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Spells for a solo nightmare bloodmage/spirit healer?


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15 réponses à ce sujet

#1
simplificationizer

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I got heal and blizzard (still in the korcari wilds), but not sure where to go from here. I'm thinking the glyphs, then some AoE nukes to combine with blizzard.

#2
svenus97

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Disorient - Horror - Sleep - Waking Nightmare



Mind Blast - Force Field - Telekinetic Weapons - Crushing Prison



Blood Magic - Blood Sacrifice - Blood Wound



That should be enough:)

#3
simplificationizer

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svenus97 wrote...
Disorient - Horror - Sleep - Waking Nightmare


Those are useful in a group, but solo? Won't sleep be useless, seeing as I'll want to be AoEing a lot?

svenus97 wrote...
Mind Blast - Force Field - Telekinetic Weapons - Crushing Prison


Again, good for group play, but I can't see those being terribly useful solo :/.

#4
mosspit

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Wear +Spirit Dmg items. Stack Vulner, Afflic Hexes, Cast a Death Hex, Cast Death Cloud.

#5
svenus97

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simplificationizer wrote...

svenus97 wrote...
Disorient - Horror - Sleep - Waking Nightmare


Those are useful in a group, but solo? Won't sleep be useless, seeing as I'll want to be AoEing a lot?

svenus97 wrote...
Mind Blast - Force Field - Telekinetic Weapons - Crushing Prison


Again, good for group play, but I can't see those being terribly useful solo :/.


I actually found them both quite useful while both solo or in group, why does it matter if you sleep 10 mobs with solo or sleep 10 mobs while in group:) Crushing Prison is allways welcome, and Sleep + Horror can do a lot of damage, especially with curses on the mob.

#6
simplificationizer

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svenus97 wrote...
I actually found them both quite useful while both solo or in group, why does it matter if you sleep 10 mobs with solo or sleep 10 mobs while in group:) Crushing Prison is allways welcome, and Sleep + Horror can do a lot of damage, especially with curses on the mob.


You sleep them in group play so you can take mobs out one by one. But solo, I expect to be AoEing the crap out of everything, which wakes them up ;).

mosspit wrote...

Wear +Spirit Dmg items. Stack Vulner, Afflic Hexes, Cast a Death Hex, Cast Death Cloud.


Hmm, you go Death Cloud for the utility spells in the tree? Interesting. I was thinking of going fire so I could have two good AoE nukes.

Modifié par simplificationizer, 06 février 2010 - 05:44 .


#7
svenus97

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simplificationizer wrote...

svenus97 wrote...
I actually found them both quite useful while both solo or in group, why does it matter if you sleep 10 mobs with solo or sleep 10 mobs while in group:) Crushing Prison is allways welcome, and Sleep + Horror can do a lot of damage, especially with curses on the mob.


You sleep them in group play so you can take mobs out one by one. But solo, I expect to be AoEing the crap out of everything, which wakes them up ;)


You missed my point:) Here is how it worked for me.

Sleep them, cast Horror on the Yellow mob to stun him and do massive damage. Cast Waking Nightmare on others, which in my opinion is great cause it will not only make enemies take damage but cause them to attack each other, letting you AoE freely:) Thats the point of it, do as much AoE as you like to but you got to live to do it:)

Or just cast Blood Wound,, if you have the specialization allready unlocked.

#8
-Jaren-

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Grab Fireball while you're at it. AoE and Knockdown. I love to Mass Paralysis a group right after Fireball. Fireballs recharge is crazy quick so by the time mobs get back up boom!...Fireball ;D

#9
Meliorist13

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what svenus97 said, the sleep line is great, it's pretty much needed against human type opponents. Both solo and group oriented


#10
Mr_Raider

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Fire, full line

Frost, full line

Heal

Blood wound up to 3

Hexes up to affliction hex

Sleep full line



walking bom up VWB



The principle here is to control your enemies while you lay down wide area spells:



Waking nightmare -> inferno

Blizzard -> VWB then use arane bolt to trigger the bomb

Blood wound for any crowd control, and use the hexes on the mob before to increase teh damage from AoE.

#11
dkjestrup

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Fireball, Blizzard, Tempest, Glyph of Neutralization, Death Cloud, Death Hex, Blood Wound, Waking Nightmare.

#12
shree420

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Glyphs are awesome. Best Defensive/CC line in the game, every spell has a use. Paralysis Explosion works especially well since you're solo.



The Waking Nightmare line is also very good since you can insta-control the field using Sleep - giving you time to prepare other measures like AoE or Mass Paralysis and/or ..



Waking Nightmare to make enemies fight each other. A real blessing when outnumbered. Trivializes most encounters.



If you can keep them CC'ed well , the best Damage spells are Walking and Virulent Walking Bomb( as alternatives to the usual Blizzard/Tempest/SotC etc. ).

#13
Lord Niah

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Glyph Paralysis explosion is the best AoE cc spell in the game because it is almost unresistable and has a fairly large radius of effect and lasts a long time. You an also use glyph of replusion alone in various ways such as to defend against melee attackers (you can stand on it) or to cut off a choke-point for safe nuking.

Blood wound is the best point-blank control spell, but you can't get it until level 14. Sleep is the next best because it lasts a long time, has a large radius of effect, is unresistable by most mobs, and will not hurt the caster.

Inferno is the best nuke in the game by far. The only thing that is better is the storm of the century combo, but that takes too much mana and time to get up so is not practical.

Blizzard is the second best nuke in the game, but first best for a solo mage because it both controls and nukes at the same time

Best single target damage spell is winter's grasp. It does as much damage as any other spell of its type and also can have a freezing and slowing effect. Other good single target spells are arcane bolt and stone fist. Use hexes to maximize the damage for these and your nukes.

Cone of Cold is the best spell in the game period. I can't even imagine how you could solo without it.

Fireball is the next best spell because of its knock down effect

Mana Clash is also a requirement for solo play. It is an AoE nuke that burns off the targets' mana and does an amount of damage equal to the mana burned. This will not only destroy enemy mages, but also spectral undead and most demons. Going through the circle tower with mana clash is a walk in the park. You can clear entire rooms in 1 second. It is also a requirment for soloing sloth demon... unless you think you can survive having crushing prison cast on you...

You may also find that you want some good defensive spells like combat magic, shimmering shield, arcane shield, and rock armor. One very nice thing about combat magic is that it is useful even if you don't activate it... you just equip some wades superior drakeskin armor for the same protection as rock armor with zero fatique and no mana requirement... shimmering shield is good for those situatons where you just can't control or nuke something and have to stand toe-to-toe with it. Even better is to also put up an arcane shield and stand on a glyph of warding.

Oh, and heal is the most worthless spell for solo play. You will basically just be chugging health potions. Heal is only good for when you are playing in a group and the tank gets immoblized and needs some healing.

Modifié par Lord Niah, 11 février 2010 - 09:41 .


#14
Atranes

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Why go SH in a solo run? Group heal and revival don't matter if you don't have teammates. AW - even if just for the first level wear armor trick - seams better for a solo run.



As mentioned, the sleep line is great, especially since you don't have to worry about catching yourself. Mana Clash is great, and in the process you'll get Spell Might - which you can use for enhanced animation if you don't consider summoning a pet as ruining the solo run.



I actually like Curse of Mortality for regenerative enemies like Revenants, since it keeps them from healing.



The hexes are great for setting up more damage, and Misdirection Hex can be great to keep those fast, heavy-hitters from landing a blow.



If you can set it up right (takes time so use your glyphs), entropic death (death hex plus death cloud, better with the first two hexes) does crazy amounts of damage.

#15
Mr_Raider

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I've come to appreciate earthquake a lot. It's instant cast, no line of sight, cheap on mana and wreaks havoc on archers and mages. Drop and inferno on top and sit back and watch the entertainment.

#16
AuraofMana

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I am not sure if you go AW you can get enough Magic Resist.  If you can, then try to hit 100% and cast Storm of the Century (CC them before doing so).  Then watch everything die.
The full fire tree isn't that great.  Fireball is useful early on but become pretty useless later.  Don't bother getting the Paralysis branch.  Mass Paralysis is possibly the worst CC, as you can achieve the same effect FASTER with Glyph of Repulsion + Glyph of Paralysis.
The Lightning tree is not very good, but you need Tempest for Storm of the Century.  You can try doing Cone of Cold + Fireblast + Shock for some fast AOE damage.  You can also try getting Animate Dead to tank.  I've never bothered with one but I heard some good things about it.
Death Fog + Death Hex deal some amazing damage.
The Earth line is VERY underrated.  Petrify is amazing, even on bosses.  Other than the Arch Demon and dragons, most bosses will stay petrified for 10-15 seconds.  Earthquake is also instant cast, so it is good for a quake AOE CC.

Now that you got me thinking...
You get 29 talent points if you hit level 20 (21 from leveling, 4 from quests [must do desire demon deal], and 4 from tomes [glitch 1]).  I think the max you can hit is 24 without glitching, but that was on a Rogue, so a safe estimate is level 23.  That means you get 32 talent points at the end.

I'd suggest:
Attribute: Everything into Magic.  If you max it (I doubt), put the rest into Constitution.
Talent:
Arcane: 1, total 1
Blood Mage: 3, total 4
Fire: 3, total 7
Earth: 4, total 11
Cold: 3, total 14
Lightning: 3, total 17
Glyphs: 3, total 20
Mana Alteration: 4, total 24
Death: 4, total 28
Telekinesis: 4, total 32
Hexes: 4, total 36
Sleep: 4, total 40
Draining: 4, total 44

You'll have to give up 12 skills above.  I'd suggest giving up Mana Alteration.  The entire point of that tree is to get Spell Might and Mana Clash.  Spell Might is used in casting Storm of the Century while Mana Clash is used to instantly destroy casters.  Casters can be shutdown with a well placed CC, but Spell Might means giving up Storm of the Century.  You'll need to see if you actually use that or not.  If you are giving up Storm of the Century, then you can shave 1 from Cold and 2 from Lightning if you don't find Blizzard and Tempest useful.  Animate Dead may be all you need for damage since you can shatter any frozen/petrified enemies and bash everything else to death while they are CC'd.  Also, I don't know how effective Fireball is as I heard it scales horribly.  You may not use it at all for damage.

A typical fight may go something like this:
Run in with Blood Magic, use Blood Wound to hit as many targets as possible.
CC the Boss via Petrify, Force Field, or Glyph of Paralysis
If you used Glyph of Paralysis, throw in a Glyph of Repulsion at the end of the duration to get an AOE paralysis (and paralyze the boss again).
Cone of Cold anyone that comes near and shatter them via Animate Dead or Stone Fist.  Alternatively, use Mind Blast and run back if you need a better position.
Sleep as many targets as you can.  Throw Horror on the most dangerous enemy (such as a Boss), then throw Waking Nightmare when Sleep is almost over.
By this point, most enemies are dead or near dead.  Throw all your nuke spells and finish them off.  If it didn't Blood Wound should be cooldowned.
Save your Force Prison for a Boss so you can CC them while dealing damage.  Also remember to use Hexes and spells such as Curse of Mortality on them.
*If you decided to take Mana Clash, use it after Blood Wound (so they can't get a spell off, Mana Clash has a relatively short cast range) and instantly destroy most casters.  If they aren't dead after that, CC them and kill them FIRST.
Use Death Magic and Death Syphon appropriately.  Chances are you may need Death Magic more if you get hit, if your CC aren't resisted as much (and it shouldn't, given your high Magic).  Mana shouldn't be a problem.  Plus, you are playing solo.  Use all the health and mana potions as much as you want.  They are easy to made anyway.

Against a major Boss like the Arch Demon or Dragons, use Death Hex + Death Fog combo.  Any other time you can keep it CC'd as much as possible (they will resist a lot, and even if they don't the effects are severely reduced).  Use other spells such as Curse of Mortality and Disorient (terrible spell, but you gotta work with what you got) to keep the damage you take to a minimum.  You'll need to kite around A LOT.

Modifié par AuraofMana, 19 février 2010 - 02:20 .