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Fun with Pull of the Abyss (spoilers)


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#1
Tharkun

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I recently restarted the game and now am running a Rift Mage.  I have been having fun with Pull of the Abyss.   

 

Common uses:

  • Take out 2 or 3 targets aka standard  
    • You know this one.  
    • Switch to Tatical at beginning of engagement
    • drop Pull of the Abyss
    • hit control to unpause
    • drop fire mine
    • turn off tactical
    • target something other than the three you took out of the fight
    • fight normally 
    • when the boom happens check to see that they are all dead.
    • The trick here is to realize that those first few were out of the fight the moment you turned off tactical.  Don't waste any more time on them.
  • Pull archers off of battlements or heights.
    • choose a center that is ground level
    • make sure the aoe overlaps the archers
    • This makes looting easier and takes them out of the fight quickly.
    • This also handles the "lip" problem where your stonefist hits the battlements instead of the archer.  Pull of the Abyss doesn't care.
  • Stealthers and Shadows
    • Everyone hates these guys
    • Drop a Firemine nearby.
    • Drop Pull of the Abyss on it.
    • The stealthers will try to strike when the pull affects them but miss due to movement.
    • And BOOM!
    • I tend to use an Energy Barrage when they appear as well so I can have flashpoint locked and loaded.
  • Rushing enemies
    • Pull of the Abyss affects those who enter the AOE even after the cast, unlike Static Cage.
    • I will often place the AOE thinking about how the targets will move once combat commences.
    • it is better to maximise the coverage of ranged enemies and put the AOE in the path of melee enemies if that option is available.

Anyone else have some tricks for Pull of the Abyss?


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#2
PapaCharlie9

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I'm not 100% sure, this was in my first PT and I might not be remembering right, but I think I did this by accident. I was running both Solas and IQ as Rift Mages. IQ was about to Pull a mob, but Solas got in a Veil Strike right before and knocked everyone prone. Pull still worked, but everyone was on their backs.



#3
HBC Dresden

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I love the rift mage, so here are some tips and tricks for the specialization. I know you specifically requested tips/tricks with Pull of the Abyss, but since you only recently started rolling as a rift mage, maybe one of these will be helpful. :D

 

Good work on discovering the Energy Barrage/Flashpoint synergy.

 

It's amazing how powerful Restorative Veil is. Because of this passive, Rift mages don't ever have to worry about mana. The only thing preventing a total spell spam are the individual cooldowns. So, ways to counter that: gathering storm (which was patched and now works), cooldown amulet, cleanburn, and flashpoint.

 

I know you briefly mention it, but Static Cage + Pull of the Abyss is fun too, although Pull of the Abyss + Fire Mine is my default combo too.

 

Speaking of which, Fire Mine with Chaotic Focus is awesome! I had to lean on this passive/ability combo to survive the Jaws of Hakkon at level 27 on Nightmare.

 

Stonefist is great to weaken an individual enemy or knock down rogues & stealthy enemies.

 

General tip: Fade Step is awesome for traversal.

 

Don't use Firestorm because it was glitched by one of the recent patches. Now, tier 2 & 3 of the ability don't work. You will always get the tier 1 version even with all three slots of the focus bar charged. Instead, go with Mark of the Rift as your focus ability. It's more powerful and more rift magey too.

 

Equipment-wise, you can either boost your attack or boost your critical chance. It's a personal choice. I went with a high crit chance (and high crit damage) to regularly proc flashpoint and critical hits.


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#4
Tharkun

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I gear for crit chance and damage myself as well.  Thanks for the heads up on Firestorm.  That is disappointing news about the bug.



#5
Gya

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Enemy pinball:

Use PotA. When the duration ends, try to guess where the enemies will ping off to! Over by Varric? Out of reach of Iron Bull? Behind your squishy mage inquisitor?!? Endless fun!

#6
CronoDragoon

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I use it on Despair demons so they can't run when I zerg them. They just twirl in place.

 

1.16_Funny_Gifs_7.gif



#7
midnight tea

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I love the Rift Mage - it's a great specialization also for those who want to troll their enemies with near perma-stun and laugh at them crawling on the ground.

 

"You want to go there? Oh no good sir, you'll be pulled right here - here, have a mine as well! And KNOCKDOWN! What, you got up and aiming at me already? Here, have some LIGHTNING!"

 

Enemies: "Not fair  :wacko:!"


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#8
GaBacon

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But.... But.. SOLAS is the Rift Mage character damn it Butters!!


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#9
Tharkun

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I love the Rift Mage - it's a great specialization also for those who want to troll their enemies with near perma-stun and laugh at them crawling on the ground.

 

"You want to go there? Oh no good sir, you'll be pulled right here - here, have a mine as well! And KNOCKDOWN! What, you got up and aiming at me already? Here, have some LIGHTNING!"

 

Enemies: "Not fair  :wacko:!"

That is actually a very good explanation.     A trick I picked up lately is once you get something in the pull, knock it down somehow.  It will stay down and be dragged on its back (assuming you can tell) to the center.  This is more useful in the DLC since the DLC has opponents who will shoot at you while being pulled.



#10
Dieb

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Ordering Solas to Pull of the Abyss and my Inquisitor to put a Spike Trap on the same spot is always classic entertainment for your regular sadist.


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#11
Bayonet Hipshot

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I am surprised no one has talked about the awesomeness you can have by combining Pull of the Abyss and Blizzard.

 

I mean, from the way the spells work, I think that Blizzard is crafted specifically for Rift Mages. 



#12
Elhanan

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Have not actually used PotA, but get much of the same results using the upgraded Static Cage; recommended.

#13
Tharkun

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Have not actually used PotA, but get much of the same results using the upgraded Static Cage; recommended.

 

Pull of the Abyss has a number of advantages over Lightning Cage (static cage+).

  1. Longer duration
  2. It affects enemies who enter the AOE after cast time
  3. Lightning Cage is dependant on enemies moving away from the center after the cast.  If they stand and shoot it won't affect them.  PotA just works.
  4. Weakness has less enemies resisting it vs Paralyze.

I have used both extensive and Lightning Cage just doesn't control as well as PotA.  The side benefits of PotA are also very good.

  • Near infinite mana (10% mana gain per hit)
  • Debuff on enemies affected - 30% damage debuff
  • Status effects gain improved power
  • Damage buff for the party - 15%

Note this added another trick I forgot.  Chaining Energy Barrage.  Not strictly an PotA trick but ...

 

  1. Afflict Weakness on enemy
  2. Get Flashpoint effect
  3. Cast Energy Barrage 
  4. Energy Barrage will crit most likely (12 hits)
  5. Energy Barrage will restore all of your mana (12*10% - 120% mana restored)
  6. Cast Energy Barrage again

Basically you can do this over and over while weakness is affecting the target.  If Solas is in your group he will be renewing the weakness anyway.  If you have to do it, then Stonefist every once in a while.  You have a chance to lose the flashpoint crit when you Stonefist.  You can stonefist again right after that one, which might crit.

 

This is useful on dragons or giants.


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#14
Roninbarista

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I like the PotA with Immolate. That way all the foes get to taste some searing heat for their troubles.

I do like how archers get pulled down of ledges and have to face the heat too.

#15
Tharkun

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I run with Cole in my group and have his sleep bomb ability on priority.  This means that I often see Sleep hover over my PotA created pile of enemies.  I will then use immolate and get the Nightmare combo.  I love this combo as it does a bonus 800% Spirit Damage and inflicts Fear.  FYI if you get this on a rage demon before it enrages they will be affected too, which is fun.



#16
Yuyana

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I tried to have fun with pull of the abyss, but I think that there is something wrong with the description. It says: duration 12 sec. but it always ends after 7 sec.

 

Area of effect should be 6 meters (and it looks like it is), but it is exactly the same as the static cage... which should be 9 meters (but I gues it is not).

 

+ the spell have a nasty habit to throw enemies on my head after ending.

Pull of the Abyss has a number of advantages over Lightning Cage (static cage+).

  1. Longer duration
  2. It affects enemies who enter the AOE after cast time
  3. Lightning Cage is dependant on enemies moving away from the center after the cast.  If they stand and shoot it won't affect them.  PotA just works.
  4. Weakness has less enemies resisting it vs Paralyze.

I have used both extensive and Lightning Cage just doesn't control as well as PotA.  The side benefits of PotA are also very good.

  • Near infinite mana (10% mana gain per hit)
  • Debuff on enemies affected - 30% damage debuff
  • Status effects gain improved power
  • Damage buff for the party - 15%

Note this added another trick I forgot.  Chaining Energy Barrage.  Not strictly an PotA trick but ...

 

  1. Afflict Weakness on enemy
  2. Get Flashpoint effect
  3. Cast Energy Barrage 
  4. Energy Barrage will crit most likely (12 hits)
  5. Energy Barrage will restore all of your mana (12*10% - 120% mana restored)
  6. Cast Energy Barrage again

Basically you can do this over and over while weakness is affecting the target.  If Solas is in your group he will be renewing the weakness anyway.  If you have to do it, then Stonefist every once in a while.  You have a chance to lose the flashpoint crit when you Stonefist.  You can stonefist again right after that one, which might crit.

 

This is useful on dragons or giants.

Static cage:

1. you can use a ring to extend its duration to 14,5 sec. And it realy is 14,5 sec

2. static cage also affects enemies who enter it after cast time.

3. you can force enemies to move, with fear, for example. I usually just pull melee enemies closer to the ranged and kill them all with fire mine.

4. yes, some enemies are immune to paralyze. I still use the lightning cage around them, to increase my damage and to throw other enemies on one pile with them.

 

And I just love that BZZZT BZZZT sound.

 

 

Edit: 2. Yes, if someone runs into the cage, than he is not paralyzed, but he can't run out of it.



#17
tcun44

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I love PoTA- I hate Solas. Decisions, decisions, PoTa with a Fire Mine center is fantastic. But- recently I've been rolling with just one Mage (Me- KE) , two rogues and one Templar. I only have Static Cage- which is nice- but definitely inferior to PoTa.

 

Also- not to sidetrack- when at a fade rift- a fire mine or an ice mine on top of a spawn point is good fun. You should also have enough mana- to run Dispel over one spawn point and fire mine over a second spawn point. Makes rifts much more manageable. An instant fiery death for a demon is a thing of beauty,


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#18
Tharkun

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Also- not to sidetrack- when at a fade rift- a fire mine or an ice mine on top of a spawn point is good fun. You should also have enough mana- to run Dispel over one spawn point and fire mine over a second spawn point. Makes rifts much more manageable. An instant fiery death for a demon is a thing of beauty,

When I am running my KE I place fire mines on spawn points too.  I love it and it is a good tip.



#19
ABNDT

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My current rift mage opens most battles nowadays with this combo:

 

1. PotA clusters everyone and inflicts weakness,

2. Chain Lightning shocks everyone,

3. Stonefist puts everyone to sleep, and

4. Immolate gives everyone nightmares.

 

Combo-tastic mage is fun, and pretty darn deadly.


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#20
Tharkun

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My current rift mage opens most battles nowadays with this combo:

 

1. PotA clusters everyone and inflicts weakness,

2. Chain Lightning shocks everyone,

3. Stonefist puts everyone to sleep, and

4. Immolate gives everyone nightmares.

 

Combo-tastic mage is fun, and pretty darn deadly.

I like that.  That is a nice combo with some real damage in there.  Chain Lightning is often underestimated and your setup can be achieved with low number of ability points.  Lightning, Spirit, Fire and Spirit damage to groups of two is about 750+500+425+800=2475 in three activations and you end on a low mana cost ability. 

 

Mana costs are 65+50+35+ 35, you gain a lot of mana on the Chain Lightning and depending on your ability points (perks) you may have cast the PotA for free.

 

I may do that on my next rift mage.