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Is there a spell guide for mages?


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29 réponses à ce sujet

#1
Brian003

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Is there a spell guide for mages somewhere in the internet?

I used Group Heal, Crushing Prison, Cone of Cone, Blizzard, Grease, Fireball, and death cloud but it still seems like I was missing a vital spell.I was playing most of the game on easy/normal and I would wipe on normal.

#2
x-president

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This may help. dragonage.wikia.com/wiki/Spells

It really depends what you wanna do with your mage.  There are some really good spirit and entropy spells.  The hexes and gliphs really can be effective support tools.  Plus little to no friendly fire.  The spells you chose seem to be more risky for FF.

I'd toss in some crowd control spells like paralize group or sleep.  I really like sleep because it is a very fast spell to cast and I find it work better then 90% of the time.  Then from there horror is almost a 1 hit kill on weaker opponents.

You can completely destroy higher level oponents with support or locking down spells.  So I would definitley look to add one of those.  I really recommend Sleep.  It has a huge radius and casts quickly.

- Just 1 heads up on sleep.  From what I have noticed, if you attack them they wake up.  So combo it up with something else like mass paralysis to completely lockdown a large group.  Then drop in Death Cloud which you have and it should do some serious dmg.

Modifié par x-president, 14 janvier 2010 - 06:18 .


#3
Pubknight

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I think the whole hex line is great, Misdirection and Death hex for tougher single opponents, Affliction for mobs.

Force Field is a great spell for either isolating one enemy as crowd control, or protecting an ally getting swarmed.

Stonefist is also key for me for shattering frozen/petrified enemies.



I'm not a big fan of Group Heal, as I find with aggro management it is primarily my tank taking the damage, so Regeneration or regular Heal provided more benefit.



Gamefaqs has a nice class guide that has some good spell discussion... but as x-president mentioned, it depends on what kind of mage you want to play.

#4
x-president

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He should have Forcefield if he's got Crushing Prison.


Also make sure you utilize Shockwave, Forcefield your tank or anyone drawing a crowd then drop Crushing Prison on him.  That'll knock anyone down who is around him including yourself so don't be close.  Something useful for what you have already.

#5
soteria

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What you are missing is a wide area effect crowd control spell. Blood wound, paralysis explosion, mass paralysis, or sleep will fill that role.

#6
SusanStoHelit

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And please note that Sleep + Nightmare is absolutely stellar.



For a one mage party (you), you want some healing, some AoE, and some crowd control. After that, you can beef up one of those or branch out some more depending on how you like to play and who else is in your party. If there are two or three mages in your party, well, you can specialise more.



I personally don't think you need more than one line of primal - unless you want to do Storm of the Century. I'd have gone for the Sleep line for CC (all of it) and either Hexes or Glyphs. (But that suits me and how I like to play.)

#7
soteria

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If you want to be able to kill single enemies quickly, it also helps to pick up all the single target "bolt" spells... arcane bolt, stone fist, winter's grasp, and lightning.

#8
stribies

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Don't pick up any skills if you're a hardcore mage.

#9
Pubknight

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x-president wrote...

He should have Forcefield if he's got Crushing Prison.

I would assume he has a lot more spells than the 7 he listed in his original post, but he didn't mention using them.
I assumed he was telling us the particular spells he uses, not just the lines he chose (since he mentioned both Cone of Cold and Blizzard).
A lot of the lower "tier" spells are very helpful, not just the ones on the far right hand side of the line.
That's all I was trying to point out.

#10
x-president

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Pubknight wrote...

x-president wrote...

He should have Forcefield if he's got Crushing Prison.

I would assume he has a lot more spells than the 7 he listed in his original post, but he didn't mention using them.
I assumed he was telling us the particular spells he uses, not just the lines he chose (since he mentioned both Cone of Cold and Blizzard).
A lot of the lower "tier" spells are very helpful, not just the ones on the far right hand side of the line.
That's all I was trying to point out.


Definitely.  I'd saythat weak Arcane Bolt is the spell I probably use most.  It's the one that takes least mana and the only one I can use after I'm drained. :(


I found a new combo today which was good and bad.  Wynne casted repulsion and paralysis glyphs on top of each other causing everyone including herself to be paralyized while the dwarfs up on a cliff got in free shots for what felt like forever.

But is was cool to know that could be done.  Kinda saves on getting the mass paralysis spell and just go for the glyphs.

#11
Brian003

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Thank You for the Replies:



Mass Paralysis, Death Hex, and Sleep most likely would have made my party much stronger.

#12
Pubknight

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Brian003, you said in your original post that you had Death Cloud.

How was the rest of that line?

I have none of those spells yet, and on my next level up I will be starting a new spell line.

I'm trying to decide between the Draining line (ending in Death Cloud), the Mana Alteration line (ending in Mana Clash), or the Sleep line (Waking Nightmare)

#13
x-president

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Pubknight wrote...

Brian003, you said in your original post that you had Death Cloud.
How was the rest of that line?
I have none of those spells yet, and on my next level up I will be starting a new spell line.
I'm trying to decide between the Draining line (ending in Death Cloud), the Mana Alteration line (ending in Mana Clash), or the Sleep line (Waking Nightmare)


Draining Line isn't bad.  I liked Curse of Mortality and Death Magic the most probably.  Death Magic is just like Death Syphon, but you gain health from bodies which is very nice.  Drain Life is good in a pinch, but I didn't find myself using it all that much.

Mana Alteration line is ok.  You gotta be careful because it deal in cleansing spells.  I'm currently using it, but not really that much.  I use Spell Might the most to boost the Animated Dead Spell.

Sleep Line ROCKS.  Every spell is a fast cast and you can combined almost every spell in that line with each other to make them even stronger.  They are excellent support spells.  Sleep + Horror can really do massive spirit dmg.  I've gotten 150 to 200 dmg using that on certain enemies.


I would go with Sleep or Drain lines first.  Drain for more of a attack line, or Sleep for more of a support line.

#14
Pubknight

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Cool, thanks.

Sleep line sounds like it is for me.

I shall give it a try.

#15
Atranes

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If you go with the sleep line, pick up hexes. I've gone close to 300 damage with the sleep+horror combo, after setting it up with vulnerability and affliction hexes. If you already have death cloud, I strongly recommend getting death hex (the last one). When combined they create "entropic death" which does sick damage. I have done over 700 damage with Entropic Death on Hard (set up with other hexes first).

#16
x-president

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I just tried out Mana Clash finally after I unlocked it.  The Mana Alteration line is well worth it just for that spell.  You can pretty much 1 shot kill most mages with that spell.  You easily get 500 + dmg and that's low end numbers.  The spell is pretty awesome.

I wish I had that spell when I went through Circle of Magi.  You could dominate that section.

#17
Mr_Raider

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SusanStoHelit wrote...

And please note that Sleep + Nightmare is absolutely stellar


Are you referring to the sleep + horror combo or the death hex/death cloud combo?

#18
Brian003

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Thanks for everything- Will get back into DA soon enough ;).

#19
swk3000

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x-president wrote...

I just tried out Mana Clash finally after I unlocked it.  The Mana Alteration line is well worth it just for that spell.  You can pretty much 1 shot kill most mages with that spell.  You easily get 500 + dmg and that's low end numbers.  The spell is pretty awesome.

I wish I had that spell when I went through Circle of Magi.  You could dominate that section.



Actually, I find that most of the line is a waste of points. Reasons:

Mana Drain: I'll actually have to give this a try. I'm not expecting anything amazing, though. After all, 50 Spellpower only gets you a grand total of 30 Mana back. And on a 10-second cooldown, no less. It's not completely useless in theory, but I have to see it in practice to make a final decision.

Mana Cleanse: No-one seems to have any idea what this does. It is therefore a waste of Talent Points.

Spell Might: An increase in Spellpower is nice, but you're basically killing your Mana Regen unless you have a very high Mana Regen. In fact, without any Mana Regen gear, you'll lose Mana even if you aren't casting spells. Very annoying. The only reason I'd find this useful is to make Sustainables more powerful; the higher the Spellpower you have when you activate things like Arcane Shield and Rock Armor, the bigger benefit you get from the spell. If you then deactivate Spell Might, you keep the extra bonus the spell gives. Other than that, I see no reason to keep this active.

Mana Clash: An impressive spell against Mages. Against everything else, it's about as painful as slapping them in the face with a wet noodle. And when you stop to think about it, Mages are actually pretty rare. Melee enemies far outnumber them. So while Mana Clash is useful against mages, from a statistical standpoint, it's very situational.

I understand that Mana Clash is useful, but spending 4 levels getting a spell that I can't use against any enemy is, to me, a huge waste of Spell Points. I'd rather take Crushing Prison and call it a day.

#20
swk3000

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Well, Mana Drain is useless. It only gives back Mana when used on a Mage. The relative rarity of Mage's, and the fact that they are often killed first, makes this a useless Spell.

#21
Arthur Cousland

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Mana clash is nice, but you could also just hit the mage with something like Crushing Prison and then send your party after the mage while they're immobile. Crushing prison, cone of cold, fireball, glyph spells and etc do the job quite nicely and come from lines of useful spells.

#22
swk3000

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Exactly. You don't need a spell designed specifically for Mages to take them out. A number of spells will do the same thing, and still work against other targets with equal effectiveness.

#23
Weiser_Cain

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I open with blood wound, then I add crushing prison to the most problematic opponent, like an Ogre or spell user. From there I make sure everyone is healed. Maybe drop a few stun spells to control the crowd until it's time to cast blood wound again.

#24
MindYerBeak

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I've never had a problem with enemy mages, even without an AW in the party.

The Fire line is good, too. Fireball can be used at a great distance, knocking them down and causing damage, You can pick them off as they run towards you. By the time they reach you, they're well on their way to the Grim Reaper.

Modifié par MindYerBeak, 05 juin 2010 - 09:15 .


#25
Guest_jsr24_*

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Glyph of Paralysis and Glyph of Repulsion make the game really easy they are two of the best spells in the game, and when combined are the most overpowered spell in the game.

For taking down groups Virtulant Walking Bomb one Cone of Cold him by some of his buddies, then nuke him with like Winter's Grasp-->Arcane Bolt then boom stuff blows up, or Cone of Cold and use your parties instant crit spells (Critical Shot, Cripple, Riposte, Critical Strike) along with Crushing Prison and Stonefist(If you choose to get it) on white mobs to shatter them. Hexs are godly get them all IMO. Basically any yellow mob just use vulnerbility hex+crushing prison and he will die or be one spell away from dead. Mana Clash makes some boss fights really laughable it is not a required spell, but if you want easy button versus a few fights in the game it will give you that. Get Spellwisp by end game the spellpower you get from it is well worth the fatigue/upkeep.

If you go Blood Mage you should get Blood Wound @ lvl 16 which is money in the bank that spell + fireball kills pretty much all the white mobs or leaves them at so little health an archer can scattershot a yellow and kill the ones left. Spirit Healer I just usually get group heal. Lifeward and Revival are kind of meh, and Cleansing Aura is useful if you are an Arcane Warrior tank. Shapeshifing is kind of bad unless you know what you are doing there is an interesting guide somewhere on these forums. Arcane Warrior I suggest getting the spec and putting one point it at least, so you can wear good armor. For example get Evon's Mail with Wade Dragonscale and Helm of Honnleath you will have like -4% Fatigue almost canceling out my beloved spellwisp :D. You also get some defense and you are pretty tanky in that gear with arcane shield on. Also be warned the X spell damage gear caps @ 50%, so if you have Winter's Chill +25% ice damage and the Gloves with +20% ice damage. I would suggest using either two different 10% rings or, a 10% and 5% ice ring.

edit; this guide is for arcane warriors but it has neat info on the spellshttp://social.biowar...s-904426-1.html

Modifié par jsr24, 05 juin 2010 - 09:56 .