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Spell list, labelled by quality.


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#1
TheLeafy

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 Spent about 10 minutes making this for a friend. It may or may not help someone.

I don't care if you disagree/whatever- it's just a general guideline. I don't know if you can embed images on this forum, so it may require an edit or two to show up correctly.

EDIT: Yeah, it shows up small. Oh well.

Image IPB

Modifié par TheLeafy, 25 décembre 2009 - 11:18 .


#2
rabbitchannel

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A lot of the spells are relative and depend on the situation/way you play your mage. Well done underestimating the use and versatility of some spells.

#3
knownastherat

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good you do not care :)



if this was included in the game manual some gamers would certainly appreciate it. not everyone has time and patience to try everything out or do research on the net.

#4
Guest_Jack-Nader_*

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HAH!

Something I was testing last night was using miasma and grease together which proved to be absolutely hilarious. I would run up to a choke point with a mob on the other side. Cast grease - vulnerability affliction - and then unload my entire damage spell arsenal.  Glyph of repulsion if they actually managed to make it through my grease puddle or blood control if I want to convert the grease into grease fire.

Modifié par Jack-Nader, 26 décembre 2009 - 12:04 .


#5
fantasypisces

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Even though a lot of it is subjective, I do like it. My only thing, curse of mortality isn't ****, in my mind. And my mage loves death cloud. But for the most part I agree. Just get the other specializations up there as well ;)

#6
cdgammer

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Mage line - need it

Spirit Healer - Awsome

Arcane Warrior - Combat maagic: awsome

Primal - Hate it all except rock armor with is alright

Creation - 1st line GREAT, 2od line GOOD

Spirit - 3 line WALKING BOMB (8/10 rating), 4th line CRUSHING PRISON (20/10 rating)

#7
bas273

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Rock Armor, Stonefist, Earthquake and Petrify can be very useful. It depends on your character build and the situation.
Arcane Bolt is a free spell and quite useful and Arcane Shield is great for Arcane Warriors (heck, every mage can benefit from this spell).
So the image looks good but I don't fully agree with it :D.

Modifié par bas273, 26 décembre 2009 - 09:04 .


#8
termokanden

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I really can't agree with that list at all.

- The Arcane line is worth it for the passive bonuses. I don't know if I would classify it as "excellent", but I would take all four points for any mage.
- Fireball is definitely excellent. However, the other fire spells are so-so.
- Lightning spells are only mediocre if you're not going for Storm of the Century. That spell, however, is godly when used correctly.
- Heal is also excellent, and so is Regeneration actually.
- The first and third glyphs are godly, especially together. Not just good. The last is a horrible spell. I've cast this on mages and seen them just move out. How dumb is that compared to Mana Clash.
- Spell Wisp is good if you're dead set on maximizing your spellpower.
- Spell Might opens up two good combos. It's also good for min-maxers. It's definitely a good spell.
- Virulent Walking Bomb is BETTER than Walking Bomb. It's by far one of the most damaging spells in the game and should not be underestimated.
- The last Entropy line is better than you think. Together with Death Hex the AoE spell does absolutely massive damage. If you have more than one mage in the party, you deal massive damage times two. Drain Life is OK with Vulnerability Hex up, but I will admit that Death Magic and Curse of Mortality are kind of pointless.

Modifié par termokanden, 28 décembre 2009 - 02:34 .


#9
jmp0505

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Well, that's a funny visual, which is what I assume you meant it for, because the spell schools are pretty interesting once you get into them. I tend to favor mages and am working through some more play-throughs where I want to try and just concentrate mostly in one specific spell school, as sort of a role play model. But having played through twice as a mage and on my third one, I am finding the spell combos fun.
@termokanden - Curse of Mortality is actually pretty badass. I didn't use it until recently, but I had been getting frustrated because it kept getting cast on my character in one of my games, until I figured out what spell it was - twice it took my main character out of action during a key battle. Maddening! It does some lengthy damage over time, so slap it on an enemy whose health is half way gone and you've taken away one threat from a great distance. Effective on mages and emissaries, etc. a lot of the time.
Edit:  Also, I have been using Morrigan's shapeshifting more on a playthrough where she is the group's mage.  I find it handy for her to do some crowd control spell casting before letting everyone else engage, then let her shift to spider or bear, depending on her level - obviously she is a lot sturdier in the animal form and doesn't get killed, plus she moves around fast enough (as the spider) that she doesn't pull focus from the tank.  It is turning out to be a good battle tactic for me - a reason why I am loving this game, in that I didn't get to this kind of thing until now, on a fifth game. :)

Modifié par jmp0505, 28 décembre 2009 - 02:47 .


#10
Solistus1

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+1 on "how can you possibly think Curse of Mortality is bad."



One spell can stop a boss or elite mob from healing. AND it does good damage. I don't know what game you're playing where that isn't extremely useful.



VWB is tricky - it does outlandish DPS but it's suicidal to use in most situations,

#11
termokanden

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It just doesn't seem to do that much damage. But maybe the long duration makes up for it, I haven't really figured that out yet. And yes, Curse of Mortality was the main reason my character would die until at some point I figured out that you can Force Field out of it.

I don't think VWB is too suicidal, but it probably depends on the difficulty. On normal, I could just cast it in the middle of my party and heal up with Group Heal afterwards, not a big deal. But anyway, it's best to use it if you can open up with an AoE CC like Blood Wound. Then it's just huge damage with no drawbacks.

Modifié par termokanden, 28 décembre 2009 - 02:50 .


#12
Gaidren

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termokanden wrote...

I really can't agree with that list at all.

- The Arcane line is worth it for the passive bonuses. I don't know if I would classify it as "excellent", but I would take all four points for any mage.
- Fireball is definitely excellent. However, the other fire spells are so-so.
- Lightning spells are only mediocre if you're not going for Storm of the Century. That spell, however, is godly when used correctly.

Image IPBImage IPB


Just my 2 cents, but I don't find the Arcane line is worth it.  The passives just aren't good enough to bother with unless you are out of other useful places to dump talent points.  Staff damage is still pretty bleh even with the upgrade, and the extra spellpower is nice but is it really worth 4 talent points?  /shrug

The fire line isn't awful outside of Fireball, although Fireball is definately the MVP of that line.  Flaming Weapons is a pretty decent sustained spell depending on how much melee your group has.  Inferno has its moments.

I've tried to fall in love with Storm of the Century, but I hate the amount of setup it takes.  Situationally, it is amazing.  If you are going to get Spell Might/Mana Clash, you might as well go Cold/Lightning too and enable SotC I suppose.

I personally prefer the glyph line over the Mana Clash line.  Glyph of "anti-mage" is no Mana Clash, but it still works wonders for some fights (makes Gaxkang easy).  The other glyphs are all good, with the paralysis combo being the MVP of the line.  Repulsion on its own is godly for holding choke points though, and Warding can make a high Dex tank all but unhittable.

#13
termokanden

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The Arcane line really depends on which kind of player you are I think. I don't think it's ever a bad choice, and you have so many talent points that it's not a big deal "wasting" 3 points (you get the first for free). For min-maxers, I'd say it's a must.

Anyway, I think the other fire spells are decent too, I just meant that Fireball is so much better than the rest, well worth the three points on its own.

As for Storm, there's no question that it's GOOD. It's insanely good. But once the novelty wears off, it's exceedingly boring and basically you don't even get to fight anything if you keep using it. I even annihilated the Archdemon with it in no time in phase 2.

But yeah, Glyphs are definitely amazing, some of the best spells in the game. I also think the hexes are better than most people realize.

Modifié par termokanden, 28 décembre 2009 - 04:31 .


#14
shaktiboy

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Problem with hexes, IMO is that they generate far too much aggro compared to other equally useful/powerful spells.



For the OP, love your graphic--it's very witty. your best and worst picks are as good as any. The main problem with mages is that if you pick any few of the known "good/great/god" spells you actually become too powerful. To the point of unbalancing the challenge scaling designed into the encounters. Setting up Wynne and Morrigan with even a few of the really "good" spells and designing smart tactics for each can make the gameplay utterly boring even on Hard.



So my two cents? Just pick spells that provide interesting effects that are fun to watch and set up, and don't worry about min-maxing unless you're trying to solo the game with a mage on Nightmare or something like that.

#15
termokanden

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I'm not worried about aggro really. I've given up on tanking and just bring 2-3 mages for fun, perhaps I let a tank go grab something on the side. There's so much CC you only need to tank bosses, and well, actually you don't really need to tank those either on normal :)



But yeah, just pick fun spells really. But it's definitely a good idea to make sure you have several good CC spells. That's the strength of the class.

#16
Guest_Jack-Nader_*

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(OFFENSIVE MAGE)

Must have
Glyphs up to repulsion, (crowd control and defense )
vulnerability hex, affliction hex ( adds 50% damage to your offensive spell line )

Recommended Offensive spells
Virulent walking bomb ( massive damage spell and easily controlled with glyphs. Infact Casting cone of cold, virulent walking bomb and then rock fist is the most effective way of all to kill masses of enemies - Highest DPS combo in the game. )
Rockfist
All the cone based spells and the entire flame line.
mana clash ( instant mage killer )

Recommended buff spells

Spell wisp, spell might ( Blood mages should always pick up these spells )

(SUPPORT MAGE)

Must have
Glyph line up to repulsion
Heal
Haste line

Recommended
Crushing prison line
Misdirection

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Take Death hex for all mages if you wish to take death cloud. It does very good damage. I generally don't bother with this line but it does deserve a mention.

Modifié par Jack-Nader, 28 décembre 2009 - 05:47 .


#17
Khumak

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The beauty of Virulent Walking bomb is that it's damage potential is comparable to Storm of the Century, but it only costs 3 talent points compared to 10 for Storm of the Century and costs MUCH less mana. Both are situational and require micromanagement to set up right. Both are rather party UNfriendly.



VWB is basically a party UNfriendly way to do up to 600 + 6SP AoE damage to a group of mobs or a party FRIENDLY way to do 150 + 1.5SP damage to a boss. Like most AoE spells, you generally need some way to make all the nasties agree to gather up into a nice group for you to blow up so VWB is rarely cast by itself. You need some form of immobilizing spell to go with it. If you're playing on nightmare and using a tank to gather everything up, I would highly recommend force fielding the tank when using VWB or you'll basically kill him off in every battle.

#18
Guest_Jack-Nader_*

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Heres an example of virulent walking bomb in action

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Modifié par Jack-Nader, 29 décembre 2009 - 01:09 .


#19
Dragon Age1103

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TheLeafy wrote...

 Spent about 10 minutes making this for a friend. It may or may not help someone.

I don't care if you disagree/whatever- it's just a general guideline. I don't know if you can embed images on this forum, so it may require an edit or two to show up correctly.

EDIT: Yeah, it shows up small. Oh well.

Image IPB


may or may not help someone? This is the worst list of all time & completely useless. Evidentally the list maker knew nothing of spell combos & how powerful they are eithe. It's a list for ignorant people who enjoy complaining. Also the list encourages you to play like a coward & take the easiest way out instead of learning real tactics.

#20
AsheraII

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And here I though the OP was probably playing on XBox or something, for his lack of strategical assessment.

The disregard of the Mage talents also makes me believe he's a valued customer of the chantry to supply his lyrium addiction. Yes, the Mage talents are that usefull, the first two consume relatively little mana, while the last two strengthen every mage regardless of school, basically turning them into heavy artillery.

#21
Gaidren

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AsheraII wrote...

And here I though the OP was probably playing on XBox or something, for his lack of strategical assessment.
The disregard of the Mage talents also makes me believe he's a valued customer of the chantry to supply his lyrium addiction. Yes, the Mage talents are that usefull, the first two consume relatively little mana, while the last two strengthen every mage regardless of school, basically turning them into heavy artillery.


Have you ever stopped to check just how much damage the 3rd talent adds to staff damage?  Have you ever checked to see how much extra spellpower the 4th talent adds?

I'd take an extra school of spells over maxing out the mage school any day, but to be fair I use Respec Mod so I'm not "forced" into taking Arcane Bolt.  If I was I'd possibly reconsider.

Keep in mind as well that there are a whack of spells that don't even scale with spellpower, or scale poorly.

#22
knownastherat

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Cmon guys .. s/he said s/he done it for a friend as a general guideline, as a quick way to play, and not to mess up, a mage for someone who is likely new to the game and maybe not "hardcore" about it as some of us :)



The debate on spells is interesting, personal preference are important, there is no one and only build, no question, but that was not the point of OP I have a feeling.

#23
Mr_Raider

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Gaidren wrote...

I'd take an extra school of spells over maxing out the mage school any day, but to be fair I use Respec Mod so I'm not "forced" into taking Arcane Bolt.  If I was I'd possibly reconsider.

Keep in mind as well that there are a whack of spells that don't even scale with spellpower, or scale poorly.





How the hell do you manage early on without arcane bolt? Your staff damage is pathetic, and arcane bolt is my bread and butter until level 6 or so. The cooldown time on the freezing spells is too long, and fire doesn't do enough damage at low levels.

#24
Gaidren

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Mr_Raider wrote...

Gaidren wrote...

I'd take an extra school of spells over maxing out the mage school any day, but to be fair I use Respec Mod so I'm not "forced" into taking Arcane Bolt.  If I was I'd possibly reconsider.

Keep in mind as well that there are a whack of spells that don't even scale with spellpower, or scale poorly.





How the hell do you manage early on without arcane bolt? Your staff damage is pathetic, and arcane bolt is my bread and butter until level 6 or so. The cooldown time on the freezing spells is too long, and fire doesn't do enough damage at low levels.


Tbh I don't manage without it early on, I just spec out of it later. 

Although I *have* managed without it early on with mage characters who spec Heal early....or at least as soon as I'm in a party (I don't know if you could manage the Harrowing with just Heal and no Bolt, but you probably could).

#25
Guest_Jack-Nader_*

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You don't need arcane bolt period!  There are handful of ways to start the game optimally. 

There is 1 skill and 1 stat book that you got free from bioware as a downloadable.   It came from completing the 2D flash game I think.

Mage should always put every point into magic at the start.  This means that you should have an opening Magic stat of 21 + 3 from the stat book.  You gain your very first level up just after you speak with the sloth bear in the fade. 

This means you should be on 27 Magic and be able to collect the fireball spell.  The 2nd levelup occurs just after you fight the spiders.

with the no starting talents mod
Choose Flame burst, Flame Weapons, Winters grasp and then pick Fireball at level 2

without the no starting talents mod
Arcane bolt is chosen for you
Choose Flame burst, Winters grasp, Then Flame Weapons at level 2, Fireball at level 3

Flame burst + winters grasp is enough to kill everything untill you fight the headless ghosts in the dungeon.

It is possible to go for other spells such as shock or cone of cold, however fireball is the most usefull in the early game because it is a ranged AOE spell that does very good damage and has a 4 second burn.  It is particularly usefull vs pesky archers who are your only real threat as a mage.

The "Mage" line of spells has no real use.  I would agree with the OP and say Don't bother :P

Arcane bolt
is a straight damage spell with no standout special effects.  It gets resisted alot and it has a slow flight speed.  Offensive mages need to maximize the amount of units they damage with any given cast and there are far better ways to do this than by spaming arcane bolt.
Arcane shield is a spell that mages never need.  It only bumps your defense up to the level of a warrior. "Glyph of repulsion" is a far more usefull spell and is vastly superior in damage mitigation.
Staff focus increases your staff weapon damage by 1/3rd however if your in a position where you are routinely using a staff you are doing something very wrong.
Arcane Mastery gives a spellpower bonus of 5.  A 4th tier talent that only increase spellpower by 5???