I've taken the 1st 3 in Cold class. 1 in Heal and 1 for walking bomb (which is so sweet to watch. Love it) but i do not know what are other good choices for spending my points. I wouldn't mind doing some fire for more dmg, or cool stuff like walking bomb, but don't know if i be wasting my points for something down the road like a Arcane warrior or blood mage.
Any help would be greatly appreciated.
Thanx
Mage skill suggestions
Débuté par
birddogcof
, nov. 05 2009 10:19
#1
Posté 05 novembre 2009 - 10:19
#2
Posté 05 novembre 2009 - 10:35
I have Morrigan and my Mage in the party, so we have some diverse magic. Frost is amazing for controlling many enemies, Cone of Cold in particular can even freeze bosses! I went into nature for the Armor and Rock throw, which is surprisingly satisfying to shatter people, or even just knock down a high threat target.
Fire damage seems to kill too slowly, or at least any damage gained pales to the usefulness of freeze and the spell combo 'Shatter'. Grease needs to be lit by Fireball it seems, so that combo is a hefty investment into something that has huge Friendly Fire potential, and does little to actually stop damage.
Morrigan is going into the Entropy for me, neglecting her Shape-shifting. Sleep appears to function much like the DnD varient, but it has a huge cooldown (and a huge AoE). The sleep -> horror combo was a instant kill on the lacky I used it on, but the cooldowns of both spells seem to be a problem right now. Entropy seems like it would be best for tough single monsters with a few things to hinder their minions.
I have not looked in depth at the other trees yet. Hope this helps.
Fire damage seems to kill too slowly, or at least any damage gained pales to the usefulness of freeze and the spell combo 'Shatter'. Grease needs to be lit by Fireball it seems, so that combo is a hefty investment into something that has huge Friendly Fire potential, and does little to actually stop damage.
Morrigan is going into the Entropy for me, neglecting her Shape-shifting. Sleep appears to function much like the DnD varient, but it has a huge cooldown (and a huge AoE). The sleep -> horror combo was a instant kill on the lacky I used it on, but the cooldowns of both spells seem to be a problem right now. Entropy seems like it would be best for tough single monsters with a few things to hinder their minions.
I have not looked in depth at the other trees yet. Hope this helps.
Modifié par Nodrak, 05 novembre 2009 - 10:37 .
#3
Posté 05 novembre 2009 - 11:13
get both walking bombs and you can kill every thing on the screen including your own party 
it's funny when one bomb goes off, that causes the other bomb to go off, it infects another mob and then goes off. 3 splashes of blood in 1sec on the screen then you get to reload
if you are playing on easy then it is incredible (im not).
stone fist is a good "get away from me" spell
rock armor is decent for the bonus although it really isnt going to save you, same with arcane shield
both death magic and death syphon work good in certain situations, you need corpses for them to work though.
mindblast is very nice if you get surrounded, stuns normal mobs pretty good, buys you a few secs
cone of cold really does rock, havent gotten any higher in primal because i want to try lightning. i did find fireball nice and annoying at the same time; it has a knockdown in it and i tend to knock myself down as much as anyone else (makes a good opener though)
flame blast was bleh
curse of mortality is also pretty bleh, almost nothing resists it but the damage is low for the cost/cooldown.
crushing prison is "i win" on almost anything except a main boss, long cooldown though.
all i have sofar, wish there were more stats on the spells. would make deciding easier to know damage ranges and durations for example.
it's funny when one bomb goes off, that causes the other bomb to go off, it infects another mob and then goes off. 3 splashes of blood in 1sec on the screen then you get to reload
stone fist is a good "get away from me" spell
rock armor is decent for the bonus although it really isnt going to save you, same with arcane shield
both death magic and death syphon work good in certain situations, you need corpses for them to work though.
mindblast is very nice if you get surrounded, stuns normal mobs pretty good, buys you a few secs
cone of cold really does rock, havent gotten any higher in primal because i want to try lightning. i did find fireball nice and annoying at the same time; it has a knockdown in it and i tend to knock myself down as much as anyone else (makes a good opener though)
flame blast was bleh
curse of mortality is also pretty bleh, almost nothing resists it but the damage is low for the cost/cooldown.
crushing prison is "i win" on almost anything except a main boss, long cooldown though.
all i have sofar, wish there were more stats on the spells. would make deciding easier to know damage ranges and durations for example.
#4
Posté 05 novembre 2009 - 02:07
I found that paralyze is helpful. cc spell.
In fact used it as an opener on the Ogre in the Tower of AShul and he was down almost 1/4 his health before he even hit a party member.. Made that fight insanely easy.
In fact used it as an opener on the Ogre in the Tower of AShul and he was down almost 1/4 his health before he even hit a party member.. Made that fight insanely easy.
#5
Posté 05 novembre 2009 - 03:01
I got both living bombs and went to get animate dead which is very situational Kind of wish I had held off on it since you need an actual corpse from something you have killed if their is a pile of corpses as senery like in the tower before the ogre they wont work. Also anything that causes a loading screen removes your pet but you dont get the mana back which is fail.
Other than that I have quite a few of the more basic spells I think I am going to go in frost the control sounds very useful.
Other than that I have quite a few of the more basic spells I think I am going to go in frost the control sounds very useful.
#6
Posté 05 novembre 2009 - 03:55
I have been putting all my points into the Spirit Tree. This includes walking bomb and animate dead. Apparently, according to the Dragon Age wiki, there is a spell combo called "Shockwave" which involves casting Force Field on yourself or an ally and then casting crushing prison on that same ally.
I have not gotten far enough to test that out but, I am thinking this would be a perfect combo to use with my skeletal minion from animate dead. I send him in first now as it is. He is the one that soaks all that walking bomb friendly fire, heh.
Also, if you cast Spell Might before you raise an undead minion you get a significantly upgraded minion. He has more health and even more abilities on his toolbar. I am loving my spirit mage so far.
I have not gotten far enough to test that out but, I am thinking this would be a perfect combo to use with my skeletal minion from animate dead. I send him in first now as it is. He is the one that soaks all that walking bomb friendly fire, heh.
Also, if you cast Spell Might before you raise an undead minion you get a significantly upgraded minion. He has more health and even more abilities on his toolbar. I am loving my spirit mage so far.
#7
Posté 05 novembre 2009 - 10:51
Great spells to invest in:
- Cold spells. Great for crowd control and will allow you to take on huge amounts of enemies at once (All 4 ranks).
- Mind Blast, the first telekenesis spell. Useful in a pinch to stun a large group wailing on you or an ally (1st rank only).
- Heal. Just incase your healer is busy on incapacitated. Saves on potions too (1st rank only).
- Hexes. Take all of these. Fantastic for boss battles and other hard to kill baddies. Sometimes the difference between doing 4 damage to a group of creatures or 40 (All 4 ranks).
As for the rest of the spells, I invested heavily in fire but am now looking at the spells in the lighting tree as possibly a better choice. Fire seems to do very well though with a combo of Cone of Cold, Affliction Hex + Flame Blast allowing you to kill large clustered groups of enemies without them getting off a single hit. Fireball is great for opening on a group though. Sticking all your guys on Hold position, shooting a fireball at a group then dropping a Blizzard + Inferno on top of them is usually an easy way to take out a small army from a distance.
Haven't played around with the other abilities yet though so can't comment too much. After what everyone's said about Walking Bomb though I think I'll try it out next time I gain a level.
- Cold spells. Great for crowd control and will allow you to take on huge amounts of enemies at once (All 4 ranks).
- Mind Blast, the first telekenesis spell. Useful in a pinch to stun a large group wailing on you or an ally (1st rank only).
- Heal. Just incase your healer is busy on incapacitated. Saves on potions too (1st rank only).
- Hexes. Take all of these. Fantastic for boss battles and other hard to kill baddies. Sometimes the difference between doing 4 damage to a group of creatures or 40 (All 4 ranks).
As for the rest of the spells, I invested heavily in fire but am now looking at the spells in the lighting tree as possibly a better choice. Fire seems to do very well though with a combo of Cone of Cold, Affliction Hex + Flame Blast allowing you to kill large clustered groups of enemies without them getting off a single hit. Fireball is great for opening on a group though. Sticking all your guys on Hold position, shooting a fireball at a group then dropping a Blizzard + Inferno on top of them is usually an easy way to take out a small army from a distance.
Haven't played around with the other abilities yet though so can't comment too much. After what everyone's said about Walking Bomb though I think I'll try it out next time I gain a level.
#8
Posté 05 novembre 2009 - 11:59
Crushing Prison is the win!
It's long range and takes out one enemy instantly.
It works on the small bosses too.
Sleep spells + Horror = win
The sleeping monsters suffer massive damage when Horror is cast on them.
One shot the monsters.
It's long range and takes out one enemy instantly.
It works on the small bosses too.
Sleep spells + Horror = win
The sleeping monsters suffer massive damage when Horror is cast on them.
One shot the monsters.
#9
Posté 06 novembre 2009 - 01:42
I'm still at a very low level, but winter's breath followed by rockfist is a potent combination, as if the first freezes the bad guy, the second blows him into pieces.
#10
Guest_Lemonio_*
Posté 06 novembre 2009 - 01:44
Guest_Lemonio_*
i use grease and fireball
and then lesser injury kit on my dead companions
xD
and then lesser injury kit on my dead companions
xD
#11
Posté 14 novembre 2009 - 02:06
Lemonio, I cracked up laughing at that post! I think I'll go with that plan.
Is there any advantage gained by filling the bar above a spell group (spirit, primal, etc.)
Is there any advantage gained by filling the bar above a spell group (spirit, primal, etc.)
Modifié par Kalarn, 14 novembre 2009 - 02:07 .
#12
Posté 14 novembre 2009 - 02:12
What are all the combos out there? The Crushing Prison / Force field combo was news to me.
Will try!
Another combo I know that hasn't been mentioned here yet is Vulnerability Hex followed by Drain Life or Drain Mana.
Storm of the Century, which I haven't gotten to try yet, is Tempest, Inferno and Blizzard and I believe one of the casters needs to have spell might on first.
Another combo I know that hasn't been mentioned here yet is Vulnerability Hex followed by Drain Life or Drain Mana.
Storm of the Century, which I haven't gotten to try yet, is Tempest, Inferno and Blizzard and I believe one of the casters needs to have spell might on first.
#13
Posté 14 novembre 2009 - 02:15
I understand the original plan was that, that bar was a "specialization" marker or some such and the fuller that bar was, the more affinity you had with those spells and they would cost less and do more damage. But this of course is just rumor I've read on other posts and boards, until the devs say something...
I'll give a recomendation for what to avoid, and that is "Spellbloom" and the followup insect swarm.
I'd add grease in there as well, but some people get on well with it against ogres and other characters, and of course you can light it on fire for a cheap AoE. However Spellbloom in my experience is terrible, it's too short, and delivers entirely too little Mana, I'm not entirely sure I even make back what I spent on it. Insect swarm seems bugged, and it does entirely too little damage, and if it jumps it's usually at the end of it's life span and only does just enough to ****** another target off against you.
I do like Wisp however, it scales with your magic rating, starting a +5 to spellpower I believe and increasing 1 per 5 for so after that. To where I believe I had a +9 at 30 magic? Not entirely positive but something along those lines.
Plus I always hope it will come to life, soar off and hit someone in the eyes, going for the eyes!
I'll give a recomendation for what to avoid, and that is "Spellbloom" and the followup insect swarm.
I'd add grease in there as well, but some people get on well with it against ogres and other characters, and of course you can light it on fire for a cheap AoE. However Spellbloom in my experience is terrible, it's too short, and delivers entirely too little Mana, I'm not entirely sure I even make back what I spent on it. Insect swarm seems bugged, and it does entirely too little damage, and if it jumps it's usually at the end of it's life span and only does just enough to ****** another target off against you.
I do like Wisp however, it scales with your magic rating, starting a +5 to spellpower I believe and increasing 1 per 5 for so after that. To where I believe I had a +9 at 30 magic? Not entirely positive but something along those lines.
Plus I always hope it will come to life, soar off and hit someone in the eyes, going for the eyes!
#14
Posté 14 novembre 2009 - 02:18
Alynna_tp wrote...
Storm of the Century, which I haven't gotten to try yet, is Tempest, Inferno and Blizzard and I believe one of the casters needs to have spell might on first.
Actually it is Spell Might + Tempest+ Blizzard the guide had it wrong. With my mage it does 70 damage a tick and has a radius 2-3x that of Blizzard so if you cast it make sure you are Far Far away or you will wipe your own party
Modifié par Shannara13, 14 novembre 2009 - 02:18 .
#15
Posté 14 novembre 2009 - 02:23
Thanks for that Shannara. For a lot of these I'd have to play again to try them, which is fine by me!





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