1. Blood Wound - Heavy CC, huge radius, huge damage. Only let down is you need to have Blood Magic activated. For some people they play with it on anyway (such as AW's). If you don't want to have it on all the time, activate Blood Magic, throw Blood Wound in the beginning of a fight, and turn Blood Magic off.
2. Cone of Cold - Almost never resisted due to a bug, can freeze multiple people. Damage not that great, but you aren't using it for damage. Short cooldown, possible to freeze-lock with two or more mages. Great for shatter.
3. Petrify - Really long CC. Amazing to use on bosses provided you have a high Magic so they are less likely to resist it. Great for shatter.
4. Fireball - Instant cast and instant knockdown makes this spell useful. Huge damage early game, loses effectiveness later on (around mid game.)
5. Sleep - Very useful, especially with its huge radius and potential spell combo with other spells of the tree. Long CC.
6. Horror - Good, but shines even more when used in combination with Sleep. Heavy damage and CC time.
7. Waking Nightmare - Really great CC, but somewhat of a small radius in comparison to the other spells. Use in conjunction with Sleep so no one can resist it. *Not sure if affected monsters killing others will net you experience.
8. Mind Blast - Everyone seems to like this spell for a panic moment, but to be honest, you shouldn't get hit anyway. However, good to have as a backup anyway, plus you need it for the other spells in the branch.
9. Force Shield - Great dual purpose spell. Use it on your tank (or whoever) to prevent them from getting hit by enemies AND YOURSELF. That means friendly fire is no longer an issue. However, your tank is not actively hitting people and drawing aggro anymore, so be careful. You can use it on enemies to CC them, albeit they won't be damaged for the duration, but you can wipe everything else out.
10. Force Prison - Great spell, used for Shattering, but most likely you won't be. Great CC on its own and deals tremendous damage. Combos with Force Prison (ONLY if it is cast on an enemy) for a huge radius shockwave. Shockwave is great, just don't use it as a damage.
11. Ward of Paralysis - Amazing spell. Long CC, in fact, it works VERY WELL against bosses, even the last one

Combos with Ward of Repulsion for a huge AOE paralysis.
12. Ward of Repulsion - Great to keep monsters away from where you don't want them too. With high Magic, you can even ward away bosses. Combos with Ward of Paralysis.
13. Grease - Great CC and area denial. However, the requirement to get it isn't that great. Potential combo with fire spells, but the burning damage isn't something to write back to home about.
EDIT:14. Mana Clash - Autokill on casters most of the time. Huge AOE too!
A lot of people like Blizzard as a CC spell. To be honest, it takes too long to set up, and you have more than enough CC. It's not worth it IMO. If you really need something, use Earthquake as your tank should be able to resist it (Shale is immune to knockdown).
EDIT: Shale is apparently not immune to knockdown, only knockback.
If you want to get some nuke going as well, the best fast nuke combo is Cone of Cold + Fireblast + Shock. Deals massive amount of damage while target is frozen. Burning damage + Mana/Stamina damage. You can also try Storm of the Century, but it takes too long to set up. Same with Death Fog and its combo. The Hexes are great, but I never felt the need to get anything as things are already completely shutdown during the entire fight.
Modifié par AuraofMana, 18 février 2010 - 04:37 .