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how i have lived until now without glypths..no more.


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#1
xka

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I love gliphts :D

First, if you see you are going to be fully overnruned, exceed..try to do time with our friendly golem, or a sleep spell. Then run

Second , you seek a narrow entrance and throw a repulsion glypth.
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Third, while most enemiges are repulsed, invoke a inferno.
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Optional: take advantage to do other things.
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Fouth, put the friendly golem and a big-hormone-guy in the door.., and aditional idea is throw another glipgh..because you know that with the inferno you will not too many friends.
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Fith, a souvenir  photo before going to eat and take some beers in Pearl
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Well, that is, i love these spells :lol:

Modifié par xka, 21 décembre 2009 - 05:50 .


#2
Tonya777

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Omg I never thought to use it to lock enemies in an inferno type spell lol



I usually just keep them blocked into their room and then para glyph on top of it and have them all para and then rush in and kill all of them melee

#3
Silensfurtim

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haha i use the same tactic



Glyph of Repulsion > Earthquake > Grease > Inferno > Fireball > ALL DEAD

#4
AiyanaLindari

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Now I really need to make a glyph mage just to try that out. Thanks.

#5
KariTR

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"big-hormone-guy"



Made me chuckle, but don't diss the Sten :P

#6
Isaantia

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Mages are so fun. :D

#7
Adaram

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Glyph of Paralysis (Wynne)

Grease (my Mage)

Glyph of Repulsion (Wynne) -- for Glyph combo that holds almost everyone

Fireball (my Mage)

Burn a bit

Blizzard (my Mage)

more glyphs if not everyone is dead

Shale stands and blocks the door and with huge Fire resist, he can fight in the fire without much issue



Fun!

#8
Mistress9Nine

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Isaantia wrote...

Mages are so fun. :D


And now you know, and knowing is half the battle.

G.I. Joe!:ph34r:

#9
Pimpskinny

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When do you turn into a spider and shoot a web at them?

#10
MarcAntony

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+1



I have the glyph line maxed on Wynne and have up to Repulsion on Morri. Paralysis Explosion is OP, as is GoP and GoR on their own. Excellent spell line.

#11
themaxzero

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The best thing about Glyph of Repulsion is that it is unaffected by CC reduction from higher difficulty levels. To will block a doorway just as well on nightmare as it will on easy.



One trick is to keep Repulsion up for 15 seconds or so THEN overlap it with Paralysis for the 20 second AoE stun. Two back to back AoE CCs for just 3 talent points.

#12
Revik

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You forgot Glyph of Neutralization. It could be used offensively or defensively.



It could drain a caster in it of all their mana OR you could use it defensively to protect your tank of all incoming magic. The glyph I found the least useful was warding but even that had its uses.



Agreed. Good Line.

#13
T0paze

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Glyph of Warding is very useful. It increases your defense rating by whopping 30 points. If you're an Arcane Warrior and your defense rating is already high, people will hardly be able to hit you if you're standing on that glyph.

Glyph of Neutralization is not that good, actually. When used offensively, it does drain mana, which is good, but it also grants the target Spell Immunity, and that sucks. Compared to Mana Clash, it's worthless. It's also a very bad idea to use it against blood mages, because you're essentially wasting that spell. When their mana is depleted, they can switch to blood magic, so Glyph of Neutralization does not prevent them from spellcasting.

As for its defensive uses, there are simply too few situations in which it could be necessary to protect your tank with the Glyph of Neutralization.

So, Mana Clash is better all around. That being said, the Mana Clash spell line mostly sucks (well, Spell Might can be useful, but the first two spells suck miserably). The Glyph line, on the other hand, is much better as a whole, because there are no completely useless spells there. And it even comes with a wonderful spell combo. So, yes, you'd probably be better of with that line.

Modifié par T0paze, 21 décembre 2009 - 09:18 .


#14
Jestert

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Glyph in the door, SotC, sit down for a smoke, collect exps and lootz :P

#15
Edelwolf

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T0paze wrote...

Glyph of Neutralization is not that good, actually. When used offensively, it does drain mana, which is good, but it also grants the target Spell Immunity, and that sucks. Compared to Mana Clash, it's worthless. It's also a very bad idea to use it against blood mages, because you're essentially doing yourself a disservice.


The AI doesn't know how to use blood magic well.  They'll may a couple spells off and that's it. I' could agree casting neutralization on a BM may not be the best use of your time and mana.

Any other mage and the threat becomes minimal, so you can focus on other mobs for a while. Stupid AI won't even move out of the glyph most of the time. The spell immunity isn't a real issue.

#16
Beerfish

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I don;'t think I've ever used glyphs to any extent. Time I remedied that it seems.

#17
Gecon

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Glyph of Neutralization vs Mana Clash:

(a) To get to Glyph of Neutralization, you have to take 3 good and useful spells. For Mana Clash, you have to get one hardly useful at all, the most crappiest of all spells, and Spell Might which is only useful for Storm of the Century or Improved Animate Dead; otherwise it completely drains you of mana in no time.
(B) Mana Clash can (and will) be resisted; Glyph of Neutralization works always.


While we talk about cheesy tactics, I'm using Storm of the Century to "scout ahead" :D

The damage is that high, while and yellow have always been dead, so far (I'm only level 15 though), and even orange mobs are at 1/3 of their HP or so, if they have to cross through it to get to me.

Only problem is they often go for my mage then, and of course you need the space for this tactic.

Modifié par Gecon, 21 décembre 2009 - 11:22 .


#18
Klystron

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Crushing Prison also works very well on white mages, and it's an instant cast. Much less situational than Mana Clash, and it can Shatter after Cone of Cold. I usually have one mage get all the Telekinesis spells as soon as possible while another gets Glyphs up to Repulsion.

#19
themaxzero

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Gecon wrote...

Glyph of Neutralization vs Mana Clash:

(a) To get to Glyph of Neutralization, you have to take 3 good and useful spells. For Mana Clash, you have to get one hardly useful at all, the most crappiest of all spells, and Spell Might which is only useful for Storm of the Century or Improved Animate Dead; otherwise it completely drains you of mana in no time.
(B) Mana Clash can (and will) be resisted; Glyph of Neutralization works always.


While we talk about cheesy tactics, I'm using Storm of the Century to "scout ahead" :D

The damage is that high, while and yellow have always been dead, so far (I'm only level 15 though), and even orange mobs are at 1/3 of their HP or so, if they have to cross through it to get to me.

Only problem is they often go for my mage then, and of course you need the space for this tactic.


Glyph of Neutralisation can be resisted too. You can cast it on non hostile mobs before a battle starts and it can't be resisted then but hostile Mages can run through it without loosing their mana.

#20
Siven80

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Yup, i use and love glyphs too. best thing about the line is that they are ALL useful. Compare that too the mana clash line and well....i rest my case. I never use mana clash as the other spells in the line are just waste of points imo.

i usually only use 1 mage unless my main is a mage and i can honestly say the Glyphs are my fave spells :D

#21
DragoonKain3

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Uh... Glyphs to my experience can NOT be resisted; they lose all their mana if they even so much graze the edge of the spell. Only problem is that the glyph drawing seems to be a bit bigger than the actual AoE itself, so this might be the problem.

Also against bloodmages its equally as effective as against nonbloodmages, since it entirely prevents spellcasting within its bounds, including blood magic. And against most mage mobs, they don't bother even moving out of its sphere of influence, so they're as good as dead barring their staff hits.

Best part is that its also Dispel Magic AND Anti-magic Ward all rolled into one. Making Neutralization Glyph the best 'all in one' spell in the game.

So yeah, Glyph line is bar none the most useful line in the game. None of its 4 spells are 'fillers'; all of them range from decent to very powerful (Repulsion on choke + AoE = dead mobs). It's only limitation being that it doesn't 'move with the target' (ala heroic defense on tank for example), but hey, not every spell is perfect.

#22
Grommash94

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No, glyphs can be resisted, I am fairly certain.

#23
xka

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Yes, they can be resisted. that is why sometimes i put ,after repulsion glypth, a paralization glypth


#24
DragoonKain3

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Considering the target needs to make a resist check every second or so, it might as well can't be resisted since mage enemies usually don't run very high SR. In the case they succeed in resisting the first, chances are they will failing subsequent checks. And considering most mages are stationary, if you cast it on one, they are as good as dead even if they make the initial roll.

#25
Grumpy Old Wizard

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Grommash94 wrote...

No, glyphs can be resisted, I am fairly certain.


Yes, they can be resisted. I'm running a solo caster mage in NM. Currently level 14 with all attribute points in magic and sometimes creatures still resist.