First mage was a fire+knight enchanter, my second mage was meant to be a storm+rift mage. Pull of the abyss pulling enemies together to lock them in a static cage sounded like a great combo, so I was sure it would work well... Or not. Nothing went according to plan. Weaknesses are a pain in the ass to keep applied, stonefist and pull of the abyss (the 2 activated skills I meant to use) cost so much mana that the weakened state is already 3 or 4 seconds into its duration before I can do another spell, which leaves me unable to do the kind of damage needed for restorative veil to be doing a damn thing. I use pull of the abyss and drain over half my mana, which leaves me either with something crappy like fade step or immolate which don't do enough damage to get much mana back or I have to wait until I have over half back to use something actually powerful... Which, by then, their weakened state only has a couple seconds left.
And using pull of the abyss followed by static cage? Hah! That never happens. They both cost 65 mana, so the abyss pulling has only a second or so left by the time static cage can be used. So the main combo of spells that I even wanted it for WON'T. EVEN. WORK. And even without the mana cost, pull of the abyss has a 6 meter radius while static cage is 9 meters. That means that forget pull of the abyss pulling enemies together for static cage, it's pretty much the other way around to where static cage can pull everything pull of the abyss can and then some. And pull of the abyss is worse for actually controlling a group, they keep fighting while being held in place whereas static cage will fully paralyze enemies who get uppity inside it. And the damage difference? Huge. The extra damage I do to weakened enemies with twisting veil while they're in the abyss pulling is significantly worse than the damage static cage does with how it shocks enemies everytime they're hit while inside it. And pull of the abyss lasts way less time than static cage, only about half the length (I have the enhanced static cage duration ring equipped which I've read is bugged to increase the duration by 80% instead of 30). So let me sum that up: It has a smaller radius, a mana-to-use ratio that isn't worth it, it doesn't give me the same damage output, it's half the duration, it doesn't disable enemies with paralysis... Not a single useful thing here that static cage doesn't already do better.
Stonefist knocks enemies down for a whole 2 seconds, seems to affect enemies other than the target with its AoE only some of the time, said AoE is tiny at only 4 meters, its shatter combo only does 1 damage, and once again its mana-to-use ratio seems abysmal. It's not utterly useless like pull of the abyss, but I can't justify it on my button map of skills.
And finally, I've realized that it's nothing more than a gimmick specialization. Other ones tend to be all around useful no matter what, but rift mage ABSOLUTELY counts on a very specific status ailment. If an enemy isn't weakened, then every single passive it has is useless. Half the entire tree relies on weakened enemies, and every single activated skill is mostly there just for the sake of applying a weakened effect. The skills are about setting it up, and the passives exist solely for that set up. This means that rift mage is "selfish", its passives have absolutely no use or bearing on any other school of magic you can pick. Most passives work well for trees outside of its own school, but all 4 rift mage ones only work for rift mage. And said weakened state is, as I mentioned before, a pain in the ass to even upkeep.
So it's useless. Other specializations I've used so far have given me a clear feeling of feeling like I'm on a whole different level compared to before I got my specialization, but rift mage gave me a reaction that can summed up with the word "meh"... Or, if you don't like that word, "disappointment". Instead of empowerment, I actually felt weaker when I started using it. Every time I did a pull of the abyss I wondered why I didn't just do the superior static cage for the same mana cost, every time I did a stonefist I wondered why I didn't just do an energy barrage (which does more damage overall than stonefist). Every time I used one of rift's powers, I had a superior alternative that would have given me more bang for my mana. I was better off not even using rift skills because using them instead of my storm skills just did me worse. So the only reasons to use them was for their weakened gimmick, and I can't justify using crappier skills than what I already have just for the sake of that stupid status ailment.
So either I will just take veilstrike and not even bother using pull of the abyss (and possibly stonethrow) since it at least has an extremely managable mana-to-use ratio of only 20 mana once upgraded, or load my save of before I selected rift mage just in case it turned out to suck. I completed all 3 specializations quests so I could freely choose any of them, and then went and did some trial runs against respawning enemies and rifts. So I won't lose any progress by doing so. But I was wanting to not use the same specialization as my last mage, and had been planning rift mage since before I even started this character. To have it be a tiny wimper of uselessness after planning it to be what I picked for the entire playthrough... It doesn't feel good.
Or maybe rift mage works better with fire. I can see there being some good combos there like pull of the abyss pulling everything into a fire mine. But storm is staying my main magic this playthrough, so that's not going to happen. Or maybe I should just say screw it to the weaken passives, pick up the first 2 skills and just use the shock>weaken combination to cause sleep on grouped enemies as a form of crowd control. Or pick knight enchanter. Which would be best, knight enchanter again since I know it at least doesn't suck or forgo the passives and the useless pull of the abyss skill and just focus on making groups of enemies fall asleep with chain lightning>veilstrike/stonefist combos?





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