I don't like your spell choice, TBH. Let me rephrase that, your spell choice is good BUT it is obvious to me that you have picked these spells at the wrong time in the game.
As a mage your first priority is to disable and rain death asap. You do not have armor and your defense is horrid so you really only have 2 viable options available to you..
Option 1) Increase your defense with spells and try to support your party - This is an "ok" option until you consider that the mage can actually do more damage than your entire party combined.
Option 2) Turn your mage into a walking tactical nuke. Pondering any work from the great generals of the past will teach you offense is your best defense. This is the option I always choose.
Spell choice..
The first enemies you fight are in the fade so you need to pick spells that are in the offensive and defensive class. The first spell on the list that truly fits this description is "winters grasp." You are actually rewarded in the fade for taking it as it does double damage to wraith wisps. If we examine the spell list further we notice that there are 4 more spells in the game that fit this description. These spells are Fireball, Rock fist, Cone of cold and Crushing prison. They are to be considered priority spells, however the order that you take them in is crucial.
The first area where your mage is lacking is range. Obviously you have poor defense so the best solution is to keep the enemy away from you. The best spell to flesh out this hole is "fireball" as it is an AOE medium ranged spell that knocks back the enemy. Shoot for this spell first.
The next spell to shoot for is rock fist. Rock fist is an underrated spell but it is one of the more useful CC spells. It can be used to shatter enemies or it can be used to cue ball hostiles away from you, out of glyph of repulsion zones or into the path of AOE spells.
Cone of cold is your next stop. You pick it last because it has the shortest range.
Cone of cold works wonders when you combine it with walking bomb and then a trigger spell like rock fist or crushing prison.
You can aim for Crushing prison later on. I generally skip this spell for my main mage but always grab it for wynn or morigan.
From here on your next priority spell becomes walking bomb. This is to be used to explode any hostile trapped in your cone of cold and also as a DOT boss killer.
Location is your next deciding factor with spell picks..
Redcliffe -> glyph of repulsion, inferno, (heal on morigan)
Denerim -> No special spell picks required
Brecilian forest -> glyph of repulsion, mana clash, misdirection (on morrigan / wynn,) vulnerability/affliction hex ( on mirrigan / wynn)
Mage tower -> Mana clash, spell shield (if solo), forcefield ( if solo)
Urn of sacren ashes -> mana clash, glyph of repulsion
Obviously for attributes you do not need anything other than Magic. I would suggest you make a brief stop in denerim first to acquire gold for tomes. Then hit the mage tower. This way you will not have to waste points in cunning as the fade stats flesh out this requirement.
Pick up Final reason as a staff as fireball will be doing most of your damage, staff of the magister lords will replace it late game. Reapers vestments are pehaps the best robes, The tevinter robes are quite good initially.
Modifié par Jack-Nader, 07 janvier 2010 - 07:34 .