Mind Blast, Force Field, Crushing Prison are all useful tools for shutting down or countering attackers at close range, and Telekinetic Weapons is a fairly useful buff in its own right, making the whole spell line arguably one of the best to invest in. Force Field can be used both defensively and offensively, and it casts faster than a potion. If there's any question about whether there's enough time to get a potion off, I find that Force Field is often the safer bet. Mind Blast does reduce threat; modders that've looked into the code have demonstrated that it does. Run a forum search on Mind Blast and the tooltip mod to read their findings.
Glyph of Repulsion is ridiculously good if you can find a narrow choke point. Glyph of Warding bolsters defenses, and Glyph of Paralysis is effective against a single target if you need a short reprieve. You can combine Glyph of Repulsion and Glyph of Paralysis to create an AoE Paralysis effect that doesn't require going down the Weakness spell line (friendly fire possible, however). I haven't tried Glyph of Neutralization, but since you can cast the spells
on NPCs as well as on the ground, it might be a good option for shutting down enemy mages that doesn't require wasting two (or three, depending on your opinion) points to get to Mana Clash.
I used Sleep and Waking Nightmare to beat Ser Cauthrien's room on Normal, and I would argue that Ser Cauthrien on Normal can stack up to just about any other boss on Hard (which I'm currently playing) and then some.
Blood Wound is like an AoE Crushing Prison. Ridiculously powerful in that it has no friendly fire and incapacitates NPCs. Your call if it's worth spending points on two situational and even dangerous spells to get it (Blood Magic and Blood Sacrifice).
If I could only take one of the above spells, I would take Force Field. No question.
Modifié par MusukoYo, 16 décembre 2009 - 01:44 .