Top 10 Offensive Spells
#1
Posté 15 décembre 2009 - 08:55
10. Curse of Mortality - Cast this on anything you want you dead quick and then stick a melee rogue on its ass. Especially useful when another class that can and will heal is around, as it disables heals on the target. If you're a melee heavy group, say with a rogue and arcane mage, this little spell will wipe even yellow named mobs off the map before they have a chance to see what's going on.
9. Force-field - Incredibly useful for both offensive and defensive casting. While some may consider force-field tanking cheap (myself among them), this spell isn't just for saving a party member. Casting this on a dangerous target can buy you time to deal with some smaller things, or in some cases, the other dangerous target, like multiple ogres. Sure, you can't harm it like you can with paralysis, but then again, paralysis can't both be used on friend and foe to great effect alike.
8. Mass Paralysis - It may have a cast time, but nothing beats being able to completely disable a massive group of enemies for a nice long time. In addition to keeping pesky targets in place, they can still take damage, so you can stack other aoe effects on top of them, like tempest, blizzard, etc. All in all, one of the better ways in the game to control large numbers of enemies. If you don't like the cast time, you can use the glyph of paralysis and repulsion spell combo to the same effect.
7. Waking nightmare - The only thing better than preventing a large group of enemies from attacking you for a while is if you can get them to do you some good in the meantime. For this, waking nightmare makes my top 10 list as it targets can not only take damage, but they'll attack each other or take your side for a while. One of the nastier control spells indeed.
6. Fireball - One of the nastiest spells in the game if used right, and even nastier is used wrong. Never leave this on your mages combat tactics menu, or you'll blow up your whole party. It's not even the damage or range that makes this spell great, but the fact that you can do moderate damage with a moderate damage over time effect while knocking everything in the are down. It's no paralysis, but it's an effective tool for controlling more dangerous ranged enemies. One of the main reasons it makes my top 10 is that you get all this with a relatively short cooldown.
5. Mind Blast - This spell is essential. If you have more than one mage, you should have more than one mind blast. Switching off mind blast stuns between characters aside, this spell is fantastic when you've managed to pull a group on you, get flanked by surprise, or even want to bring a rogue out of stealth. It's the first ability in it's line, so the cost to have it is practically nothing, and on top of that, it starts one of the most effective spell lines in the game. The stun lasts long enough for a warrior to taunt, or for you to gain distance and freeze/fireball/control any unexpected group, or long enough to get your tank facing 20 mobs back up to full health.
4. Crushing Prison - Take one mob out of the fight from the start, and let them take damage while you're at it. That's what this spell does. If the mob is weaker in health, like a mage, they'll more than likely die before the effect wears off. Cast this spell and whatever you put it on is pretty much something you don't have to worry about anymore. Even if the mob can't be paralyzed (like a boss creature for example) the spell will still do the spirit damage, making it a great use in large group and single target battles alike. Oh, and lol at Loghain never even getting a swing in.
3. Cone of cold - This spell has been called cheap on numerous occasions. I can understand why. The ultimate in short range crowd control, this nasty little spell will completely disable a good number of opponents for a good period of time. Not only does it provide incredible close range crowd control, but you get the added bonus of every target now being shatter vulnerable. Few things beat using this spell on a nice big bunch of melee and then having your rogue go down the line shattering them one by one.
2. Mana Clash - I have no doubt placing this spell this highly will confuse some. What makes this spell not awesome is that it's only effective against targets with mana. What makes it worthy of being the second best spell in the game, in my personal opinion, is what it does when your target DOES have mana. This spell doesn't just destroy casters... it one shots them. That yellow level emmisary way in the back? One shot. That pathetic blood mage in the corner? One shot. This spell can do absurd amounts of damage (for instance, I hit a red level arcane horror for 850), and it'll do it in an area. The first time you instantly kill 3 mages hanging out too close together and get all their demon buddies down to 10% is a great moment. Oh yeah, and it'll get you the heavy hitter achievement as a mage, since end game it pretty much doesn't ever hit for less than 400.
1. Blood wound - What if I said you could have an aoe crushing prison, and all you had to do was pay for the spell with health instead of mana? Well, that's what blood wound is. Not only does it completely disable a large group of enemies (and I mean large, it's radius is huge), it does significant damage to them as well, and doesn't prevent even more damage. Cast a blizzard, tempest, even storm of the century, then blood wound everything in it and they can't get out. It's the ultimate in damage/crowd control. All this, and considering it's power, an absurdly short cooldown. Sure, the two spells leading up it are situational or completely useless (no thanks, I won't be killing my other party members), but it's worth it for this. Start any fight with this and you've all ready got the upper hand. This is why bloodmages should be feared.
#2
Posté 15 décembre 2009 - 09:10
coldlogic82 wrote...
10. Curse of Mortality - Cast this on anything you want you dead quick and then stick a melee rogue on its ass. Especially useful when another class that can and will heal is around, as it disables heals on the target. If you're a melee heavy group, say with a rogue and arcane mage, this little spell will wipe even yellow named mobs off the map before they have a chance to see what's going on.
I agree with alot of your choices, but not this one.
I played alot last night, and watched as I would cast this on a mob, and it would tick a few times for a mere 5 or 6 dot, and often I saw the mob either heal itself, or be healed by another mob. So it doesn't even do what its description says.
Modifié par pathenry, 15 décembre 2009 - 09:11 .
#3
Posté 15 décembre 2009 - 09:11
#4
Posté 15 décembre 2009 - 09:15
Isn't that from Ultima?blazin130791 wrote...
magic missile
#5
Posté 15 décembre 2009 - 09:20
#6
Posté 15 décembre 2009 - 09:45
Originally from D&Dkevinwastaken wrote...
Isn't that from Ultima?blazin130791 wrote...
magic missile
As for Curse of Mortality, I didn't bother training it until near the end of the game, and enemies were casting it on me. It killed me every time (something like 20 seconds of taking damage and not being able to heal).
#7
Posté 15 décembre 2009 - 09:55
2. Antipathy - sometimes the old tricks are the best
3. Ball Lightning - guaranteed offensive value except against females, who may yet be incapacitated by laughter
4. Bigby's Middle Finger - devastating against sensitive characters
5. Continual Flame - always useful on forums
6. Emasculate - this little known necromancy spell is useful against most player characters
7. Gust Of Wind - make your targets truly regret having the chili beans
8. Inflict Critical Words - the evil character's go-to spell for insulting people
9. Tasha's Hideous Laughter - enough said
10. Wounding Whispers - again, self explanatory
#8
Posté 15 décembre 2009 - 09:57
pathenry wrote...
coldlogic82 wrote...
10. Curse of Mortality - Cast this on anything you want you dead quick and then stick a melee rogue on its ass. Especially useful when another class that can and will heal is around, as it disables heals on the target. If you're a melee heavy group, say with a rogue and arcane mage, this little spell will wipe even yellow named mobs off the map before they have a chance to see what's going on.
I agree with alot of your choices, but not this one.
I played alot last night, and watched as I would cast this on a mob, and it would tick a few times for a mere 5 or 6 dot, and often I saw the mob either heal itself, or be healed by another mob. So it doesn't even do what its description says.
It's probably one of the more underrated spells in the game. It's great for taking out emissaries and other enemies that tend to heal themselves. Really any enemy mage.
A pretty obvious spell, but Winter's Grasp is great. High damage on a short cooldown with a stun AND lots of items that boost cold damage? I'll take it. I haven't been so impressed with blood wound as I thought I'd be, but that could be because I'm mostly using it on dwarves atm and they resist a lot. Blood magic in general is just really cool, though; one of the best specializations they made (and not just because it's so strong).
The paralysis explosion combo from glyphs is pretty strong. I don't think it takes any longer to cast, and is actually cheaper. It's not really an offensive spell, but glyph of repulsion always makes me smile seeing the monsters run up against that glass wall and fly back.
Modifié par soteria, 15 décembre 2009 - 09:59 .
#9
Posté 15 décembre 2009 - 10:08
#10
Posté 15 août 2010 - 02:01
#11
Posté 27 septembre 2010 - 07:30
#12
Posté 09 février 2011 - 02:07
#13
Posté 09 février 2011 - 02:22
#14
Posté 09 février 2011 - 05:22
#15
Posté 17 février 2011 - 11:32
MKDAWUSS wrote...
Storm of the Century
I found MINI Storm of Century more effective. You just cast Blizzard + Tempest without spell might. It does not have radius bigger than blizzard, so your party can be safe. The damage is still so high, all baddies in room get wiped out. I have been using it indoor with no problems.
I think lots of emenies resist cold/fire spells but most are vulnerable to electricity damage.
#16
Posté 29 juillet 2011 - 07:42
#17
Posté 29 juillet 2011 - 10:09
But yes, its a spell combo, not a spell in itself.
#18
Posté 29 juillet 2011 - 06:20
9. Heal- A great way to survive
8. Death Syphon- Good for those of you who spams spells.
7. Death Magic- Good for those who run into battle alot...
6. Earthquake- A great offensive spell, but more of a double-edged sword.
5. Fireballs (Yum!)- A basic, yet destructive spell.
4. Walking Bomb- A great spell for doing massive damage over a small to mid range area.
3. Simmering Shield (Arcane Warrior)- A good defensive spell that will save your butt at the cost of quite a but of mana.
2. Overwhelm (Master Shapeshifer) - A great spell, or in this case more of a Talent, whuch can do massive damage to your foes.
1. Fully Upgraded Combat Magic (Arcane Warrior)- This spell will save you countless time, granting a chance to dodge attacks, and have a bonus to Mana Regen as well as other things.
#19
Posté 29 juillet 2011 - 09:09
This is my second time reading this thread and I just got that joke. Hahaha. *thumbs up*ColeMR wrote...
...half-expecting to be actually be offended by these spells.
#20
Posté 30 juillet 2011 - 02:10
Sorry if I spelled it wrong, but I like it, because I have time to destroy bosses in with many speel combinations. Blizzard for one and inferno since they are AoE's.





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