I'm curious: what do you use wall of ice for? So much of the game takes place out in the open where it's not much of an obstacle to enemies. I know it can be used for ice armor, which is ok but not spectacular. Is there something else I'm missing?
Wall of Ice can be used to block projectiles and then there is the Ice Armor thing.
ok, now i see.. I use it alot on single target and clearly strikes only once.. but with two or more, i could see it bouncing back n forth.. Thats not exactly what i considered to be multiple strikes. But now i understand what u meant
That is part of the problem with Chain Lightning. There are very few occasions where there a huge numbers of clustered enemies who stay close to each other all the time.
If you want an AOE damage dealer for large enemy groups...Upgraded Static Cage, upgraded Fire Mine, and upgraded Wall of Flames are far better.
The 8 slot limit is a really limiting mechanic that makes your skill selection rather dull because there are so many 'staple' spells too good to pass up for any build.
One of the biggest issue with the combat system in DAI. But hey, according to developers, this is strategy & tactics and 8x4=32 and that is enough.
Immolate+
Winters grasp+
Frost step+
Chain lightning+
Energy barrage
Veilstrike+
StoneFist+
Mark of the Rift
Veilstrike has very little utility and you can enchant your weapons to proc it if you wish. Rift Mage is Dragon Age's version of Adept. Pull of the Abyss is Singularity, Stonefist is Warp and Veilstrike is Slam. Slam has never been a good power, especially when you compared it to Warp and Singularity.
Isn't Gathering Storm still broken (it's completely non-functional)?
Upgraded Chain Lightning is definitely worth it given how many ways there are for mages to get enemies to clump. The shocked status causes AoE damage to accumulate (though the window is really small), and the way it bounces keeps it effective even against pairs of enemies.
Static Cage is situational (used to control the battlefield and set up combos), and Energy Barrage is best saved for detonations. For a lightning mage, Chain Lightning is an incredibly useful general AoE, though it can be outclassed by spells from the other trees.
Gathering Storm works but not in a way you might expect it to. The cooldown reduction triggers after every basic attack. The thing is, the game counts a specific set of staff twerking movement as one basic attack. Based on the game's definition, a staff basic attack is :- Swipe left, swipe right, strike the ground. You staff have to go through one complete cycle to be considered as a basic attack.
The fault here with the passives is that the tooltip descriptions are terrible.
Stormbringer works as well but it procs slowly and rarely.
So this means the passives on the left side of the Storm tree is crap. One the right Conductive Current actually does something.
I rarely play a one element mage, I hate being a one trick pony which means I include spells from other schools of magic. This then makes the whole point of taking Chain Lightning moot.
Static Cage is terrific for single targets, too. This is my current CC of choice, though there are several (ie; Rift Mage, KE, Ice,Storm). I prefer to design for self sufficiency in case I need to change the party dynamics, so I supply my own Barrier.
Self sufficiency. That word is the foundation of my game builds almost all the time. I design my characters so that they can handle things on their own without needing a mandatory specific squad member with them. This allows me to practically randomize my party selection.
For Rift Mage, this is my setup (all abilities are upgraded. Veilstrike becomes obsolete with upgraded Stonefist, Pull of the Abyss and Veilstrike masterworks)
- Stonefist
- Pull of the Abyss
- Energy Barrage
- Fire Mine
- Fade Step
- Static Cage
- Barrier
- Mark of the Rift
For Knight Enchanter, this is my setup (all abilities are upgraded. IMO, Fade Step is overkill for Knight Enchanters and they already have Fade Cloak to mitigate damage))
- Spirit Blade
- Fade Cloak
- Energy Barrage
- Immolate
- Winter's Grasp
- Static Cage
- Barrier
- Resurgence
For Necromancer, this is my setup (all abilities are upgraded, DoT & Panic & CC ftw)
- Horror
- Spirit Mark
- Walking Bomb
- Energy Barrage
- Wall of Fire
- Fade Step
- Static Cage
- Barrier





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