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List Underwhelming Spells


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#76
Zikade

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Keep in mind these are just based on my personal experiences. Haven't even tried out all the specializations/spells/abilities. 

 

Grappling Chain - It's useful... when it works. For some reason in majority of cases it just doesn't. My Quizzy yanks the chain but the enemy still stays glued to where s/he was. Even on even terrain (maybe there were some microscopic rocks with screwed up hitboxes blocking the way, I don't know). These are also humans or human sized enemies I'm talking about. I'm not expecting to be able to drag over Pride Demons... or dragons.

 

Spirit Mark - Only been used by the AI which managed to create a decent amount of annoyance. Sometimes those minions just downright bug out . They also don't follow the player and thus might just wander off and not attack anyone. It doesn't help that you only get their loot after they die (for a second time) so you need to wait and keep them in your sights. Closing rifts was especially fun since Dorian often ended up marking the last enemy just before it died and then we had to wait some 40 merry seconds for it to die (again) so that we could actually close the rift. Maybe there's potential when used by the player but I ended up disabling the AI usage. 

 

Parry - Might just be my own incapability but I can't time the damn thing right. You need to tap the button at the right moment, not hold and wait for an enemy to strike like the similar warrior ability does. Also when I actually got it right, it didn't seem to do much. I deemed it not worth the hassle and ended up re-speccing and removing the ability from myself.

 

Evasion - Feels like a wasted point.



#77
magentaman215

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^^ With Spirit Mark you can just select the spell again to cancel it and banish/kill the spirit immediately.



#78
Bigdawg13

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^^ With Spirit Mark you can just select the spell again to cancel it and banish/kill the spirit immediately.

 

True, but it still bugs out quests sometimes.  For example, when I killed the main enemy at the keep in Crestwood, Dorian cast spirit mark on him.  After he died, I released the spirit.  But it would not trigger and I could not interact with the flag.  I had to reload and fight the entire keep.  That's not the only time this happened either. Spirit mark isn't worth it.


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#79
Magdalena11

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True, but it still bugs out quests sometimes.  For example, when I killed the main enemy at the keep in Crestwood, Dorian cast spirit mark on him.  After he died, I released the spirit.  But it would not trigger and I could not interact with the flag.  I had to reload and fight the entire keep.  That's not the only time this happened either. Spirit mark isn't worth it.

I don't think I was ever able to release the spirit, but that might have been a fixed glitch, since I couldn't get Bull to stop charging either.  It could have also been operator error, since I play on PC and had trouble getting used to combat.  By the time I was any good at combat, I had just turned off that tactic in disgust and never used it again.  Maybe I'll try it again.  The charging bull skill worked fine when Inq was a warrior and I was manually cancelling it every time I used it.



#80
GoatChicken007

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Looking at this thread... Do I have to respec Vivienne now and replace winter with another tree? Because I already have Inferno for Dorian.



#81
GoatChicken007

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Evasion - Feels like a wasted point.

Well, you can use it to go farther into the tree, at least. :/



#82
Kage

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Stop looking only at the damage of abilities.

Since combos are so easy to get, every CC ability is going to get comboed, which means you have to take into account that damage as well.

 

Frost Mine does no damage? I am sorry but it does. I have yet to see a frost mine that does not get comboed for a lot of damage. And that is not a merit of the 1209723842 detonators, it is merit of the CC ability.

 

So yes, frost mages do a lot of damage, due to bringing absurd amount of comboes into the table in the form of frozen+detonator.



#83
ElementalFury106

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Here goes...might get a lot of hate for this but this is through almost 7 months worth of experimentation across 11 playthroughs.

 

Mages:

 

Storm Tree

-Shock

-Stormbringer

-Static Charge

 

Inferno Tree

-Flashfire

 

Winter Tree

-Blizzard

-Ice Mine

-Wall of Ice

-Ice Armor

 

Necromancer Tree

-Horror

-Spirit Mark

 

Rift Mage Tree

-Stonefist: high mana cost and not so great damage...I'll pass in favor of Immolate or Energy Barrage.

 

 

Rogue

 

Dual Wield

-Parry

 

Archery

-Death from Above

 

Sabotage

-Caltrops

-Throwing Blades

-Toxic Cloud

 

Artificer

-Elemental Mines: just not enough DPS potential, even with Static Cage from a Mage to back it up

 

Warrior

 

Two Handed

-Earthshaking Strike

 

Battlemaster

-Grappling Chain: actually a great skill when upgraded but it doesn't work half the time...

 

Vanguard

-Challenge: 1 enemy taunted? 10% guard only? Naaaah.

 

Templar

-Blessed Blades: why couldn't it function like Horn of Valor? the fact that your party has to be in the warrior's radius kills this ability.

 

Champion

-Line in the Sand: considering how huge the areas in Inquisition are...this ability ends up being more of a nuisance than a help. this ability would've been SO perfect for a game like Dragon Age 2

 

Reaver

-Devour: high stamina cost and doesn't recover much health at all, even against severely weakened enemies.


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#84
Roninbarista

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Here goes...might get a lot of hate for this but this is through almost 7 months worth of experimentation across 11 playthroughs.
 
Mages:
 
Storm Tree
-Shock
-Stormbringer
-Static Charge
 
Inferno Tree
-Flashfire
 
Winter Tree
-Blizzard
-Ice Mine
-Wall of Ice
-Ice Armor
 
Necromancer Tree
-Horror
-Spirit Mark
 
Rift Mage Tree
-Stonefist: high mana cost and not so great damage...I'll pass in favor of Immolate or Energy Barrage.
 
 
Rogue
 
Dual Wield
-Parry
 
Archery
-Death from Above
 
Sabotage
-Caltrops
-Throwing Blades
-Toxic Cloud
 
Artificer
-Elemental Mines: just not enough DPS potential, even with Static Cage from a Mage to back it up


No hate. If it don't work for you, then it has to go.

Just starting a Cryomancer and using a lot of the winter line for the first time. I will say this about it. I immediately wanted Energy Barrage and Immolate from Storm and Inferno trees to diversify my attacks. I didn't like Flashfire either. Too costly in mana for one target.

I will say Spirit Mark in the Necro line has gone wonky since the latest patch. The rest of Necromancy works for me, and I upgrade Horror so it at least does spirit damage if it won't panic foes.

I stonefist is fun for knocking people down. It's my "back off" attack, or when my Rift Mage has foes trapped in Pull of the Abys.

#85
Tharkun

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Upgraded Stonefist does more damage than Immolate in an AOE.  With 2+ targets Stonefist does more damage than Energy Barrage.  Stonefist also inflicts a damage type that doesn't have resistance issues and last but not least increases the mage who uses it mana regen to silly levels.

 

Upgraded Elemental Mines on an Archer with +Sta amulets is totally nuts.  It is easiest to use on an Archer who uses hook and tackle and can do silly levels of DPS along with leaving lots of spare mines around.  The extra mines tend to make fighting shadows and sneak types super easy since they wander into them.


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#86
Magdalena11

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Gotta say my favorite spell in the whole wide world is still energy barrage.  Some of the others in the electrical school are pretty cool, too.  For some reason that escapes me, I combined rift mage with lightning and combat was really spectacular.  And over way too soon.  

 

I'm trying out the necromancy specialty and wish I'd done it with an inquisitor I was planning on disliking.  What a total and complete waste of time.  I really wish I'd chosen ANY OTHER specialty, and I am very, very angry right now that I wasted an inquisitor I like on it.  She actually looks like a friend of mine, by design, and I used her as inspiration for plot and personality/dialog decisions.  I don't want to scrap her, but it's disappointing to go back to her after playing other characters.  I guess I'll just keep her for the passives and call her a generalist.  Or put her on the shelf for a while and see if they decide to either change the rules about reversibility or make the specialty useful.



#87
Tharkun

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Weakness + Shock = Sleep

Energy Barrage is an Eldritch Detonator

 

Sleep + Eldritch Detonator = Nightmare combo, bonus 800% spirit damage and Fear effect.

 

You will be seeing a lot of "Sleep", "Nightmare" popups and extra spirit damage.  If your team includes other mages and Cassandra they will also combo Eldritch Detonators for Nightmare Combos



#88
ottffsse

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Gotta say my favorite spell in the whole wide world is still energy barrage. Some of the others in the electrical school are pretty cool, too. For some reason that escapes me, I combined rift mage with lightning and combat was really spectacular. And over way too soon.

I'm trying out the necromancy specialty and wish I'd done it with an inquisitor I was planning on disliking. What a total and complete waste of time. I really wish I'd chosen ANY OTHER specialty, and I am very, very angry right now that I wasted an inquisitor I like on it. She actually looks like a friend of mine, by design, and I used her as inspiration for plot and personality/dialog decisions. I don't want to scrap her, but it's disappointing to go back to her after playing other characters. I guess I'll just keep her for the passives and call her a generalist. Or put her on the shelf for a while and see if they decide to either change the rules about reversibility or make the specialty useful.

Don't know what level you are at but you do need walking bomb to get a glimpse of that spec and what it can do so take that as soon as you can. Oh and since you like energy barrage try this eventually: have mana surge from winter tree and barrier from spirit tree. Anytime your barrier ends you know your golden as you can cast walking bomb and before it hits it's target you will still be able to cast two!! energy barrages (energy barrage costs 50 mana you should be able to cast two of them if you have a full mana pool because mana surge does not end until walking bomb actually hits the target, but you will have to be quick). What that means is that you can usually target an enemy in the middle of a group with the bomb and quickly take it out with a pair of energy barrages causing it to die explode and deal damage to everything around it. That's one good trick. (you can do this with flash point instead of mana surge if you have a decent crit chance). That with mana surge is great around level 13.

Once you are higher level take static cage and see what happens when instead of an energy barrage for instance you follow the walking bomb cast with static cage centered on the target using the mechanic described above. You should naturally try to tag the central enemy in a group with the bomb. Also the class is not a ke so it is technically a "ranged controller / debilitator not an up front in the enemies face damage dealer. Pro tip: don't hesitate to cancel or trigger the walking bomb prematurely when you feel it would be an advantage to knock the enemy tagged with it and all its buddies down for a second or two. Helps your party rogues and warriors. It deals it's main damage on explosion anyways and you can trigger that at any time just press the hotkey assigned to it. Don't bother with spirit mark it's buggy. Haste is actually quite good too bad mark of the Rift is better. But what is your main problem? Necro is no action mage like ke unless you decide to play her as suicide Necro exploiting similicrum and heal on hit / kill, then it does not matter. You focus mainly on disabling and slowly wearing down the enemy. Once in a while in the right conditions you get great damage output with walking bomb. From lvl 15 on you quickly become very powerful if you utilize passives like mana surge and flashpoint to continously casts walking bombs lighting cages and firemines or fire walls. Energy barrage is great for flashpoint.

Edit: unless bioware patches inquisition amulet of power loot gen and those become available again I think last patch got rid of them entirely add a level or two to my calculations. It's a shame those two or three extra ability points sure help to get all the spells to cast combos faster.