I mean...every other class starts off with a defensive and an offensive...
Mages couldn't start off with barrier and the lighting ability? Why terrible flashfire?
I mean...every other class starts off with a defensive and an offensive...
Mages couldn't start off with barrier and the lighting ability? Why terrible flashfire?
Good question,flashfire is arguably one of the worst spells in the game but this probably why they give you the first tactition's potion for free.
Varric starts with caltrops which always really annoyed me. I mean why would I choose him over Sera at least at the start?
Flashfire has a fear effect which few things resist. I didn't think it was a bad spell. Its got CC and damage all wrapped into one neat little package. I thought it was espesially hilarious when those rage demons turned out to get feared with fire. I always wondered what went through that creatures mind. "Oh my god I'm on fire I'm on fire...oh that's right I am fire."
EDIT: Do you guys really consider this a bad spell?
I guess they wanted us to not start with AoE abilites because they assume we're stupid. Or they didn't want us to start in trees that Solas starts in.
But yeah I hate flashfire too. 65 mana for a 300% damage ability, that has no real additional effects besides a short duration fear that doesn't last as long as it's supposed to. Really? Only class i make sure to buy the immediate respec for.
Flashfire has a fear effect which few things resist. I didn't think it was a bad spell. Its got CC and damage all wrapped into one neat little package. I thought it was espesially hilarious when those rage demons turned out to get feared with fire. I always wondered what went through that creatures mind. "Oh my god I'm on fire I'm on fire...oh that's right I am fire."
EDIT: Do you guys really consider this a bad spell?
There are bettter CC spells that do not cost as much mana. The damage of this, and sadly nearly all generic spells is absolutely terrible mid and late game where everything has over 10 000 health.
true that. I just never noticed the mana cost. if it were cheaper it wouldn't be so bad.
Good question,flashfire is arguably one of the worst spells in the game but this probably why they give you the first tactition's potion for free.
Varric starts with caltrops which always really annoyed me. I mean why would I choose him over Sera at least at the start?
That at least let's you get the crit restores stamina boost early though.
But Flashfire is so expensive for a low CC that it's really not worth it.
I mean...every other class starts off with a defensive and an offensive...
Mages couldn't start off with barrier and the lighting ability? Why terrible flashfire?
There are bettter CC spells that do not cost as much mana. The damage of this, and sadly nearly all generic spells is absolutely terrible mid and late game where everything has over 10 000 health.
Single target no, Winters Grasp, Lightning Bolt and Flashfire all cost 65 mana. Flashfire does the most damage at 300% while the other 2 are 200%, CC's the longest and is in the middle of the 3 for cooldown. It doesn't combo as well as the others or allow damage to persist during the CC sure, but from a starting perspective it isn't horrible and I would fathom they wanted to stagger flooding the player with targetted AOEs, barriers, combos in their very first fight before they can even see skill descriptions.
I think they thought someone needed CC to start with? It's why they gave mind blast presumably in DA2. Still a crap spell compared to immolate.
Ah that would explain it.
I'd rather started off with barrier though =/ that would at least have been useful.
CC is expensive in DAI.
The problem with flashfire, is that is causes fear, the only CC not comboable. It is supposed to be a long CC to make for that weakness, but it is broken so its not so long after all XD
So yeah, flashfire is pretty bad mid/late game, since you have access to many other better CC abilities for the same mana cost.
I started playing this game only now a month after release. I am not sure why folks hate winter's grasp. Winter's Grasp is the best single target damage dealing spell at the low levels I am currently playing on. It actually appears to do 200% to primary target + another 200% to area (ie 400% to primary) with the addition of freezing the primary to setup a combo and chilling the secondaries. It also appears to freeze bosses.
Like the necromancer's terrify is several leagues better that flashfire
Winter's Grasp is the best single target damage dealing spell at the low levels I am currently playing on
CC is expensive in DAI.
The problem with flashfire, is that is causes fear, the only CC not comboable. It is supposed to be a long CC to make for that weakness, but it is broken so its not so long after all XD
So yeah, flashfire is pretty bad mid/late game, since you have access to many other better CC abilities for the same mana cost.
i dont think flashfire is useless. Its 8 seconds of CC. If you think about it that is quite insane.
I specc'd it out afterwards, but i wouldn't call flashfire entirely useless, especially at early game since mana isn't such a problem at lv1 (cuz u only have 2 spells)
Its 8 seconds of CC.
If it actually did this, I'd agree - but iirc it's bugged and doesn't last as long as it should. I haven't timed it myself but it never seems to last much longer than Winter's Grasp freeze effect.
No it lasts 8 seconds, the issue is panic breaks on damage, so unless you or your party do nothing for 8 seconds afterwards it will probably be broken early. So it is more panic itself that is meh over flashfire itself as a spell, which to avoid breaking it the ai tends to ignore targets that are paniced, I notice this a fair bit with wall of fire myself. It's only real saving grace is that it works on so many enemy types. Those bears everyone seems to fear that are immune to most CC, meh, drop wall of fire underneath them and just keep attacking, they panic, you break it, they panic again straight away, easy kills.
Winter's grasp has a problem of many early game enemies resisting frost damage. Not the least of which are, you guessed it, bears.
8 sec panic (and panic in general) is quite good. It's just not as good as say paralyze or w/e that incaps them and still lets you hit them, but ofc it's typically much longer to compensate. Sure it's useless against a single target but single targets (sans bosses) are typically easy. Up against a mob of 6 or 7? Hit one of those annoying archers with it, 8 secs of them not firing is a ton of mitigated damage. Even against single targets you can panic them just to let your mana and CDs regen.
It just aggravates me that they didn't start a mage with barrier. I mean one storm and one inferno spell means you will be respecing. At least I will because no matter what primary field I choose, one or more points has been wasted for me. If going inferno then I don't want that storm spell until later, IF that becomes my mid game secondary elemental group. And if going Ice or Spirit, I don't want either of them. At least give us one and barrier, we can live with whatever element it is until we specialize at least.
Or they didn't want us to start in trees that Solas starts in.
Good point. I wouldn't be surprised to learn you were correct.
No it lasts 8 seconds, the issue is panic breaks on damage, so unless you or your party do nothing for 8 seconds afterwards it will probably be broken early. So it is more panic itself that is meh over flashfire itself as a spell, which to avoid breaking it the ai tends to ignore targets that are paniced, I notice this a fair bit with wall of fire myself. It's only real saving grace is that it works on so many enemy types. Those bears everyone seems to fear that are immune to most CC, meh, drop wall of fire underneath them and just keep attacking, they panic, you break it, they panic again straight away, easy kills.
In the very early game it's a useful spell against bears (let them get away on panic, then start hitting them from far while positioning your tank properly, it makes them much easier to deal with). But yeah, once killing bears in the Hintherlands stops being relevant, you can totally spec out of it.
In the very early game it's a useful spell against bears (let them get away on panic, then start hitting them from far while positioning your tank properly, it makes them much easier to deal with). But yeah, once killing bears in the Hintherlands stops being relevant, you can totally spec out of it.
If you still use Flashfire at level 8 bears, you are doing something wrong. By level 6 the majority of the core build is built (Fire Mine/Static Cage). At that point You do not get the mana or luxury to use useless spells as Flashfire.
Flashfire is useless. At level1 it is better to save mana and use Chain Lightning on CD. When you reach Haven it is better to respec and get Fade Step + Chain Lightning/Winter's Grasp. Then move down for Fire mine and Wall of Fire.