1. #1

    Top 3 offensive and defensive/assistance spells

    What are the best spells you use for attack and protection? Discuss..
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  2. #2
    For offense. Poison Cloud, Implosion, Acid-Blast.
    For defense Regeneration, Darkness Ward, Celestial armor.

    Really though I use a wiiide variety of defense, from every ward, to arcane wards, stoneskin if I have to, the shadow ability is invaluable for single-target paralyze spells. Finally, there was a point in the game where sleep was the most OP life saver ever, but now I don't really need it.
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  3. #3
    Offense: Acid Splash, Fire Burst, Searing Rune.
    Defense: Regeneration, Liquid Membrane, Sleep.
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  4. #4
    Offense: Fire Shield, Cyclone, Agony
    Defense: Regeneration, Liquid Membrane, Element Wards

    Fire Shield is surprisingly strong. Enemies do a lot of hits per round and this spell just scorches them. Agony is the same deal only its the other way round. Works fantastic with Bladedancers (Especially ones using daggers). Cyclone is just a fantastic AoE spell overall. Its lasts over multiple rounds, track enemies (Useful when corner camping) and deals good damage too.

    Regeneration is a no-brainer. Liquid Membrane is a really powerful defensive spell and is reason enough to grab Water spells. The Element Wards are absolutely essential against enemies using elemental attacks IMO. Darkness Ward is particular sees the most use.
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  5. #5
    Offense: Acid Splash, Fireball, Implosion.
    Defense: Heal, Celestial Armor, Stoneskin, with special mention for Regeneration
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  6. #6
    Chain Lightning, Thunderstorm, Fire Blast

    Fire blast was really useful for the endgame areas where I could bunch dudes up in hallways. Thunderstorm is excellent DoT (cyclone is too unpredictable, I don't like it hitting my team). Chain lightning is just obscene. Against a full group of 3 enemies my crits would regularly break 1000 damage. I had one hit for 1900!

    Regeneration, Heal, Burning Determination -- self explanatory. So many enemies stun or paralyze I kept burning determination up most of the time. I wish I had rememberd to use fire shield or stone skin more but the short duration of buffs always bothered me. I ended up just spamming offensive spells more.
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  7. #7
    I just finished a playthrough with four mages (with 2 magic, 1 vit and 1 spirit on level up) and these are my recommendations:

    Offense TOP 3

    Word of light (GM Light) - does 300 non-crit/ 1000 crit on everyone in the three tiles in front of you, just like fire blast + about 100 healing to the party, nobody is resistant (btw, tooltip numbers are wrong on the damage with this one)
    Tsunami (GM Water) 300 non-crit/1000 crit in front of the party, tosses enemies back
    Implosion (Master Prime) - 300 non-crit/1000 crit with decent range and rarely resisted

    Honorable mentions: All fire spells (but my runepriest preferred word of light), Blizzard (Expert Water) - cheap and strong, Hour of Power (GM Prime) - +30 to all atributes for 10+ rounds (basically +60% damage buff)

    Defense top 3

    Liquid membrane (Master Water) - this thing lasts long (14 turns in last dungeon) and reduces ALL damage by roughly 60- 80% despite what the tooltip says. Insanity.
    Celestial Shield (Novice Light) - lifesaver early on, before you get Liquid membrane
    Regeneration (Novice Earth) - nice spell to keep everyone up, not so needed when you have liquid membrane and spamming word of light

    Honorable mentions: Burning Determination (Expert Fire) - to deal with paralyses/stuns, Stoneskin (nice starting buff against melees, through its only % reduction)

    Air also looked promising, but resists are too frequent (lots of enemies are humans) and damage too dependent on number of enemies on the tile. Searing rune is also fun, but it's pretty easy to roast yourself with it.

    Apart from Purge and Whispering Shadows, Dark Magic is not very useful for pure magic playthrough (Agony might be good as melee suport with balanced party I guess). Dark Magic offensive spells in general are pretty bad due to resists and even though there are some nice CC and defensive spells (sleep, fear, darkness ward), all you really need is Liquid Membrane up and blast away:>.
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  8. #8
    1. Offensive spells: Tsunami(awesome damage, not many enemies have resist to water + pushes back), cyclone(great damage and utility,just dont walk into it), poison cloud(good DoT + lowers evade)
    2. Defensive spells: Celestial Armor - no comments, Sleep/Terror(sleep is just great CC, terror is even better since affects ranged enemies), Arcane Ward(against any elements), special mention to Burning Determination.

    Still have not tried any Fire, Thunderstorm, Word of Light and Time Stop.

    p.s. Crushing Weight is so lackluster..
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