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Useless and uber Spells


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#26
anarex

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I think the best spell in the game bar none is the one no one ever talks about.

All spells pale in comparison to waking nightmare. People that complain about cone of cold being overpowered against melee have never tried waking nightmare. Cone of cold is good but situational. Plus, if you freeze your melee in a big fight your dead. Waking nightmare is always amazingly effective with no friendly fire.

In fact, i am going to go ahead and say that waking nightmare and heal are probably the only essential spells. Everything else is optional. You couldstill beat the game on nightmare without these spells, but it would be much much harder.

Modifié par anarex, 15 décembre 2009 - 04:49 .


#27
Rainen89

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I've tried waking nightmare it's nice and yes there is no friendly fire however, blood wound is way better. Damages and also no friendly fire. Not to mention won't work on higher level targets. Don't get me wrong I loved the sleep line but compared to blood wound it's not even close.

Also waking nightmare doesn't work on undead/demons/constructs/spirits and I think a few others? Blood wound for some reason works on all but constructs and there's maybe 5 of them in the entire game, not including raw fade.

Modifié par Rainen89, 15 décembre 2009 - 04:51 .


#28
BanditGR

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Quite positive that undead (the soldier minion type at the very least) are immune to blood wound.

#29
Rainen89

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I thought so too, then I tried it. Perhaps it's broken but they apparently have "blood". Probably a problem with classification.

#30
Bibdy

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If Mana Clash dealt damage based on the amount of mana the target was already missing, rather than burning mana (i.e. utterly useless at the start of the fight, but instant-nuke on a Mage that's OOM), then Mana Cleanse and Mana Drain would be very useful.

#31
JaegerBane

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To be honest, anyone who truly thinks Fireball is a useless spell just doesn't understand what they're talking about. Yeah, big damage, crowd control, DoT.... but all that is crap because it can't be used with Grease. Sure thing :blink:

BanditGR wrote...

Quite positive that undead (the soldier minion type at the very least) are immune to blood wound.


Yup. Found out the hard way in the Trenches.

#32
Bibdy

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BanditGR wrote...

Quite positive that undead (the soldier minion type at the very least) are immune to blood wound.


Creatures without blood are immune to Blood magic spells, yes.

#33
MerinTB

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I dunno, another tank in the front line is sure helping my mage so I vote that Animate Dead is awesome (unless you animate a mage skeleton, then you're pretty much screwed.)



Maybe I'm naive in accepting that spells do what they say they should do, so I use Spell Wisp and Spellbloom all the time and am happy with them.



Like D&D, I find myself wishing I could cast more Arcane (Magic) Blasts (Missiles) as those are my bread&butter.



Walking Bomb and Stinging Swarm are really my go-to damage spells, though I still love the sight of grease on fire.

#34
Darth_Shizz

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How can you call Anti-Magic Ward useless? Have you ever gone up against a room full of mages? 0_o 3x mages with the positional advantage over 1x mage without any form of disable immunity = bad...unless you usually go the force field + tank route.

Enchantment.

#35
anarex

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Ok blood wound is better but it doesn't count. You can't use blood wound until level 14 if you are a mage and 16 if you are using a party mage. You can get waking nightmare at Lothering. Also, waking nightmare works on everything. Undead, demons, animals. Everything. Sleep doesn't seem to work on undead.

The spell isn't well described. When it goes off it can have a few different effects, it can stun a mob randomly, cause them to fight other mobs, or, and they don't tell you about this, just outright kill something.

Many many times when you cast waking nightmare some mobs will appear stunned after being hit by the spell, but the mob can't be targeted. That is because its already dead. The instant cast spell outright killed him at full health. When the fight ends the mob collapses and turns into a lootable corpse. Blood wound can't do that.

It gets resisted by bosses, duh, but hits reliably on yellows.  You just wont understand it until you fool around the with spell for a bit. Take any of the really really hard 20 guys are here to rape you fights, then drop waking nightmare.

You need to use it as your first move. As in, pause switch to mage, cast spell. If you do anything before the spell, its effectiveness goes way down. I think it has to do with how mobs acquire targets. Once a mob has a target, i.e. you, even if hit by the spell it might just stay on that target. If you hit them immediately with the spell they almost always turn on each other.

Another way overlooked area, grenades. Grenades are nuts. First play though I did not bother with them. Grenades out damage most spells. Its really common to toss an acid flask and have it do over 300 damage spread over 3-4 mobs instantly. The funny thing is that Bioware tried to balance them by giving them a small area of effect. The small radius is actually what makes them so great. Its very easy to toss them without worrying about friendly fire.

I am curious about walking bomb. How do you use the spell without killing my party? Whats the damage like?

Modifié par anarex, 15 décembre 2009 - 08:57 .


#36
iw4o

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[malicious content removed]

#37
Rainen89

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Bibdy wrote...

BanditGR wrote...

Quite positive that undead (the soldier minion type at the very least) are immune to blood wound.


Creatures without blood are immune to Blood magic spells, yes.


Again, yes they should be. No they're NOT immune in game. It has worked on everything except Golems.

#38
Edelwolf

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The OP is mostly right.



So maybe those listed spell are not exactly useless, but what's in a word? It's all relative.

I'll pick the better spells over the the weaker ones any day.



Glyphs, the force line and cold domain are clearly the best choices here.

Only he underrated stone fist.

#39
2Drunk2Frag

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Gecon wrote...
- 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.
- Earthquake: I still have to find a use for this one. Everyone seems to resist the effect ?


I'm playing on nghtmare and I am breezing through alot of encounters with tonsof enemies by doing the following--- 1) Cast blizzard and have wayne cast earthquake to keep everyone in one spot tell they are frozen, 2) cast the affliction aoe hex and have wayne put down a glyph of repulsion in case people resist the CC ( and later use glyph of paralysis if need be), 3) Cast inferno (doesn't cancel blizzard), 4) lob a fireball in the crowd, 5) cast blood wound.  Doing this I can kill as many enemies as I can fit in the AOE radius.  If I really want to save time, I have my Tank (Alister) run around and gather up enemies from different rooms, have him taunt, I shield him, and do the above. 

I guess the point is that fire spells do not cancel out Ice. (Unless there is a version of hte game that this is true).

#40
Lacan2

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Disagree completely. Fireball is better than CoC, and always has been.

You have to get into range of archers and mages to use CoC on them. Even if you do, they won't be clustered properly. Fireball is an auto-knockdown that hits virtually everything. Does the most damage too. I can launch it over my party with no problems, and hit/kill those archers and mages before they cast or shoot once. The only place CoC is more valuable is large bosses and flame-based demons. Fireball = they will be hit first or it will be a tie. CoC = you are virtually guaranteed to be hit first, and possibly dying with a non-AW mage.

Modifié par Lacan2, 15 décembre 2009 - 07:14 .


#41
BanditGR

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Rainen89 wrote...

Bibdy wrote...

BanditGR wrote...

Quite positive that undead (the soldier minion type at the very least) are immune to blood wound.


Creatures without blood are immune to Blood magic spells, yes.


Again, yes they should be. No they're NOT immune in game. It has worked on everything except Golems.


I tried it 2 minutes ago on the Fort Drakon undead, while finishing my 3rd playthrough and I can assure you, they were immune to it. Deep Roads spirits aren't though, which is an obvious mistake.

#42
XOGHunter246

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I'm surprised to see someone say fireball and cone of cold useless. use it right then find out how useful they are and  walking nightmare is fun and useful

Modifié par XOGHunter246, 15 décembre 2009 - 07:21 .


#43
Statisfaction

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nooby advice :)



Not all women are beautiful, and there is nothing keeping you from using as many as possible...

#44
Marionetten

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I wonder how many of you have tried the new version of crushing prison. It's pretty much useless on Nightmare. Right now it's definitely on the underpowered side for a fourth tier spell. Cutting the cooldown in half might make it worth picking up again.

The hex line is definitely the most overpowered spell line in the whole game.

Modifié par Marionetten, 15 décembre 2009 - 07:30 .


#45
MerinTB

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anarex wrote...

Another way overlooked area, grenades. Grenades are nuts. First play though I did not bother with them. Grenades out damage most spells. Its really common to toss an acid flask and have it do over 300 damage spread over 3-4 mobs instantly. The funny thing is that Bioware tried to balance them by giving them a small area of effect. The small radius is actually what makes them so great. Its very easy to toss them without worrying about friendly fire.

I am curious about walking bomb. How do you use the spell without killing my party? Whats the damage like?


Grenades are probably part of the reason I got by with Morrigan shapeshifting so much, honestly.  Between poisons and grenades, my MC Rogue controlled the battlefield in ways that shamed the rest of the party.  If only there were a sticky grenade...

Walking bomb damage is brutal - I've ocassionally had party members fall from the explosion - the real trick for me is Grease, Walking Bomb (or Virulent Walking Bomb if a big group), Stinging Swarm then Arcane Blasts - hopefully the explosion happens before the tanks get there, and if done right, I've just started a chain (with Virulent and Swarm) that means I don't have to worry about the fight taking a long time.

I did a little experiment in the Deep Roads - there's a fight where you cross a bridge and there are two lines of archers.  I sent my two tanks at the one side, and die the grease/virulent bomb/swarm/arcane combo on the other side - I think my tanks had two enemies dead on the one side by the time I'd cleared the 5 from the other. :)

I'm sure there are quicker, more effective ways to do it - but watching those chains go off is way more entertaing than paralyzing or cone of colding them would have been. :wizard:

#46
Sylixe

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NONE of the spells are useless if you know how to use and apply them correctly.  I gotta lol at the OP for saying Staff Damage is bad.  I think he needs to look at some of the staff parsed DPS that has been posted numerous times now.

Modifié par Sylixe, 15 décembre 2009 - 09:28 .


#47
Starlight

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Rainen89 wrote...

Improved drain, (Vuln hex + drain life is one of the highest single target bursts you can get, while healing for quite a bit. Why did you put arcane shield / Rock armor on the useless list when you are playing an arcane warriior? Fireball is hardly useless, you just can't spam it on your group, the problem is practically everything else in the tree is useless in comparison, but fireball is probably one of the most ridiculous spells. High damage and aoe knockdown. You don't need to worry about it dispelling CC, it is CC.


Improved Drain not only work on Vulnerability Hex + Drain Life combo. It also works on Vulnerability Hex + Drain Mana combo as well.

With this combo the mage can drain double amount of life of mana than the original spells.

#48
soteria

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Try casting waking nightmare + virulent walking bomb on a group of archers, if you're wondering what it's used for.



Waking nightmare is good, but it's not *that* good. They do still have a chance to attack you, as well, and it can actually mess you up if your tank had aggro and now they're just randomly attacking people.

#49
NetBeansAndJava

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mana drain and mana cleanse are the only ones I think are near useless. They might only apply if a boss has mana and resists mana clash.

After all, if you're fighting a non-boss mage that resists mana clash, you might as well just slap on a crushing prison or force field or glyph of paralysis or paralysis or sleep... so many other great choices. Once the mage is cc'd either kill him/her by focusing fire or just save them for last after killing everyone else.

Moreover, mana cleanse and mana drain don't keep the mage from casting spells. They're still a threat even after having a portion of their mana taken away.

Modifié par NetBeansAndJava, 15 décembre 2009 - 11:09 .


#50
Thanatos45

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anarex wrote...

I think the best spell in the game bar none is the one no one ever talks about.

All spells pale in comparison to waking nightmare. People that complain about cone of cold being overpowered against melee have never tried waking nightmare. Cone of cold is good but situational. Plus, if you freeze your melee in a big fight your dead. Waking nightmare is always amazingly effective with no friendly fire.

In fact, i am going to go ahead and say that waking nightmare and heal are probably the only essential spells. Everything else is optional. You couldstill beat the game on nightmare without these spells, but it would be much much harder.


I did not find it to be all that good. Sure, it's nice to see your enemies cut each other to pieces but often they just continue to attack me.