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Fordítási probléma jelentése
I personally find the "mind" entropy spells very unreliable, and inneffective. The issue with them lies on the unreliable nature of Sleep, and the high mana cost of actually comboing the spells together.
So, to recieve the high spirit damage from Horror, or to bypass the mental resistance of Waking Nightmare, they both must be cast on targets who are asleep. The issue I find is that, targets can resist Sleep outright, and those who don't will instantly be woken up when they take damage from ANY source. Between the initial cast time of Sleep, and the cast times of Horror/Waking Nightmare, there are consistantly only a couple enemies still asleep in any particular battle. The extra dmg done, or mental resistance bypass has never been worth the mana cost of comboing the spells together for me personally. The effects of Waking Nightmare are very unreliable and inneffective on their own.
I find that Mind Blast, Force Field, Crushing Prison, Mana Clash, all glyphs, both walking bombs, and primal magic are by far the most decisive spells. There are a lot of useful/interesting interactions between these that I can go into detail upon request. When I create any mage, I always take the first 3 listed just because of how downright effective they are.
Sorry to hear that sleep and nightmare don't work so well. I was hoping that would be an interesting playstyle.
Walking bombs sound like a lot of fun, so I will probably try that next. I guess the trick there is to keep your allies out of the melee as much as possible to avoid unpredictable explosions :)
How are the raised zombies and other death magic?
So did I, to my dissapointment. They all have an interesting concept. Disorient and Horror on their own arn't bad. Disorient is unresistable and works against virtually all targets. Its the synergy with Sleep where they fall apart.
Walking bomb/Virulent Walking bomb are very effective spells, especially early game. Raise Dead is fun but isn't the best spell. It is a sustained spell, requires an unpilfered corpse, and has quite a large fatigue cost. So to keep the Skeleton around you have to effectively dedicate 1/3 of your mana pool. The Skeletons arn't quite worth the mana in terms of dmg/tanking, but it is a pretty fun spell. The abilities of the Skeleton are determined by the primary class of the spells host, for example: Raise dead on a warrior enemy will raise a skeleton with Sword/Shield, Shield Bash, and one of the sustained skills, or a 2 hander with a few related skills. I personally really enjoyed sending minions into heavily trapped rooms to set everything off, or to aggro mobs.
Walking Bomb and its cousin have always been worth their mana in damage for me, and are two of the deadliest spells in the game. A perfectly executed Virulent Walking Bomb can wipe out an entire group, but the spell is at the mercy of the health/resistance of the target, and where it decides to run. I recommend getting Force Field for heavy walking bomb use, so that when an infected target suddenly runs towards a party member you can protect them from the goresplosion. Its also useful for protecting the tank when many targets would expload at once.
A combo I personally like is Curse of Mortality into Walking Bomb. Together they do a good amount of Spirit/Nature dmg for their mana, and the target can't heal itself to prevent the explosion(by surviving past the spells duration).
And if you are going to play on the higher difficulties like Nightmare you're going to want to take some Enthropy spells because all these AoE damaging spells and walking bomb are going to kill you're team, take it from me i have beat this game on Nightmare difficulty without dying and my mage Morrigan was specced just to use Enthropy and i took crushing prison and mana clash out of the spirit tree and it made the game so much easier than having a healer on my team
I agree, they are very good. I was only speaking about Disorient, Horror, Sleep, Waking Nightmare.
The only talents i find useless from the Enthropy tree is Disorient and being as i play on Nightmare i don't use Death Cloud because it kills you're team mates
I'v already mentioned both that horror is good, and the disadvantages of the spell synergy with sleep. Could you explain your reasoning on this point? The usefullness of Disorient depends on how far into the game one is, as powerful mobs such as golems can resist almost everything.
I completely agree that a lot of the aoe spells with duration like Death Cloud arn't very good on Nightmare. Many people have played through Nightmare in this 5 year old game.
Edit: It is worth mentioning that a little less than half of the enemies in the game are explicitly immune to sleep, and a third are immune to horror/waking nightmare : /
In Awakening I pick up Blood Magic specialization and just tear through the expansion. I haven't played much Nightmare, but I played around ~10 hours of Nightmare with this build with no hassle at all.