My list:
- Arcane Shield: Err... I prefer not to get hit in the first place. Ok, Arcane Warrior might want to choose this one.
- Staff Focus: A 33% increase of no damage is still no damage. Considering how cheap Mana potions are, the default attack is really not that important.
- Flame Blast, Inferno: Cant be used with ice or grease spells, as they disable them.
- Fireball: Not really belongs on this list, as it is a fast to cast area knockdown. Still it has the same problems as Flame Blast and Inferno. Damage spell that dispels CC spells = bad.
- Rock Armor: See Arcane Shield.
- Stone Fist: Ok - the Shatter Effect IS useful. Otherwise its small damage and a short knockdown ... CoC is far superior as a CC ability.
- Earthquake: I still have to find a use for this one. Everyone seems to resist the effect ?
- Petrify: So whats the advantage over CoC ? Single target too. If it would be permanent like in D&D, sure.
- Frost Weapons: Had I the choice, Flaming Weapons have better damage.
- Rejuvenate: Very small effect, quite long recast timer. Now if Regeneration wouldnt rock that much ...
- Mass Rejuvenation: The effect is even smaller than Rejuvenate, hardly gives the caster back his mana for casting this, and the recast timer is insane.
- Heroic Offense/Aura/Defense: Only one target and quite short effect time. Arcane Warrior needs Offense, though, if they want to hit anything in armor.
- Spell Wisp: As much fatigue as Spell Might, but only half the effect.
- Grease: Maybe doesnt belong on this list, even if the effect isnt uber - but its another CC spell. Still cant be used with Fire spells, because that cancels the Grease effect - from which enemies can now easily flee.
- Spellbloom: Doesnt seem to even give back the mana for casting this.
- Stinging Swarm: Hmm never tried this one yet ... but seriously, a single target damage spell on tier 4 ?
- Anti-Magic Ward: Protect an ally ... against healing/buff spells ? WTF ? And to make matters worse, this is a tier 3 spell which should actually kind of rock.
- Anti-Magic Bust: This spell is hardly ever required.
- Mana Drain: The usefulness of this spell is rather limited, but at least not completely zero. If you actually have a hard time to kill mage opponent once in a while, and managed to get off a Mana Clash that wasnt resisted, you can keep this opponent drained with Mana Drain. Or if you have an opponent mage in a Crushing Prison / Frozen /etc you can use them to refresh your mana, too. Still I wouldnt take it if I wouldnt have to.
- Mana Cleanse: The crappiest of all crappiest spells ever. Hardly steals more mana from the opponents than from yourself.
- Death Syphon: For the rather small effect of this sustainable it steals a huge chunk of mana and also puts a fatigue effect on you.
- Drain Health: This is a bad joke. To make this spell any worth taking, it should at least (a) heal as much as Heal and (
- Death Magic: The only mage that would be possibly interested in this one is Blood Mage - but they get a weakened effect from it. Also I might want to add the name is highly misleading.
And which ones totally rock ?
My list:
- Cone of Cold, obviously. Good damage AND great CC AND you can shatter the poor victims, too.
- Heal, Regeneration, Group Heal, Revive, Cleansing Aura - for obvious reasons
- Glyphs - especially also with the Spell Combo Repulsion + Paralyze. Warding comes with area defense for arrows = rocks.
- Mana Clash - can do insane damage to mages. Unfortunately zero effect if resisted. Glyph of Neutralization is therefore a good alternative.
- Mind Blast, Force Field, Telekinetic Weapons, Crushing Prison - They all rock
- Miasma - cant even be resisted at all
- Hexes - Vulnerability and Affliction are a musthave for damage spells, Misdirection and Death are musthave for Boss fights
- Blood Magic, Blood Sacrifice, Blood Wound - all good
- Combat Magic, Aura of Might, Shimmering Shield, Fade Shroud - probably also good





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