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Please, bring back mages as cristal cannons.


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#26
AnUnculturedLittlePotato

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Most of the rift mage skills. Freezing of any kind is cc. Panicing enemies is cc. Stunning them is cc and thats 2 lighing spells. Mindblast. Destruction field. Spirit mark. Fire mine. And Static cage that hold mounds of enemies at bay.

 

We have plenty off cc spells for mages.

"fire mine" Fire mine does 1000% weapon damage. Knocking enemies down requires them to live.
An how do you do any of that without damage? Like the only real CC is horror, ice wall and fire mine. Maybe lightning bolt and PotA. Everything else feels like damage with some random CC slapped on for good measure.



#27
leaguer of one

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"fire mine" Fire mine does 1000% weapon damage. Knocking enemies down requires them to live.
 

And they do. It's far from an instant kill move unless you playing less then hard. it's still is a cc spell being that it'a a mine/trap.

 

An how do you do any of that without damage? Like the only real CC is horror, ice wall and fire mine. Maybe lightning bolt and PotA. Everything else feels like damage with some random CC slapped on for good measure.

And cc does not mean no damage. it a pro to have damage or a buff with it...Which rift spell all have, most have no damage, a debuff and cc. If you think real cc has no damage at all then you're being too narrow minded. And lighting spell only having one cc move..Have you looked at the spell list. Chain lighting hits and stuns up to 4 targets...That's a cc move. Static cage is one of the best cc move in the game. It traps  most enemies in one spot,keeping them from moving about. It also add more damage per hit to enemies. Energy barge is the only pure attack spell in the tree.



#28
AnUnculturedLittlePotato

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And they do. It's far from an instant kill move unless you playing less then hard. it's still is a cc spell being that it'a a mine/trap.

 

And cc does not mean no damage. it a pro to have damage or a buff with it...Which rift spell all have, most have no damage, a debuff and cc. If you think real cc has no damage at all then you're being too narrow minded. And lighting spell only having one cc move..Have you looked at the spell list. Chain lighting hits and stuns up to 4 targets...That's a cc move. Static cage is one of the best cc move in the game. It traps  most enemies in one spot,keeping them from moving about. It also add more damage per hit to enemies. Energy barge is the only pure attack spell in the tree.

Chain lightning stuns for like .5 seconds that not a stun that's an interrupt on a channelless game
CC can do damage but most inquisition mage spells feel like CC was an afterthought. Like yeah lightning bolt is more CC, as is ice mine, ice wall, and MAYBE winters grasp (It's damage is low for it's mana cost tbh) nobody uses static cage for it's CC they use it to unload a bunch of damage with multi hit abilities.
Rift mage doesn't count because it's a specific spec that you may not grab because it doesn't shout to the high hevans (If you want CC this is literally your only option)



#29
leaguer of one

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Chain lightning stuns for like .5 seconds that not a stun that's an interrupt on a channelless game
 

Yes it is. Any ammount of stopping is cc.

 

CC can do damage but most inquisition mage spells feel like CC was an afterthought. Like yeah lightning bolt is more CC, as is ice mine, ice wall, and MAYBE winters grasp (It's damage is low for it's mana cost tbh) nobody uses static cage for it's CC they use it to unload a bunch of damage with multi hit abilities.
Rift mage doesn't count because it's a specific spec that you may not grab because it doesn't shout to the high hevans (If you want CC this is literally your only option)

And it's not. if you use cc in dai correctly the fight are fast and cleaner. The fact you can pin down a mob with ease makes it not an after thought.

And static cage is of couse used for it's cc.

And yes, rift mage counts. If fact it's the go to class for glass cannons. Sorry, but thinking only pure cc skills only count is narrow minded.



#30
Phoe77

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I find the lightning spells to be very useful as CC.  Chain lightning might not stun enemies for long, but it's certainly long enough to get a character out of a dangerous position.  Static cage is great for locking down backstabby enemies, especially when you only have a general idea of where they are.  When that doesn't work, either of the mines cast right at your character's feet can knock them on their butts before they have a chance to backstab you.  

 

I'd like more variety in the spell list too, but I don't really feel that mages are wanting for crowd control in Inquisition.  What I hope for most is that mages in the next game get more to choose from besides the classic elemental damage dealers.  There's nothing wrong with fireballs and lightning bolts, but I've always been partial to more esoteric forms of magic.



#31
leaguer of one

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I find the lightning spells to be very useful as CC.  Chain lightning might not stun enemies for long, but it's certainly long enough to get a character out of a dangerous position.  Static cage is great for locking down backstabby enemies, especially when you only have a general idea of where they are.  When that doesn't work, either of the mines cast right at your character's feet can knock them on their butts before they have a chance to backstab you.  

 

I'd like more variety in the spell list too, but I don't really feel that mages are wanting for crowd control in Inquisition.  What I hope for most is that mages in the next game get more to choose from besides the classic elemental damage dealers.  There's nothing wrong with fireballs and lightning bolts, but I've always been partial to more esoteric forms of magic.

Static cage is also great the the demons that jump around all over the place. Every despair demon, fear demon, or terror demon are stuck still one a static cage is over them.



#32
AnUnculturedLittlePotato

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Yes it is. Any ammount of stopping is cc.

 

And it's not. if you use cc in dai correctly the fight are fast and cleaner. The fact you can pin down a mob with ease makes it not an after thought.

And static cage is of couse used for it's cc.

And yes, rift mage counts. If fact it's the go to class for glass cannons. Sorry, but thinking only pure cc skills only count is narrow minded.

"any amount of stopping is CC" CC is crown control. .5 second interrupts aren't "CC"
I'm not saying only pure cc skills count I said the exact opposite but most of it seems to have been added as an afterthought, as in it wasn't the point

I've never seen static cage used for the CC. It's mostly been static + mines/leaping/barrage or something similar. "pin down a mob with ease" how? Tell me step by step how you do that?

 

I find the lightning spells to be very useful as CC.  Chain lightning might not stun enemies for long, but it's certainly long enough to get a character out of a dangerous position.  Static cage is great for locking down backstabby enemies, especially when you only have a general idea of where they are.  When that doesn't work, either of the mines cast right at your character's feet can knock them on their butts before they have a chance to backstab you.  

 

I'd like more variety in the spell list too, but I don't really feel that mages are wanting for crowd control in Inquisition.  What I hope for most is that mages in the next game get more to choose from besides the classic elemental damage dealers.  There's nothing wrong with fireballs and lightning bolts, but I've always been partial to more esoteric forms of magic.

Hoe does a .5 second stun that may not even hit what you want it to let you move away when they'll just follow you anyway, exactly?
I felt like they were wanting. It was mostly "deal damage deal damage deal damage" like 4 or 5 spells actually seemed like CC was the point.



#33
leaguer of one

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"any amount of stopping is CC" CC is crown control. .5 second interrupts aren't "CC"
I'm not saying only pure cc skills count I said the exact opposite but most of it seems to have been added as an afterthought, as in it wasn't the point

I've never seen static cage used for the CC. It's mostly been static + mines/leaping/barrage or something similar. "pin down a mob with ease" how? Tell me step by step how you do that?

 

Hoe does a .5 second stun that may not even hit what you want it to let you move away when they'll just follow you anyway, exactly?
I felt like they were wanting. It was mostly "deal damage deal damage deal damage" like 4 or 5 spells actually seemed like CC was the point.

1. Most case  it hit. It's only less likely the farther the  enemies is from the first target hit. Any thing close gets hit.

 

2. The .5 sec mean an escape. A rest in strategy, and an opening for an attack which is what cc does as well.

 

3. And not seen static cage seen as cc? How do you fight despair demons, fear demons, and terror demons? This spell alone stop the move met of these enemies none for moving all over the place in battle.



#34
Phoe77

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"any amount of stopping is CC" CC is crown control. .5 second interrupts aren't "CC"
I'm not saying only pure cc skills count I said the exact opposite but most of it seems to have been added as an afterthought, as in it wasn't the point

I've never seen static cage used for the CC. It's mostly been static + mines/leaping/barrage or something similar. "pin down a mob with ease" how? Tell me step by step how you do that?

 

Hoe does a .5 second stun that may not even hit what you want it to let you move away when they'll just follow you anyway, exactly?
I felt like they were wanting. It was mostly "deal damage deal damage deal damage" like 4 or 5 spells actually seemed like CC was the point.

 

You pin down a group with ease simply by casting Static Cage.  It keeps them from leaving the boundaries without getting stunned.

 

A .5 second stun is easily enough to keep a templar from finishing that big ol' swing that was being telegraphed or to stop a shade from slapping you in the face.  It gives your characters breathing room to either start moving out of range of follow up attacks, seek protection from a party member, or use an ability of their own that might otherwise not have activated in time.  

 

Aside from that, many of the spells can actually interrupt enemy actions.  You can avoid an archer's more powerful attack, for instance, if you knock them around when you see them kneel draw.

 

And personally, I don't see what difference it makes whether the CC is there as an afterthought or as the primary intention so long as it works.  


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#35
TraiHarder

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Are we looking for Mages who are glass cannons, or Mages who are ludicrously more powerful than the other classes?

 

When people get all nostalgic about wanting Mages to be like the ones in DA:O, I often wonder how many of those people are the ones who only ever play Mages.... or how many of them also complain about Warrior and Rogue  powers being "immersion breaking"  :rolleyes:

 

I mean to be honest Building a Mage with the more Damage based abilities isn't all that much stronger than the other Classes this time around. Before you could really be a Support Mage or a Debuff Mage or a real Glass Canon an have some real force behind your spell this time around nothing. There are barley any AOE spells like OMG fire of all this should have been AOE like wtf at least make the Upgrade turn it into a AOE like in DA2

 

I always play mages most of the time But I mean I think we should all see that Mages this time around aren't the same power wise as before other than Knight Enchanter lol. An as far as immersion breaking I can agree with some ppl on that. I mean some of the Rogue/Warrior/Archer Abilities are a bit flashy like am just now using Livid on Cassandra like why the Hell does she get Red wings? As for the flashy ness on the other classes I can see a simple fix by just using more neutral colors. An not doing things like having the Ground smash ability make a huge crater in the ground lol.

 

Honestly, barring the Knight Enchanter, the new mages seem more like crystal cannons than the Origins ones - especially when you factor in Origins' Arcane Warriors, Shapeshifters and Battlemages.

 

Idk I mean I feel as if like in DA2 or Origins when I Played a Mages I felt like everyone was like OH CRAP WATCHOUT. Like I feel some fore behind my spells. I miss my fire ball that explodes from DA2 I mean we have to freaking use focus for a Firestorm a spell that we could like cast every 20 seconds before lol. An They also locked off abilities that should have been for every mage like Stone Fist like really way is that a Fade ability?

 

This time around I don't really feel that force behind the spells. Like I mean even Mind Blast use to really knock enemies off there feet not just gently push them back a bit lol.

 

I don't feel as if a Mage building the Damage spells this time around really bring Tons of Damage like they use to.

 

An not to mention I LOVED spells like Petrify that had both  Pro an a Con That's why I wish they would have keep Barrage as a Charge up ability omg



#36
leaguer of one

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Idk I mean I feel as if like in DA2 or Origins when I Played a Mages I felt like everyone was like OH CRAP WATCHOUT. Like I feel some fore behind my spells. I miss my fire ball that explodes from DA2 I mean we have to freaking use focus for a Firestorm a spell that we could like cast every 20 seconds before lol. An They also locked off abilities that should have been for every mage like Stone Fist like really way is that a Fade ability?

 

This time around I don't really feel that force behind the spells. Like I mean even Mind Blast use to really knock enemies off there feet not just gently push them back a bit lol.

 

I don't feel as if a Mage building the Damage spells this time around really bring Tons of Damage like they use to.

 

An not to mention I LOVED spells like Petrify that had both  Pro an a Con That's why I wish they would have keep Barrage as a Charge up ability omg

You have a spell that let's you launch enemies in the air in a firy blast, pin them down, and then set a wall of fire on them... As a group.

 

You may not be raining down fire but that's far from being weak.



#37
AnUnculturedLittlePotato

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Good grief arguing about this is so tiring. I'm repeating myself over and over and your repeating your self over and over we could literally delete the last like 5 posts and nothing would change.
Mages really can't CC or support in this game all they can do is damage and everything else is mainly an afterthought unless your name is barrier or reassurance. I mean KE felt more supporty than rift mage.



#38
TraiHarder

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You have a spell that let's you launch enemies in the air in a firy blast, pin them down, and then set a wall of fire on them... As a group.

 

You may not be raining down fire but that's far from being weak.

 

Never said we didn't have strong abilities but there are only a few very strong spells. I shouldn't have to go the Fire route just to get damage. As I said the Mages this time around aren't like a force to be reckoned with like they were before in previous games.

 

I was comparing the two an DA2's mages def seem to be stronger than DA:I



#39
Phoe77

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I don't think it would have been a good idea to allow mages to have the same amount of power behind their spells while simultaneously reducing cooldown times and increasing mana regen.  Origins would be radically different if you actually could cast Inferno without cooldowns or resource management to slow you down.  I'd rather have somewhat less powerful abilities that can be used more often over amazing powers that I might only be able to use one or two of per encounter without having to chug a potion, but I can see how others would disagree.



#40
TraiHarder

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I don't think it would have been a good idea to allow mages to have the same amount of power behind their spells while simultaneously reducing cooldown times and increasing mana regen.  Origins would be radically different if you actually could cast Inferno without cooldowns or resource management to slow you down.  I'd rather have somewhat less powerful abilities that can be used more often over amazing powers that I might only be able to use one or two of per encounter without having to chug a potion, but I can see how others would disagree.

 

What? So you totally hate focus powers is what im hearing?

 

An its not like you can get cooldowns to 0 on all your spells. Even with cooldwon reduction some still take a bit to come back. They could also easily set a cap limit.

 

Spell this time around just had no real force behind them. I mean I loved the combos we could do this time but the spells them selves were just a bit to weak for me.



#41
leaguer of one

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Never said we didn't have strong abilities but there are only a few very strong spells. I shouldn't have to go the Fire route just to get damage. As I said the Mages this time around aren't like a force to be reckoned with like they were before in previous games.

 

I was comparing the two an DA2's mages def seem to be stronger than DA:I

First of all the fire route is always the damage route for glass cannons from dao. That and chain lighting.

 

A mage in dai can be a force to be reckoned with...If you properly use cc and traps with dps.



#42
Phoe77

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What I mean is that Origins went to great lengths to limit how often you can use your abilities.  Mana recovery was painfully slow in combat and most of the more powerful spells had cooldown times that are longer than the ones on any spell in Inquisition.  If you wanted to consistently cast hard hitting spells in Origins you pretty much had to chug lyrium potions even if you dumped a great deal of your attribute points into willpower.  

 

Inquisition is different because mana regen is not super slow and cooldowns aren't particularly long.  To compensate for that, it seems like they would have had to take a bit of the oomph out of mage abilities in order to keep them from becoming too overpowered.  

 

I actually think that adding focus abilities was a good way of including spells that do have very powerful effects without having them interfere with the use of your typical spells.  Whereas before, Inferno would likely leave you with half of your mana pool depleted for the rest of the fight (unless you used a potion), Firestorm lets you do big AOE damage without reducing the output of your less powerful spells.  



#43
TraiHarder

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First of all the fire route is always the damage route for glass cannons from dao. That and chain lighting.

 

A mage in dai can be a force to be reckoned with...If you properly use cc and traps with dps.

 

First of all no in DA2 frost an lighting spells did just as much damage an so did the Cage Force spells.

 

An as I said they are not like they use to be for sure. I love the spell like I said but they just don't have the force behind them like they use to. An they def aren't as strong.



#44
TraiHarder

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What I mean is that Origins went to great lengths to limit how often you can use your abilities.  Mana recovery was painfully slow in combat and most of the more powerful spells had cooldown times that are longer than the ones on any spell in Inquisition.  If you wanted to consistently cast hard hitting spells in Origins you pretty much had to chug lyrium potions even if you dumped a great deal of your attribute points into willpower.  

 

Inquisition is different because mana regen is not super slow and cooldowns aren't particularly long.  To compensate for that, it seems like they would have had to take a bit of the oomph out of mage abilities in order to keep them from becoming too overpowered.  

 

I actually think that adding focus abilities was a good way of including spells that do have very powerful effects without having them interfere with the use of your typical spells.  Whereas before, Inferno would likely leave you with half of your mana pool depleted for the rest of the fight (unless you used a potion), Firestorm lets you do big AOE damage without reducing the output of your less powerful spells.  

Cooldowns in DA2 were about the same as Inquisition yet mana was slower for sure. An I don't feel as if they were overpowered. An their spells were def stronger but yet didn't feel overpowered. I mean if I hit a freaking wolf a regular ol'e wolf with like 4 bolts of lighting that damn thing should be dead. I mean regular ol'e men shouldn't be taking 3+ magically abilities an still coming at me unless they are reg Templars. Maybe it wasn't the spells them selves but the strength of the enemies. Either way I think I still preferred how spells an classes were in DA2. I mean there are added spells I love in Inquisition like the lightning spells for sure. But the janky ol fireball spell we get in Inquisition is crap lol.

 

An that's a thing I mean wtf is a less powerful spell? A damage spell is a freakin damage spell it should hurt either way. unless they are debuff spells or support spells I mean sure Firestorm should do way more damage but still A fireball should hurt as well not as much but A fire ball should really mess up a regular wolf or man or lesser demons like shades don't u agree?

 

 

I felt as if they were real glass canons an I felt as if enemies that weren't taunted went out of there way to focus me but maybe that was just me. But I kinda like focus spells sure but something like Firestorm shouldn't be a Focus ability.



#45
Abyss108

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I don't want my mages to be more powerful than my other characters...

 

I would like some more support spells though. I could play a damage mage or a CC mage just fine, but support only had barrier + revive.



#46
MrObnoxiousUK

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cristal%20at%20corkbuzz.jpg

Okay where is the cannon i have your ammo.



#47
caradoc2000

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Glass cannons. The term is glass cannon.

Crystal cannon is an upgrade of glass cannon. It has more sparkle (aka bling bling). Rings and amulets are mandatory.



#48
Salaya

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Lol, guys, sorry for the mistake. Don't be too hard on me; English is not my native language. My spanish ("cañones de cristal") got in the way.

Now I feel ebarassed. I would love to change the thread's name, but I can't.

#49
leaguer of one

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First of all no in DA2 frost an lighting spells did just as much damage an so did the Cage Force spells.

 

An as I said they are not like they use to be for sure. I love the spell like I said but they just don't have the force behind them like they use to. An they def aren't as strong.

My Hawke was a lighting mage and I can tell you that's a big no. I had Merril be the fire mage and she did more damage. My Hawke was mostly a cc mage and only wiped out groups with cross combo's and walking bonb.

 

And Lighting cage only does extra damage to enemies when they are hit. Not damage by it self. Fire is the dps tree of magic.



#50
leaguer of one

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Cooldowns in DA2 were about the same as Inquisition yet mana was slower for sure. 

No Cooldowns are fast in dai.  Only mana is gimped.