my previous playthrough it was just.... wonderfull





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