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LF Mage Advice


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9 réponses à ce sujet

#1
FireEmblem29

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OK, so those of us that play on Hard and Nightmare (sorry casual and normal =P) know how vital talent points are. I can't afford to waste it on something unless I intend to upgrade that tree in the long run.

That being said, my healer, Wynn, has turned into a powerhouse. She once just healed everyone, which was fine by me. But after dumping four points into Spirt, she now deals hardcore damage. Thus, she's been pulling aggro ALOT lately, and shes dying very often now.

My question(s) to all you Mages out there:

-Is it worth me spending any points in Const.?
-I always have Rock Armor active, but should I spend a talent point to get Arcane Shield and sustain both? 
-Besides telling me to use taunt, any advice on how to keep her alive longer?

Any insight would be appreciated. May the Maker be with you!:wizard:

#2
Sylvius the Mad

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Once you've reached those higher levels, I think Rock Armour is far more valuable than Arcane Shield.

Remember that Mind Blast zeroes the aggro meters of monsters. That 3 second stun lets her get away and have other party members gain aggro.

#3
FireEmblem29

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Really? It says nothing about reducing aggo/hostility

It reads:



"The caster projects a wave of telekinetic force that stuns enemies caught in the sphere"

#4
sFX.83

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how about making her an arcane warrior?

give her blood dragon armor, life giver and fade shroud and she'll be practicaly invincible

#5
MusukoYo

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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 .


#6
PatT2

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I usually outfit Wynn with the entire glyph line. And she needs either the petrify (but then has to get earthquake, which on harder levels seems less useful?) or force field. Crushing prison is sweet too. You can usually just forget about a weaker foe there, as they die.



To make Wynn truly useful, she needs to have some cc spells. I also usually giver her fireball. Whatever the first in the fire line is. She has to have a way to keep the baddies off her if she draws aggro until my tank can get it back (or my main) Playing a rogue now, and while it's not a tank position, because the immense dps, she always draws aggro.



Also, script into tactics that if Wynn is being attacked, have either the tank or the dps go protect her or attack in some way. I always have the team members programmed to look out for one another. Saves me on micromanaging. Every mage always gets at least a heal spell. (The one useless thing at the first tower didn't have one and I was totally stunned by that.) A mage with no heal spell? Why?



But there are also enemies drawn to casters, so theoretically, even a dedicated healer needs to have at least one preferably 2 ways of rejecting enemy attention. Mind blast is also most helpful and usually put into tactics as well.

#7
Faerell Gustani

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Invest in CC. Forget Rock armor and any sustained defenses.

Taunt is a good idea, however, basic CC will do the trick.



The other way to manage your aggro is to only have Wynne target things that are about to die. What exactly are you doing with Wynne to draw so much aggro? You said Spirit tree, and there isn't really much that draws a lot of hate there. Maybe the walking bomb stuff, but that's all I can think of. A well placed mind blast should buy enough time for Wynne to run away while the rest of your party cleans up.



I have Wynne set to: Self: Surrounded by 2+ enemies: Mind Blast.



Really though, you need to be specific as to what you're doing to draw aggro. If it's single target, then you just need to select your targets better. Pick someone that is near death so they die before the reach Wynne.

If it's AoE, you need to back it up with some form of CC.

#8
DirtyCleo

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If you're keen enough with the rest of your party, Wynne shouldn't ever be attacked.



Those few points in Constitution aren't going to do sh*t compared to the benefit of spellpower with your Magic stat, given you're smart enough with crowd control.

#9
oppatan

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Control her aggro.



As mentioned a couple times above, set her tactics to not frontload dmg or cast other high aggro spells the second she is in range. Utilize the "Enemy health < %" or "Enemy target of [party member]" tactics to ensure she isn't picking a fight with a mob that has little to no aggro on anyone else.



I normally have a set of tactics for trash mobs and another for bosses. There are only mild tweaks between them with the boss one's usually delaying heavy aggro spells until boss health is down a bit. I typically throw a CC spell then have the mages auto-shoot at the start.



And if the aggro is from flinging fireballs and blizzards around... well, just kill them faster, haha.



Regarding your first two questions, if aggro is managed properly, you won't have to be concerned with those two issues.

#10
Cydz

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wynne died on my all the time when i had her, i did not really care much about it as the rest of my group was strong enough. you can always make her a arcane warrior.